openpilot is an open source driver assistance system. openpilot performs the functions of Automated Lane Centering and Adaptive Cruise Control for over 200 supported car makes and models.
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#include "selfdrive/ui/qt/widgets/cameraview.h"
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#else
#include <GLES3/gl3.h>
#endif
#include <cmath>
#include <set>
#include <string>
#include <utility>
#include <QOpenGLBuffer>
#include <QOffscreenSurface>
namespace {
const char frame_vertex_shader[] =
#ifdef __APPLE__
"#version 330 core\n"
#else
"#version 300 es\n"
#endif
"layout(location = 0) in vec4 aPosition;\n"
"layout(location = 1) in vec2 aTexCoord;\n"
"uniform mat4 uTransform;\n"
"out vec2 vTexCoord;\n"
"void main() {\n"
" gl_Position = uTransform * aPosition;\n"
" vTexCoord = aTexCoord;\n"
"}\n";
const char frame_fragment_shader[] =
#ifdef QCOM2
"#version 300 es\n"
"#extension GL_OES_EGL_image_external_essl3 : enable\n"
"precision mediump float;\n"
"uniform samplerExternalOES uTexture;\n"
"in vec2 vTexCoord;\n"
"out vec4 colorOut;\n"
"void main() {\n"
" colorOut = texture(uTexture, vTexCoord);\n"
"}\n";
#else
#ifdef __APPLE__
"#version 330 core\n"
#else
"#version 300 es\n"
"precision mediump float;\n"
#endif
"uniform sampler2D uTextureY;\n"
"uniform sampler2D uTextureUV;\n"
"in vec2 vTexCoord;\n"
"out vec4 colorOut;\n"
"void main() {\n"
" float y = texture(uTextureY, vTexCoord).r;\n"
" vec2 uv = texture(uTextureUV, vTexCoord).rg - 0.5;\n"
" float r = y + 1.402 * uv.y;\n"
" float g = y - 0.344 * uv.x - 0.714 * uv.y;\n"
" float b = y + 1.772 * uv.x;\n"
" colorOut = vec4(r, g, b, 1.0);\n"
"}\n";
#endif
mat4 get_driver_view_transform(int screen_width, int screen_height, int stream_width, int stream_height) {
const float driver_view_ratio = 2.0;
const float yscale = stream_height * driver_view_ratio / stream_width;
const float xscale = yscale*screen_height/screen_width*stream_width/stream_height;
mat4 transform = (mat4){{
xscale, 0.0, 0.0, 0.0,
0.0, yscale, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
return transform;
}
mat4 get_fit_view_transform(float widget_aspect_ratio, float frame_aspect_ratio) {
float zx = 1, zy = 1;
if (frame_aspect_ratio > widget_aspect_ratio) {
zy = widget_aspect_ratio / frame_aspect_ratio;
} else {
zx = frame_aspect_ratio / widget_aspect_ratio;
}
const mat4 frame_transform = {{
zx, 0.0, 0.0, 0.0,
0.0, zy, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
return frame_transform;
}
} // namespace
CameraWidget::CameraWidget(std::string stream_name, VisionStreamType type, bool zoom, QWidget* parent) :
stream_name(stream_name), requested_stream_type(type), zoomed_view(zoom), QOpenGLWidget(parent) {
setAttribute(Qt::WA_OpaquePaintEvent);
qRegisterMetaType<std::set<VisionStreamType>>("availableStreams");
QObject::connect(this, &CameraWidget::vipcThreadConnected, this, &CameraWidget::vipcConnected, Qt::BlockingQueuedConnection);
QObject::connect(this, &CameraWidget::vipcThreadFrameReceived, this, &CameraWidget::vipcFrameReceived, Qt::QueuedConnection);
QObject::connect(this, &CameraWidget::vipcAvailableStreamsUpdated, this, &CameraWidget::availableStreamsUpdated, Qt::QueuedConnection);
}
CameraWidget::~CameraWidget() {
makeCurrent();
stopVipcThread();
if (isValid()) {
glDeleteVertexArrays(1, &frame_vao);
glDeleteBuffers(1, &frame_vbo);
glDeleteBuffers(1, &frame_ibo);
glDeleteBuffers(2, textures);
}
doneCurrent();
}
// Qt uses device-independent pixels, depending on platform this may be
// different to what OpenGL uses
int CameraWidget::glWidth() {
return width() * devicePixelRatio();
}
int CameraWidget::glHeight() {
return height() * devicePixelRatio();
}
void CameraWidget::initializeGL() {
initializeOpenGLFunctions();
program = std::make_unique<QOpenGLShaderProgram>(context());
bool ret = program->addShaderFromSourceCode(QOpenGLShader::Vertex, frame_vertex_shader);
assert(ret);
ret = program->addShaderFromSourceCode(QOpenGLShader::Fragment, frame_fragment_shader);
assert(ret);
program->link();
GLint frame_pos_loc = program->attributeLocation("aPosition");
GLint frame_texcoord_loc = program->attributeLocation("aTexCoord");
auto [x1, x2, y1, y2] = requested_stream_type == VISION_STREAM_DRIVER ? std::tuple(0.f, 1.f, 1.f, 0.f) : std::tuple(1.f, 0.f, 1.f, 0.f);
const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3};
const float frame_coords[4][4] = {
{-1.0, -1.0, x2, y1}, // bl
{-1.0, 1.0, x2, y2}, // tl
{ 1.0, 1.0, x1, y2}, // tr
{ 1.0, -1.0, x1, y1}, // br
};
glGenVertexArrays(1, &frame_vao);
glBindVertexArray(frame_vao);
glGenBuffers(1, &frame_vbo);
glBindBuffer(GL_ARRAY_BUFFER, frame_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(frame_coords), frame_coords, GL_STATIC_DRAW);
glEnableVertexAttribArray(frame_pos_loc);
glVertexAttribPointer(frame_pos_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(frame_coords[0]), (const void *)0);
glEnableVertexAttribArray(frame_texcoord_loc);
glVertexAttribPointer(frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(frame_coords[0]), (const void *)(sizeof(float) * 2));
glGenBuffers(1, &frame_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, frame_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(program->programId());
#ifdef QCOM2
glUniform1i(program->uniformLocation("uTexture"), 0);
#else
glGenTextures(2, textures);
glUniform1i(program->uniformLocation("uTextureY"), 0);
glUniform1i(program->uniformLocation("uTextureUV"), 1);
#endif
}
void CameraWidget::showEvent(QShowEvent *event) {
if (!vipc_thread) {
clearFrames();
vipc_thread = new QThread();
connect(vipc_thread, &QThread::started, [=]() { vipcThread(); });
connect(vipc_thread, &QThread::finished, vipc_thread, &QObject::deleteLater);
vipc_thread->start();
}
}
void CameraWidget::stopVipcThread() {
makeCurrent();
if (vipc_thread) {
vipc_thread->requestInterruption();
vipc_thread->quit();
vipc_thread->wait();
vipc_thread = nullptr;
}
#ifdef QCOM2
EGLDisplay egl_display = eglGetCurrentDisplay();
assert(egl_display != EGL_NO_DISPLAY);
for (auto &pair : egl_images) {
eglDestroyImageKHR(egl_display, pair.second);
assert(eglGetError() == EGL_SUCCESS);
}
egl_images.clear();
#endif
}
void CameraWidget::availableStreamsUpdated(std::set<VisionStreamType> streams) {
available_streams = streams;
}
void CameraWidget::updateFrameMat() {
int w = glWidth(), h = glHeight();
if (zoomed_view) {
if (active_stream_type == VISION_STREAM_DRIVER) {
if (stream_width > 0 && stream_height > 0) {
frame_mat = get_driver_view_transform(w, h, stream_width, stream_height);
}
} else {
// Project point at "infinity" to compute x and y offsets
// to ensure this ends up in the middle of the screen
// for narrow come and a little lower for wide cam.
// TODO: use proper perspective transform?
if (active_stream_type == VISION_STREAM_WIDE_ROAD) {
intrinsic_matrix = ECAM_INTRINSIC_MATRIX;
zoom = 2.0;
} else {
intrinsic_matrix = FCAM_INTRINSIC_MATRIX;
zoom = 1.1;
}
const vec3 inf = {{1000., 0., 0.}};
const vec3 Ep = matvecmul3(calibration, inf);
const vec3 Kep = matvecmul3(intrinsic_matrix, Ep);
float x_offset_ = (Kep.v[0] / Kep.v[2] - intrinsic_matrix.v[2]) * zoom;
float y_offset_ = (Kep.v[1] / Kep.v[2] - intrinsic_matrix.v[5]) * zoom;
float max_x_offset = intrinsic_matrix.v[2] * zoom - w / 2 - 5;
float max_y_offset = intrinsic_matrix.v[5] * zoom - h / 2 - 5;
x_offset = std::clamp(x_offset_, -max_x_offset, max_x_offset);
y_offset = std::clamp(y_offset_, -max_y_offset, max_y_offset);
float zx = zoom * 2 * intrinsic_matrix.v[2] / w;
float zy = zoom * 2 * intrinsic_matrix.v[5] / h;
const mat4 frame_transform = {{
zx, 0.0, 0.0, -x_offset / w * 2,
0.0, zy, 0.0, y_offset / h * 2,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
frame_mat = frame_transform;
}
} else if (stream_width > 0 && stream_height > 0) {
// fit frame to widget size
float widget_aspect_ratio = (float)w / h;
float frame_aspect_ratio = (float)stream_width / stream_height;
frame_mat = get_fit_view_transform(widget_aspect_ratio, frame_aspect_ratio);
}
}
void CameraWidget::updateCalibration(const mat3 &calib) {
calibration = calib;
}
void CameraWidget::paintGL() {
glClearColor(bg.redF(), bg.greenF(), bg.blueF(), bg.alphaF());
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
std::lock_guard lk(frame_lock);
if (frames.empty()) return;
int frame_idx = frames.size() - 1;
// Always draw latest frame until sync logic is more stable
// for (frame_idx = 0; frame_idx < frames.size() - 1; frame_idx++) {
// if (frames[frame_idx].first == draw_frame_id) break;
// }
UI: draw camera on same frame from modelV2 (#24335) * draw camera on same frame from modelV2 * fix reversing * optimze * sleep shorter * heavy debugging * clean up * fix ui hang * try this * more generic implementation * add unused flag back * draw latest frames when camerad is coming up with no modeld * only get modelV2 once * fix drawing * conflate, reduce buffer, and remove special case when starting * make tests pass * remove comments * frame_id is a uint32_t * not sure why passing to cameraview causes overflow * ternary, not too complicated * change to size * rename to frame * use unique_ptr * Revert "use unique_ptr" This reverts commit 955842d9511a26468d4deedd1807f096540cb40c. * Assert buffer size Co-authored-by: Adeeb Shihadeh <adeebshihadeh@gmail.com> * use one deque with pairs and uint32_t * formatting * frame offset * Revert "frame offset" This reverts commit a2cff8a2d57a02f314d9f6adb7221b193a150e4c. * use array * add prints * Revert "add prints" This reverts commit d6978746e5c316fb2d5a619091c9aaf849c31967. * clean up * this handles all cases * we want to clip * fixes going backwards when replay or modeld lags multiple frames, then skips multiple frames fixes going backwards when replay or modeld lags multiple frames, then skips multiple frames * fix rare case where camera is behind model simpler comment * draw latest frames if we start with no model, then hang on current frame until model catches up fix * store if it's updated * accurate comment * reset to latest on connect and showevent * better order * use quint32 for sending signal function * use empty * draft * kinda works * works * one line * debug * clean up * revert this * to preserve behavior, think we need to poll these * revert * no timeout when modeld is not alive * Update selfdrive/ui/qt/onroad.cc * changes from other PR * see if we're drawing dup model or camera frames * looks good, just need to clean up * debug * clean up * clean up * revert these changes * fix * pretty simple, test on device * clean up * revert this Co-authored-by: Adeeb Shihadeh <adeebshihadeh@gmail.com> old-commit-hash: c10a2ef2e40a49b527ab49b8b7fd4e924b847a2d
3 years ago
// Log duplicate/dropped frames
if (frames[frame_idx].first == prev_frame_id) {
qDebug() << "Drawing same frame twice" << frames[frame_idx].first;
} else if (frames[frame_idx].first != prev_frame_id + 1) {
qDebug() << "Skipped frame" << frames[frame_idx].first;
UI: draw camera on same frame from modelV2 (#24335) * draw camera on same frame from modelV2 * fix reversing * optimze * sleep shorter * heavy debugging * clean up * fix ui hang * try this * more generic implementation * add unused flag back * draw latest frames when camerad is coming up with no modeld * only get modelV2 once * fix drawing * conflate, reduce buffer, and remove special case when starting * make tests pass * remove comments * frame_id is a uint32_t * not sure why passing to cameraview causes overflow * ternary, not too complicated * change to size * rename to frame * use unique_ptr * Revert "use unique_ptr" This reverts commit 955842d9511a26468d4deedd1807f096540cb40c. * Assert buffer size Co-authored-by: Adeeb Shihadeh <adeebshihadeh@gmail.com> * use one deque with pairs and uint32_t * formatting * frame offset * Revert "frame offset" This reverts commit a2cff8a2d57a02f314d9f6adb7221b193a150e4c. * use array * add prints * Revert "add prints" This reverts commit d6978746e5c316fb2d5a619091c9aaf849c31967. * clean up * this handles all cases * we want to clip * fixes going backwards when replay or modeld lags multiple frames, then skips multiple frames fixes going backwards when replay or modeld lags multiple frames, then skips multiple frames * fix rare case where camera is behind model simpler comment * draw latest frames if we start with no model, then hang on current frame until model catches up fix * store if it's updated * accurate comment * reset to latest on connect and showevent * better order * use quint32 for sending signal function * use empty * draft * kinda works * works * one line * debug * clean up * revert this * to preserve behavior, think we need to poll these * revert * no timeout when modeld is not alive * Update selfdrive/ui/qt/onroad.cc * changes from other PR * see if we're drawing dup model or camera frames * looks good, just need to clean up * debug * clean up * clean up * revert these changes * fix * pretty simple, test on device * clean up * revert this Co-authored-by: Adeeb Shihadeh <adeebshihadeh@gmail.com> old-commit-hash: c10a2ef2e40a49b527ab49b8b7fd4e924b847a2d
3 years ago
}
prev_frame_id = frames[frame_idx].first;
VisionBuf *frame = frames[frame_idx].second;
assert(frame != nullptr);
updateFrameMat();
glViewport(0, 0, glWidth(), glHeight());
glBindVertexArray(frame_vao);
glUseProgram(program->programId());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifdef QCOM2
// no frame copy
glActiveTexture(GL_TEXTURE0);
glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, egl_images[frame->idx]);
assert(glGetError() == GL_NO_ERROR);
#else
// fallback to copy
glPixelStorei(GL_UNPACK_ROW_LENGTH, stream_stride);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, stream_width, stream_height, GL_RED, GL_UNSIGNED_BYTE, frame->y);
assert(glGetError() == GL_NO_ERROR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stream_stride/2);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, stream_width/2, stream_height/2, GL_RG, GL_UNSIGNED_BYTE, frame->uv);
assert(glGetError() == GL_NO_ERROR);
#endif
glUniformMatrix4fv(program->uniformLocation("uTransform"), 1, GL_TRUE, frame_mat.v);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void *)0);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
void CameraWidget::vipcConnected(VisionIpcClient *vipc_client) {
makeCurrent();
stream_width = vipc_client->buffers[0].width;
stream_height = vipc_client->buffers[0].height;
stream_stride = vipc_client->buffers[0].stride;
#ifdef QCOM2
EGLDisplay egl_display = eglGetCurrentDisplay();
assert(egl_display != EGL_NO_DISPLAY);
for (auto &pair : egl_images) {
eglDestroyImageKHR(egl_display, pair.second);
}
egl_images.clear();
for (int i = 0; i < vipc_client->num_buffers; i++) { // import buffers into OpenGL
int fd = dup(vipc_client->buffers[i].fd); // eglDestroyImageKHR will close, so duplicate
EGLint img_attrs[] = {
EGL_WIDTH, (int)vipc_client->buffers[i].width,
EGL_HEIGHT, (int)vipc_client->buffers[i].height,
EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_NV12,
EGL_DMA_BUF_PLANE0_FD_EXT, fd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT, (int)vipc_client->buffers[i].stride,
EGL_DMA_BUF_PLANE1_FD_EXT, fd,
EGL_DMA_BUF_PLANE1_OFFSET_EXT, (int)vipc_client->buffers[i].uv_offset,
EGL_DMA_BUF_PLANE1_PITCH_EXT, (int)vipc_client->buffers[i].stride,
EGL_NONE
};
egl_images[i] = eglCreateImageKHR(egl_display, EGL_NO_CONTEXT, EGL_LINUX_DMA_BUF_EXT, 0, img_attrs);
assert(eglGetError() == EGL_SUCCESS);
}
#else
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, stream_width, stream_height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
assert(glGetError() == GL_NO_ERROR);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, stream_width/2, stream_height/2, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr);
assert(glGetError() == GL_NO_ERROR);
#endif
}
void CameraWidget::vipcFrameReceived() {
update();
}
void CameraWidget::vipcThread() {
VisionStreamType cur_stream = requested_stream_type;
std::unique_ptr<VisionIpcClient> vipc_client;
VisionIpcBufExtra meta_main = {0};
while (!QThread::currentThread()->isInterruptionRequested()) {
if (!vipc_client || cur_stream != requested_stream_type) {
clearFrames();
qDebug().nospace() << "connecting to stream " << requested_stream_type << ", was connected to " << cur_stream;
cur_stream = requested_stream_type;
vipc_client.reset(new VisionIpcClient(stream_name, cur_stream, false));
}
active_stream_type = cur_stream;
if (!vipc_client->connected) {
clearFrames();
auto streams = VisionIpcClient::getAvailableStreams(stream_name, false);
if (streams.empty()) {
QThread::msleep(100);
continue;
}
emit vipcAvailableStreamsUpdated(streams);
if (!vipc_client->connect(false)) {
QThread::msleep(100);
continue;
}
emit vipcThreadConnected(vipc_client.get());
}
if (VisionBuf *buf = vipc_client->recv(&meta_main, 1000)) {
{
std::lock_guard lk(frame_lock);
frames.push_back(std::make_pair(meta_main.frame_id, buf));
while (frames.size() > FRAME_BUFFER_SIZE) {
frames.pop_front();
}
}
emit vipcThreadFrameReceived();
} else {
if (!isVisible()) {
vipc_client->connected = false;
}
}
}
}
void CameraWidget::clearFrames() {
std::lock_guard lk(frame_lock);
frames.clear();
available_streams.clear();
}