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 "ui.hpp"
#include <assert.h>
#include <map>
#include <cmath>
#include <iostream>
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#include "common/util.h"
#define NANOVG_GLES3_IMPLEMENTATION
#include "nanovg_gl.h"
#include "nanovg_gl_utils.h"
extern "C"{
#include "common/glutil.h"
}
#include "paint.hpp"
#include "sidebar.hpp"
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// TODO: this is also hardcoded in common/transformations/camera.py
const mat3 intrinsic_matrix = (mat3){{
910., 0., 582.,
0., 910., 437.,
0., 0., 1.
}};
const uint8_t alert_colors[][4] = {
[STATUS_STOPPED] = {0x07, 0x23, 0x39, 0xf1},
[STATUS_DISENGAGED] = {0x17, 0x33, 0x49, 0xc8},
[STATUS_ENGAGED] = {0x17, 0x86, 0x44, 0xf1},
[STATUS_WARNING] = {0xDA, 0x6F, 0x25, 0xf1},
[STATUS_ALERT] = {0xC9, 0x22, 0x31, 0xf1},
};
// Projects a point in car to space to the corresponding point in full frame
// image space.
vec3 car_space_to_full_frame(const UIState *s, vec4 car_space_projective) {
const UIScene *scene = &s->scene;
// We'll call the car space point p.
// First project into normalized image coordinates with the extrinsics matrix.
const vec4 Ep4 = matvecmul(scene->extrinsic_matrix, car_space_projective);
// The last entry is zero because of how we store E (to use matvecmul).
const vec3 Ep = {{Ep4.v[0], Ep4.v[1], Ep4.v[2]}};
const vec3 KEp = matvecmul3(intrinsic_matrix, Ep);
// Project.
const vec3 p_image = {{KEp.v[0] / KEp.v[2], KEp.v[1] / KEp.v[2], 1.}};
return p_image;
}
// Calculate an interpolation between two numbers at a specific increment
static float lerp(float v0, float v1, float t) {
return (1 - t) * v0 + t * v1;
}
static void ui_draw_text(NVGcontext *vg, float x, float y, const char* string, float size, NVGcolor color, int font){
nvgFontFaceId(vg, font);
nvgFontSize(vg, size);
nvgFillColor(vg, color);
nvgText(vg, x, y, string, NULL);
}
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static void draw_chevron(UIState *s, float x_in, float y_in, float sz,
NVGcolor fillColor, NVGcolor glowColor) {
const vec4 p_car_space = (vec4){{x_in, y_in, 0., 1.}};
const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space);
float x = p_full_frame.v[0];
float y = p_full_frame.v[1];
if (x < 0 || y < 0.){
return;
}
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sz *= 30;
sz /= (x_in / 3 + 30);
if (sz > 30) sz = 30;
if (sz < 15) sz = 15;
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// glow
float g_xo = sz/5;
float g_yo = sz/10;
nvgBeginPath(s->vg);
nvgMoveTo(s->vg, x+(sz*1.35)+g_xo, y+sz+g_yo);
nvgLineTo(s->vg, x, y-g_xo);
nvgLineTo(s->vg, x-(sz*1.35)-g_xo, y+sz+g_yo);
nvgClosePath(s->vg);
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nvgFillColor(s->vg, glowColor);
nvgFill(s->vg);
// chevron
nvgBeginPath(s->vg);
nvgMoveTo(s->vg, x+(sz*1.25), y+sz);
nvgLineTo(s->vg, x, y);
nvgLineTo(s->vg, x-(sz*1.25), y+sz);
nvgClosePath(s->vg);
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nvgFillColor(s->vg, fillColor);
nvgFill(s->vg);
}
static void ui_draw_circle_image(NVGcontext *vg, float x, float y, int size, int image, NVGcolor color, float img_alpha, int img_y = 0) {
const int img_size = size * 1.5;
nvgBeginPath(vg);
nvgCircle(vg, x, y + (bdr_s * 1.5), size);
nvgFillColor(vg, color);
nvgFill(vg);
ui_draw_image(vg, x - (img_size / 2), img_y ? img_y : y - (size / 4), img_size, img_size, image, img_alpha);
}
static void ui_draw_circle_image(NVGcontext *vg, float x, float y, int size, int image, bool active) {
float bg_alpha = active ? 0.3f : 0.1f;
float img_alpha = active ? 1.0f : 0.15f;
ui_draw_circle_image(vg, x, y, size, image, nvgRGBA(0, 0, 0, (255 * bg_alpha)), img_alpha);
}
static void draw_lead(UIState *s, const cereal::RadarState::LeadData::Reader &lead){
// Draw lead car indicator
float fillAlpha = 0;
float speedBuff = 10.;
float leadBuff = 40.;
float d_rel = lead.getDRel();
float v_rel = lead.getVRel();
if (d_rel < leadBuff) {
fillAlpha = 255*(1.0-(d_rel/leadBuff));
if (v_rel < 0) {
fillAlpha += 255*(-1*(v_rel/speedBuff));
}
fillAlpha = (int)(fmin(fillAlpha, 255));
}
draw_chevron(s, d_rel, lead.getYRel(), 25, nvgRGBA(201, 34, 49, fillAlpha), COLOR_YELLOW);
}
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static void ui_draw_lane_line(UIState *s, const model_path_vertices_data *pvd, NVGcolor color) {
if (pvd->cnt == 0) return;
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nvgBeginPath(s->vg);
nvgMoveTo(s->vg, pvd->v[0].x, pvd->v[0].y);
for (int i=1; i<pvd->cnt; i++) {
nvgLineTo(s->vg, pvd->v[i].x, pvd->v[i].y);
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}
nvgClosePath(s->vg);
nvgFillColor(s->vg, color);
nvgFill(s->vg);
}
static void update_track_data(UIState *s, bool is_mpc, track_vertices_data *pvd) {
const UIScene *scene = &s->scene;
const float *points = scene->path_points;
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const float *mpc_x_coords = &scene->mpc_x[0];
const float *mpc_y_coords = &scene->mpc_y[0];
float off = is_mpc?0.3:0.5;
float lead_d = scene->lead_data[0].getDRel()*2.;
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float path_height = is_mpc?(lead_d>5.)?fmin(lead_d, 25.)-fmin(lead_d*0.35, 10.):20.
:(lead_d>0.)?fmin(lead_d, 50.)-fmin(lead_d*0.35, 10.):49.;
path_height = fmin(path_height, scene->model.getPath().getValidLen());
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pvd->cnt = 0;
// left side up
for (int i=0; i<=path_height; i++) {
float px, py, mpx;
if (is_mpc) {
mpx = i==0?0.0:mpc_x_coords[i];
px = lerp(mpx+1.0, mpx, i/100.0);
py = mpc_y_coords[i] - off;
} else {
px = lerp(i+1.0, i, i/100.0);
py = points[i] - off;
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}
vec4 p_car_space = (vec4){{px, py, 0., 1.}};
vec3 p_full_frame = car_space_to_full_frame(s, p_car_space);
if (p_full_frame.v[0] < 0. || p_full_frame.v[1] < 0.) {
continue;
}
pvd->v[pvd->cnt].x = p_full_frame.v[0];
pvd->v[pvd->cnt].y = p_full_frame.v[1];
pvd->cnt += 1;
}
// right side down
for (int i=path_height; i>=0; i--) {
float px, py, mpx;
if (is_mpc) {
mpx = i==0?0.0:mpc_x_coords[i];
px = lerp(mpx+1.0, mpx, i/100.0);
py = mpc_y_coords[i] + off;
} else {
px = lerp(i+1.0, i, i/100.0);
py = points[i] + off;
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}
vec4 p_car_space = (vec4){{px, py, 0., 1.}};
vec3 p_full_frame = car_space_to_full_frame(s, p_car_space);
if (p_full_frame.v[0] < 0. || p_full_frame.v[1] < 0.) {
continue;
}
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pvd->v[pvd->cnt].x = p_full_frame.v[0];
pvd->v[pvd->cnt].y = p_full_frame.v[1];
pvd->cnt += 1;
}
}
static void update_all_track_data(UIState *s) {
const UIScene *scene = &s->scene;
// Draw vision path
update_track_data(s, false, &s->track_vertices[0]);
if (scene->controls_state.getEnabled()) {
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// Draw MPC path when engaged
update_track_data(s, true, &s->track_vertices[1]);
}
}
static void ui_draw_track(UIState *s, bool is_mpc, track_vertices_data *pvd) {
if (pvd->cnt == 0) return;
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nvgBeginPath(s->vg);
nvgMoveTo(s->vg, pvd->v[0].x, pvd->v[0].y);
for (int i=1; i<pvd->cnt; i++) {
nvgLineTo(s->vg, pvd->v[i].x, pvd->v[i].y);
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}
nvgClosePath(s->vg);
NVGpaint track_bg;
if (is_mpc) {
// Draw colored MPC track
const uint8_t *clr = bg_colors[s->status];
track_bg = nvgLinearGradient(s->vg, vwp_w, vwp_h, vwp_w, vwp_h*.4,
nvgRGBA(clr[0], clr[1], clr[2], 255), nvgRGBA(clr[0], clr[1], clr[2], 255/2));
} else {
// Draw white vision track
track_bg = nvgLinearGradient(s->vg, vwp_w, vwp_h, vwp_w, vwp_h*.4,
COLOR_WHITE, COLOR_WHITE_ALPHA(0));
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}
nvgFillPaint(s->vg, track_bg);
nvgFill(s->vg);
}
static void draw_frame(UIState *s) {
const UIScene *scene = &s->scene;
if (s->scene.frontview) {
glBindVertexArray(s->frame_vao[1]);
} else {
glBindVertexArray(s->frame_vao[0]);
}
mat4 *out_mat;
if (s->scene.frontview || s->scene.fullview) {
out_mat = &s->front_frame_mat;
} else {
out_mat = &s->rear_frame_mat;
}
glActiveTexture(GL_TEXTURE0);
if (s->scene.frontview && s->cur_vision_front_idx >= 0) {
glBindTexture(GL_TEXTURE_2D, s->frame_front_texs[s->cur_vision_front_idx]);
} else if (!scene->frontview && s->cur_vision_idx >= 0) {
glBindTexture(GL_TEXTURE_2D, s->frame_texs[s->cur_vision_idx]);
#ifndef QCOM
// TODO: a better way to do this?
//printf("%d\n", ((int*)s->priv_hnds[s->cur_vision_idx])[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1164, 874, 0, GL_RGB, GL_UNSIGNED_BYTE, s->priv_hnds[s->cur_vision_idx]);
#endif
}
glUseProgram(s->frame_program);
glUniform1i(s->frame_texture_loc, 0);
glUniformMatrix4fv(s->frame_transform_loc, 1, GL_TRUE, out_mat->v);
assert(glGetError() == GL_NO_ERROR);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void*)0);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
}
static inline bool valid_frame_pt(UIState *s, float x, float y) {
return x >= 0 && x <= s->rgb_width && y >= 0 && y <= s->rgb_height;
}
static void update_lane_line_data(UIState *s, const float *points, float off, model_path_vertices_data *pvd, float valid_len) {
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pvd->cnt = 0;
int rcount = fmin(MODEL_PATH_MAX_VERTICES_CNT / 2, valid_len);
for (int i = 0; i < rcount; i++) {
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float px = (float)i;
float py = points[i] - off;
const vec4 p_car_space = (vec4){{px, py, 0., 1.}};
const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space);
if(!valid_frame_pt(s, p_full_frame.v[0], p_full_frame.v[1]))
continue;
pvd->v[pvd->cnt].x = p_full_frame.v[0];
pvd->v[pvd->cnt].y = p_full_frame.v[1];
pvd->cnt += 1;
}
for (int i = rcount - 1; i > 0; i--) {
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float px = (float)i;
float py = points[i] + off;
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const vec4 p_car_space = (vec4){{px, py, 0., 1.}};
const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space);
if(!valid_frame_pt(s, p_full_frame.v[0], p_full_frame.v[1]))
continue;
pvd->v[pvd->cnt].x = p_full_frame.v[0];
pvd->v[pvd->cnt].y = p_full_frame.v[1];
pvd->cnt += 1;
}
}
static void update_all_lane_lines_data(UIState *s, const cereal::ModelData::PathData::Reader &path, const float *points, model_path_vertices_data *pstart) {
update_lane_line_data(s, points, 0.025*path.getProb(), pstart, path.getValidLen());
update_lane_line_data(s, points, fmin(path.getStd(), 0.7), pstart + 1, path.getValidLen());
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}
static void ui_draw_lane(UIState *s, model_path_vertices_data *pstart, NVGcolor color) {
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ui_draw_lane_line(s, pstart, color);
color.a /= 25;
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ui_draw_lane_line(s, pstart + 1, color);
}
static void ui_draw_vision_lanes(UIState *s) {
const UIScene *scene = &s->scene;
model_path_vertices_data *pvd = &s->model_path_vertices[0];
if(s->sm->updated("model")) {
update_all_lane_lines_data(s, scene->model.getLeftLane(), scene->left_lane_points, pvd);
update_all_lane_lines_data(s, scene->model.getRightLane(), scene->right_lane_points, pvd + MODEL_LANE_PATH_CNT);
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}
// Draw left lane edge
ui_draw_lane(
s, pvd,
nvgRGBAf(1.0, 1.0, 1.0, scene->model.getLeftLane().getProb()));
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// Draw right lane edge
ui_draw_lane(
s, pvd + MODEL_LANE_PATH_CNT,
nvgRGBAf(1.0, 1.0, 1.0, scene->model.getRightLane().getProb()));
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if(s->sm->updated("radarState")) {
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update_all_track_data(s);
}
// Draw vision path
ui_draw_track(s, false, &s->track_vertices[0]);
if (scene->controls_state.getEnabled()) {
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// Draw MPC path when engaged
ui_draw_track(s, true, &s->track_vertices[1]);
}
}
// Draw all world space objects.
static void ui_draw_world(UIState *s) {
const UIScene *scene = &s->scene;
if (!scene->world_objects_visible) {
return;
}
const int inner_height = float(viz_w) * vwp_h / vwp_w;
const int ui_viz_rx = scene->ui_viz_rx;
const int ui_viz_rw = scene->ui_viz_rw;
const int ui_viz_ro = scene->ui_viz_ro;
nvgSave(s->vg);
nvgScissor(s->vg, ui_viz_rx, box_y, ui_viz_rw, box_h);
nvgTranslate(s->vg, ui_viz_rx+ui_viz_ro, box_y + (box_h-inner_height)/2.0);
nvgScale(s->vg, (float)viz_w / s->fb_w, (float)inner_height / s->fb_h);
float w = 1440.0f; // Why 1440?
nvgTranslate(s->vg, (vwp_w - w) / 2.0f, 0.0);
nvgTranslate(s->vg, -w / 2, -1080.0f / 2);
nvgScale(s->vg, 2.0, 2.0);
nvgScale(s->vg, w / s->rgb_width, 1080.0f / s->rgb_height);
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// Draw lane edges and vision/mpc tracks
ui_draw_vision_lanes(s);
// Draw lead indicators if openpilot is handling longitudinal
if (s->longitudinal_control) {
if (scene->lead_data[0].getStatus()) {
draw_lead(s, scene->lead_data[0]);
}
if (scene->lead_data[1].getStatus() && (std::abs(scene->lead_data[0].getDRel() - scene->lead_data[1].getDRel()) > 3.0)) {
draw_lead(s, scene->lead_data[1]);
}
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}
nvgRestore(s->vg);
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}
static void ui_draw_vision_maxspeed(UIState *s) {
/*if (!s->longitudinal_control){
return;
}*/
char maxspeed_str[32];
float maxspeed = s->scene.controls_state.getVCruise();
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int maxspeed_calc = maxspeed * 0.6225 + 0.5;
float speedlimit = s->scene.speedlimit;
int speedlim_calc = speedlimit * 2.2369363 + 0.5;
int speed_lim_off = s->speed_lim_off * 2.2369363 + 0.5;
if (s->is_metric) {
maxspeed_calc = maxspeed + 0.5;
speedlim_calc = speedlimit * 3.6 + 0.5;
speed_lim_off = s->speed_lim_off * 3.6 + 0.5;
}
bool is_cruise_set = (maxspeed != 0 && maxspeed != SET_SPEED_NA);
bool is_speedlim_valid = s->scene.speedlimit_valid;
bool is_set_over_limit = is_speedlim_valid && s->scene.controls_state.getEnabled() &&
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is_cruise_set && maxspeed_calc > (speedlim_calc + speed_lim_off);
int viz_maxspeed_w = 184;
int viz_maxspeed_h = 202;
int viz_maxspeed_x = (s->scene.ui_viz_rx + (bdr_s*2));
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int viz_maxspeed_y = (box_y + (bdr_s*1.5));
int viz_maxspeed_xo = 180;
#ifdef SHOW_SPEEDLIMIT
viz_maxspeed_w += viz_maxspeed_xo;
viz_maxspeed_x += viz_maxspeed_w - (viz_maxspeed_xo * 2);
#else
viz_maxspeed_xo = 0;
#endif
// Draw Background
ui_draw_rect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h,
is_set_over_limit ? nvgRGBA(218, 111, 37, 180) : COLOR_BLACK_ALPHA(100), 30);
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// Draw Border
NVGcolor color = COLOR_WHITE_ALPHA(100);
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if (is_set_over_limit) {
color = COLOR_OCHRE;
} else if (is_speedlim_valid) {
color = s->is_ego_over_limit ? COLOR_WHITE_ALPHA(20) : COLOR_WHITE;
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}
ui_draw_rect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, color, 20, 10);
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nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE);
const int text_x = viz_maxspeed_x + (viz_maxspeed_xo / 2) + (viz_maxspeed_w / 2);
ui_draw_text(s->vg, text_x, 148, "MAX", 26 * 2.5, COLOR_WHITE_ALPHA(is_cruise_set ? 200 : 100), s->font_sans_regular);
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if (is_cruise_set) {
snprintf(maxspeed_str, sizeof(maxspeed_str), "%d", maxspeed_calc);
ui_draw_text(s->vg, text_x, 242, maxspeed_str, 48 * 2.5, COLOR_WHITE, s->font_sans_bold);
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} else {
ui_draw_text(s->vg, text_x, 242, "N/A", 42 * 2.5, COLOR_WHITE_ALPHA(100), s->font_sans_semibold);
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}
}
#ifdef SHOW_SPEEDLIMIT
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static void ui_draw_vision_speedlimit(UIState *s) {
char speedlim_str[32];
float speedlimit = s->scene.speedlimit;
int speedlim_calc = speedlimit * 2.2369363 + 0.5;
if (s->is_metric) {
speedlim_calc = speedlimit * 3.6 + 0.5;
}
bool is_speedlim_valid = s->scene.speedlimit_valid;
float hysteresis_offset = 0.5;
if (s->is_ego_over_limit) {
hysteresis_offset = 0.0;
}
s->is_ego_over_limit = is_speedlim_valid && s->scene.controls_state.getVEgo() > (speedlimit + s->speed_lim_off + hysteresis_offset);
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int viz_speedlim_w = 180;
int viz_speedlim_h = 202;
int viz_speedlim_x = (s->scene.ui_viz_rx + (bdr_s*2));
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int viz_speedlim_y = (box_y + (bdr_s*1.5));
if (!is_speedlim_valid) {
viz_speedlim_w -= 5;
viz_speedlim_h -= 10;
viz_speedlim_x += 9;
viz_speedlim_y += 5;
}
// Draw Background
NVGcolor color = COLOR_WHITE_ALPHA(100);
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if (is_speedlim_valid && s->is_ego_over_limit) {
color = nvgRGBA(218, 111, 37, 180);
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} else if (is_speedlim_valid) {
color = COLOR_WHITE;
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}
ui_draw_rect(s->vg, viz_speedlim_x, viz_speedlim_y, viz_speedlim_w, viz_speedlim_h, color, is_speedlim_valid ? 30 : 15);
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// Draw Border
if (is_speedlim_valid) {
ui_draw_rect(s->vg, viz_speedlim_x, viz_speedlim_y, viz_speedlim_w, viz_speedlim_h,
s->is_ego_over_limit ? COLOR_OCHRE : COLOR_WHITE, 20, 10);
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}
const float text_x = viz_speedlim_x + viz_speedlim_w / 2;
const float text_y = viz_speedlim_y + (is_speedlim_valid ? 50 : 45);
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// Draw "Speed Limit" Text
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE);
color = is_speedlim_valid && s->is_ego_over_limit ? COLOR_WHITE : COLOR_BLACK;
ui_draw_text(s->vg, text_x + (is_speedlim_valid ? 6 : 0), text_y, "SMART", 50, color, s->font_sans_semibold);
ui_draw_text(s->vg, text_x + (is_speedlim_valid ? 6 : 0), text_y + 40, "SPEED", 50, color, s->font_sans_semibold);
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// Draw Speed Text
color = s->is_ego_over_limit ? COLOR_WHITE : COLOR_BLACK;
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if (is_speedlim_valid) {
snprintf(speedlim_str, sizeof(speedlim_str), "%d", speedlim_calc);
ui_draw_text(s->vg, text_x, viz_speedlim_y + (is_speedlim_valid ? 170 : 165), speedlim_str, 48*2.5, color, s->font_sans_bold);
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} else {
ui_draw_text(s->vg, text_x, viz_speedlim_y + (is_speedlim_valid ? 170 : 165), "N/A", 42*2.5, color, s->font_sans_semibold);
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}
}
#endif
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static void ui_draw_vision_speed(UIState *s) {
const UIScene *scene = &s->scene;
float v_ego = s->scene.controls_state.getVEgo();
float speed = v_ego * 2.2369363 + 0.5;
if (s->is_metric){
speed = v_ego * 3.6 + 0.5;
}
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const int viz_speed_w = 280;
const int viz_speed_x = scene->ui_viz_rx+((scene->ui_viz_rw/2)-(viz_speed_w/2));
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char speed_str[32];
nvgBeginPath(s->vg);
nvgRect(s->vg, viz_speed_x, box_y, viz_speed_w, header_h);
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE);
snprintf(speed_str, sizeof(speed_str), "%d", (int)speed);
ui_draw_text(s->vg, viz_speed_x + viz_speed_w / 2, 240, speed_str, 96*2.5, COLOR_WHITE, s->font_sans_bold);
ui_draw_text(s->vg, viz_speed_x + viz_speed_w / 2, 320, s->is_metric?"km/h":"mph", 36*2.5, COLOR_WHITE_ALPHA(200), s->font_sans_regular);
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}
static void ui_draw_vision_event(UIState *s) {
const int viz_event_w = 220;
const int viz_event_x = ((s->scene.ui_viz_rx + s->scene.ui_viz_rw) - (viz_event_w + (bdr_s*2)));
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const int viz_event_y = (box_y + (bdr_s*1.5));
if (s->scene.controls_state.getDecelForModel() && s->scene.controls_state.getEnabled()) {
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// draw winding road sign
const int img_turn_size = 160*1.5;
ui_draw_image(s->vg, viz_event_x - (img_turn_size / 4), viz_event_y + bdr_s - 25, img_turn_size, img_turn_size, s->img_turn, 1.0f);
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} else {
// draw steering wheel
const int bg_wheel_size = 96;
const int bg_wheel_x = viz_event_x + (viz_event_w-bg_wheel_size);
const int bg_wheel_y = viz_event_y + (bg_wheel_size/2);
NVGcolor color = COLOR_BLACK_ALPHA(0);
if (s->status == STATUS_ENGAGED) {
color = nvgRGBA(23, 134, 68, 255);
} else if (s->status == STATUS_WARNING) {
color = COLOR_OCHRE;
} else {
color = nvgRGBA(23, 51, 73, 255);
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}
if (s->scene.controls_state.getEngageable()){
ui_draw_circle_image(s->vg, bg_wheel_x, bg_wheel_y, bg_wheel_size, s->img_wheel, color, 1.0f, bg_wheel_y - 25);
}
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}
}
#ifdef SHOW_SPEEDLIMIT
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static void ui_draw_vision_map(UIState *s) {
const int map_size = 96;
const int map_x = (s->scene.ui_viz_rx + (map_size * 3) + (bdr_s * 3));
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const int map_y = (footer_y + ((footer_h - map_size) / 2));
ui_draw_circle_image(s->vg, map_x, map_y, map_size, s->img_map, s->scene.map_valid);
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}
#endif
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static void ui_draw_vision_face(UIState *s) {
const int face_size = 96;
const int face_x = (s->scene.ui_viz_rx + face_size + (bdr_s * 2));
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const int face_y = (footer_y + ((footer_h - face_size) / 2));
ui_draw_circle_image(s->vg, face_x, face_y, face_size, s->img_face, s->scene.dmonitoring_state.getFaceDetected());
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}
static void ui_draw_driver_view(UIState *s) {
const UIScene *scene = &s->scene;
s->scene.uilayout_sidebarcollapsed = true;
const int frame_x = scene->ui_viz_rx;
const int frame_w = scene->ui_viz_rw;
const int valid_frame_w = 4 * box_h / 3;
const int valid_frame_x = frame_x + (frame_w - valid_frame_w) / 2 + ff_xoffset;
// blackout
NVGpaint gradient = nvgLinearGradient(s->vg, scene->is_rhd ? valid_frame_x : (valid_frame_x + valid_frame_w),
box_y,
scene->is_rhd ? (valid_frame_w - box_h / 2) : (valid_frame_x + box_h / 2), box_y,
COLOR_BLACK, COLOR_BLACK_ALPHA(0));
ui_draw_rect(s->vg, scene->is_rhd ? valid_frame_x : (valid_frame_x + box_h / 2), box_y, valid_frame_w - box_h / 2, box_h, gradient);
ui_draw_rect(s->vg, scene->is_rhd ? valid_frame_x : valid_frame_x + box_h / 2, box_y, valid_frame_w - box_h / 2, box_h, COLOR_BLACK_ALPHA(144));
// borders
ui_draw_rect(s->vg, frame_x, box_y, valid_frame_x - frame_x, box_h, nvgRGBA(23, 51, 73, 255));
ui_draw_rect(s->vg, valid_frame_x + valid_frame_w, box_y, frame_w - valid_frame_w - (valid_frame_x - frame_x), box_h, nvgRGBA(23, 51, 73, 255));
// draw face box
if (scene->dmonitoring_state.getFaceDetected()) {
auto fxy_list = scene->driver_state.getFacePosition();
const float face_x = fxy_list[0];
const float face_y = fxy_list[1];
float fbox_x;
float fbox_y = box_y + (face_y + 0.5) * box_h - 0.5 * 0.6 * box_h / 2;;
if (!scene->is_rhd) {
fbox_x = valid_frame_x + (1 - (face_x + 0.5)) * (box_h / 2) - 0.5 * 0.6 * box_h / 2;
} else {
fbox_x = valid_frame_x + valid_frame_w - box_h / 2 + (face_x + 0.5) * (box_h / 2) - 0.5 * 0.6 * box_h / 2;
}
if (std::abs(face_x) <= 0.35 && std::abs(face_y) <= 0.4) {
ui_draw_rect(s->vg, fbox_x, fbox_y, 0.6 * box_h / 2, 0.6 * box_h / 2,
nvgRGBAf(1.0, 1.0, 1.0, 0.8 - ((std::abs(face_x) > std::abs(face_y) ? std::abs(face_x) : std::abs(face_y))) * 0.6 / 0.375),
35, 10);
} else {
ui_draw_rect(s->vg, fbox_x, fbox_y, 0.6 * box_h / 2, 0.6 * box_h / 2, nvgRGBAf(1.0, 1.0, 1.0, 0.2), 35, 10);
}
}
// draw face icon
const int face_size = 85;
const int x = (valid_frame_x + face_size + (bdr_s * 2)) + (scene->is_rhd ? valid_frame_w - box_h / 2:0);
const int y = (box_y + box_h - face_size - bdr_s - (bdr_s * 1.5));
ui_draw_circle_image(s->vg, x, y, face_size, s->img_face, scene->dmonitoring_state.getFaceDetected());
}
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static void ui_draw_vision_header(UIState *s) {
const UIScene *scene = &s->scene;
int ui_viz_rx = scene->ui_viz_rx;
int ui_viz_rw = scene->ui_viz_rw;
NVGpaint gradient = nvgLinearGradient(s->vg, ui_viz_rx,
(box_y+(header_h-(header_h/2.5))),
ui_viz_rx, box_y+header_h,
nvgRGBAf(0,0,0,0.45), nvgRGBAf(0,0,0,0));
ui_draw_rect(s->vg, ui_viz_rx, box_y, ui_viz_rw, header_h, gradient);
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ui_draw_vision_maxspeed(s);
#ifdef SHOW_SPEEDLIMIT
ui_draw_vision_speedlimit(s);
#endif
ui_draw_vision_speed(s);
ui_draw_vision_event(s);
}
static void ui_draw_vision_footer(UIState *s) {
nvgBeginPath(s->vg);
nvgRect(s->vg, s->scene.ui_viz_rx, footer_y, s->scene.ui_viz_rw, footer_h);
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ui_draw_vision_face(s);
#ifdef SHOW_SPEEDLIMIT
// ui_draw_vision_map(s);
#endif
}
void ui_draw_vision_alert(UIState *s, cereal::ControlsState::AlertSize va_size, int va_color,
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const char* va_text1, const char* va_text2) {
static std::map<cereal::ControlsState::AlertSize, const int> alert_size_map = {
{cereal::ControlsState::AlertSize::NONE, 0},
{cereal::ControlsState::AlertSize::SMALL, 241},
{cereal::ControlsState::AlertSize::MID, 390},
{cereal::ControlsState::AlertSize::FULL, vwp_h}};
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const UIScene *scene = &s->scene;
const bool hasSidebar = !scene->uilayout_sidebarcollapsed;
const bool mapEnabled = scene->uilayout_mapenabled;
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bool longAlert1 = strlen(va_text1) > 15;
const uint8_t *color = alert_colors[va_color];
int alr_s = alert_size_map[va_size];
const int alr_x = scene->ui_viz_rx-(mapEnabled?(hasSidebar?nav_w:(nav_ww)):0)-bdr_s;
const int alr_w = scene->ui_viz_rw+(mapEnabled?(hasSidebar?nav_w:(nav_ww)):0)+(bdr_s*2);
const int alr_h = alr_s+(va_size==cereal::ControlsState::AlertSize::NONE?0:bdr_s);
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const int alr_y = vwp_h-alr_h;
ui_draw_rect(s->vg, alr_x, alr_y, alr_w, alr_h, nvgRGBA(color[0],color[1],color[2],(color[3]*s->alert_blinking_alpha)));
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NVGpaint gradient = nvgLinearGradient(s->vg, alr_x, alr_y, alr_x, alr_y+alr_h,
nvgRGBAf(0.0,0.0,0.0,0.05), nvgRGBAf(0.0,0.0,0.0,0.35));
ui_draw_rect(s->vg, alr_x, alr_y, alr_w, alr_h, gradient);
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nvgFillColor(s->vg, COLOR_WHITE);
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nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE);
if (va_size == cereal::ControlsState::AlertSize::SMALL) {
ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+15, va_text1, 40*2.5, COLOR_WHITE, s->font_sans_semibold);
} else if (va_size == cereal::ControlsState::AlertSize::MID) {
ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2-45, va_text1, 48*2.5, COLOR_WHITE, s->font_sans_bold);
ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+75, va_text2, 36*2.5, COLOR_WHITE, s->font_sans_regular);
} else if (va_size == cereal::ControlsState::AlertSize::FULL) {
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nvgFontSize(s->vg, (longAlert1?72:96)*2.5);
nvgFontFaceId(s->vg, s->font_sans_bold);
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nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE);
nvgTextBox(s->vg, alr_x, alr_y+(longAlert1?360:420), alr_w-60, va_text1, NULL);
nvgFontSize(s->vg, 48*2.5);
nvgFontFaceId(s->vg, s->font_sans_regular);
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nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BOTTOM);
nvgTextBox(s->vg, alr_x, alr_h-(longAlert1?300:360), alr_w-60, va_text2, NULL);
}
}
static void ui_draw_vision(UIState *s) {
const UIScene *scene = &s->scene;
// Draw video frames
glEnable(GL_SCISSOR_TEST);
glViewport(scene->ui_viz_rx+scene->ui_viz_ro, s->fb_h-(box_y+box_h), viz_w, box_h);
glScissor(scene->ui_viz_rx, s->fb_h-(box_y+box_h), scene->ui_viz_rw, box_h);
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draw_frame(s);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, s->fb_w, s->fb_h);
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// Draw augmented elements
if (!scene->frontview && !scene->fullview) {
ui_draw_world(s);
}
// Set Speed, Current Speed, Status/Events
if (!scene->frontview) {
ui_draw_vision_header(s);
} else {
ui_draw_driver_view(s);
}
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if (scene->alert_size != cereal::ControlsState::AlertSize::NONE) {
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// Controls Alerts
ui_draw_vision_alert(s, scene->alert_size, s->status,
scene->alert_text1.c_str(), scene->alert_text2.c_str());
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} else {
if (!scene->frontview){ui_draw_vision_footer(s);}
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}
}
static void ui_draw_background(UIState *s) {
int bg_status = s->status;
assert(bg_status < ARRAYSIZE(bg_colors));
const uint8_t *color = bg_colors[bg_status];
glClearColor(color[0]/256.0, color[1]/256.0, color[2]/256.0, 1.0);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
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void ui_draw(UIState *s) {
ui_draw_background(s);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, s->fb_w, s->fb_h);
nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f);
ui_draw_sidebar(s);
if (s->started && s->active_app == cereal::UiLayoutState::App::NONE && s->status != STATUS_STOPPED && s->vision_seen) {
ui_draw_vision(s);
}
nvgEndFrame(s->vg);
glDisable(GL_BLEND);
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}
void ui_draw_image(NVGcontext *vg, float x, float y, float w, float h, int image, float alpha){
nvgBeginPath(vg);
NVGpaint imgPaint = nvgImagePattern(vg, x, y, w, h, 0, image, alpha);
nvgRect(vg, x, y, w, h);
nvgFillPaint(vg, imgPaint);
nvgFill(vg);
}
void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGcolor color, float r, int width) {
nvgBeginPath(vg);
r > 0? nvgRoundedRect(vg, x, y, w, h, r) : nvgRect(vg, x, y, w, h);
if (width) {
nvgStrokeColor(vg, color);
nvgStrokeWidth(vg, width);
nvgStroke(vg);
} else {
nvgFillColor(vg, color);
nvgFill(vg);
}
}
void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGpaint &paint, float r){
nvgBeginPath(vg);
r > 0? nvgRoundedRect(vg, x, y, w, h, r) : nvgRect(vg, x, y, w, h);
nvgFillPaint(vg, paint);
nvgFill(vg);
}
#ifdef NANOVG_GL3_IMPLEMENTATION
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static const char frame_vertex_shader[] =
"#version 150 core\n"
"in vec4 aPosition;\n"
"in vec4 aTexCoord;\n"
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"uniform mat4 uTransform;\n"
"out vec4 vTexCoord;\n"
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"void main() {\n"
" gl_Position = uTransform * aPosition;\n"
" vTexCoord = aTexCoord;\n"
"}\n";
static const char frame_fragment_shader[] =
"#version 150 core\n"
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"precision mediump float;\n"
"uniform sampler2D uTexture;\n"
"in vec4 vTexCoord;\n"
"out vec4 colorOut;\n"
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"void main() {\n"
" colorOut = texture(uTexture, vTexCoord.xy);\n"
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"}\n";
#else
static const char frame_vertex_shader[] =
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"attribute vec4 aPosition;\n"
"attribute vec4 aTexCoord;\n"
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"uniform mat4 uTransform;\n"
"varying vec4 vTexCoord;\n"
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"void main() {\n"
" gl_Position = uTransform * aPosition;\n"
" vTexCoord = aTexCoord;\n"
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"}\n";
static const char frame_fragment_shader[] =
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"precision mediump float;\n"
"uniform sampler2D uTexture;\n"
"varying vec4 vTexCoord;\n"
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"void main() {\n"
" gl_FragColor = texture2D(uTexture, vTexCoord.xy);\n"
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"}\n";
#endif
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static const mat4 device_transform = {{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
// frame from 4/3 to box size with a 2x zoom
static const mat4 frame_transform = {{
2*(4./3.)/((float)viz_w/box_h), 0.0, 0.0, 0.0,
0.0, 2.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
// frame from 4/3 to 16/9 display
static const mat4 full_to_wide_frame_transform = {{
.75, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
void ui_nvg_init(UIState *s) {
// init drawing
#ifdef QCOM
// on QCOM, we enable MSAA
s->vg = nvgCreate(0);
#else
s->vg = nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG);
#endif
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assert(s->vg);
s->font_sans_regular = nvgCreateFont(s->vg, "sans-regular", "../assets/fonts/opensans_regular.ttf");
assert(s->font_sans_regular >= 0);
s->font_sans_semibold = nvgCreateFont(s->vg, "sans-semibold", "../assets/fonts/opensans_semibold.ttf");
assert(s->font_sans_semibold >= 0);
s->font_sans_bold = nvgCreateFont(s->vg, "sans-bold", "../assets/fonts/opensans_bold.ttf");
assert(s->font_sans_bold >= 0);
s->img_wheel = nvgCreateImage(s->vg, "../assets/img_chffr_wheel.png", 1);
assert(s->img_wheel != 0);
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s->img_turn = nvgCreateImage(s->vg, "../assets/img_trafficSign_turn.png", 1);
assert(s->img_turn != 0);
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s->img_face = nvgCreateImage(s->vg, "../assets/img_driver_face.png", 1);
assert(s->img_face != 0);
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s->img_map = nvgCreateImage(s->vg, "../assets/img_map.png", 1);
assert(s->img_map != 0);
s->img_button_settings = nvgCreateImage(s->vg, "../assets/images/button_settings.png", 1);
assert(s->img_button_settings != 0);
s->img_button_home = nvgCreateImage(s->vg, "../assets/images/button_home.png", 1);
assert(s->img_button_home != 0);
s->img_battery = nvgCreateImage(s->vg, "../assets/images/battery.png", 1);
assert(s->img_battery != 0);
s->img_battery_charging = nvgCreateImage(s->vg, "../assets/images/battery_charging.png", 1);
assert(s->img_battery_charging != 0);
for(int i=0;i<=5;++i) {
char network_asset[32];
snprintf(network_asset, sizeof(network_asset), "../assets/images/network_%d.png", i);
s->img_network[i] = nvgCreateImage(s->vg, network_asset, 1);
assert(s->img_network[i] != 0);
}
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// init gl
s->frame_program = load_program(frame_vertex_shader, frame_fragment_shader);
assert(s->frame_program);
s->frame_pos_loc = glGetAttribLocation(s->frame_program, "aPosition");
s->frame_texcoord_loc = glGetAttribLocation(s->frame_program, "aTexCoord");
s->frame_texture_loc = glGetUniformLocation(s->frame_program, "uTexture");
s->frame_transform_loc = glGetUniformLocation(s->frame_program, "uTransform");
glViewport(0, 0, s->fb_w, s->fb_h);
glDisable(GL_DEPTH_TEST);
assert(glGetError() == GL_NO_ERROR);
for(int i = 0; i < 2; i++) {
float x1, x2, y1, y2;
if (i == 1) {
// flip horizontally so it looks like a mirror
x1 = 0.0;
x2 = 1.0;
y1 = 1.0;
y2 = 0.0;
} else {
x1 = 1.0;
x2 = 0.0;
y1 = 1.0;
y2 = 0.0;
}
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,&s->frame_vao[i]);
glBindVertexArray(s->frame_vao[i]);
glGenBuffers(1, &s->frame_vbo[i]);
glBindBuffer(GL_ARRAY_BUFFER, s->frame_vbo[i]);
glBufferData(GL_ARRAY_BUFFER, sizeof(frame_coords), frame_coords, GL_STATIC_DRAW);
glEnableVertexAttribArray(s->frame_pos_loc);
glVertexAttribPointer(s->frame_pos_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(frame_coords[0]), (const void *)0);
glEnableVertexAttribArray(s->frame_texcoord_loc);
glVertexAttribPointer(s->frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(frame_coords[0]), (const void *)(sizeof(float) * 2));
glGenBuffers(1, &s->frame_ibo[i]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->frame_ibo[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
}
s->front_frame_mat = matmul(device_transform, full_to_wide_frame_transform);
s->rear_frame_mat = matmul(device_transform, frame_transform);
for(int i = 0;i < UI_BUF_COUNT; i++) {
s->khr[i] = 0;
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s->priv_hnds[i] = NULL;
s->khr_front[i] = 0;
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s->priv_hnds_front[i] = NULL;
}
}