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250 lines
8.2 KiB
250 lines
8.2 KiB
2 weeks ago
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import numpy as np
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import pyray as rl
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from openpilot.system.hardware import TICI
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from msgq.visionipc import VisionIpcClient, VisionStreamType, VisionBuf
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from openpilot.system.ui.lib.application import gui_app
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from openpilot.system.ui.lib.egl import init_egl, create_egl_image, destroy_egl_image, bind_egl_image_to_texture, EGLImage
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CONNECTION_RETRY_INTERVAL = 0.2 # seconds between connection attempts
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VERTEX_SHADER = """
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#version 300 es
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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uniform mat4 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main() {
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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"""
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# Choose fragment shader based on platform capabilities
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if TICI:
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FRAME_FRAGMENT_SHADER = """
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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in vec2 fragTexCoord;
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uniform samplerExternalOES texture0;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(texture0, fragTexCoord);
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fragColor = vec4(pow(color.rgb, vec3(1.0/1.28)), color.a);
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}
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"""
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else:
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FRAME_FRAGMENT_SHADER = """
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#version 300 es
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precision mediump float;
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in vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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out vec4 fragColor;
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void main() {
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float y = texture(texture0, fragTexCoord).r;
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vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
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fragColor = vec4(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x, 1.0);
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}
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"""
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class CameraView:
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def __init__(self, name: str, stream_type: VisionStreamType):
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self.client = VisionIpcClient(name, stream_type, False)
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self._texture_needs_update = True
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self.last_connection_attempt: float = 0.0
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAME_FRAGMENT_SHADER)
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self._texture1_loc: int = rl.get_shader_location(self.shader, "texture1") if not TICI else -1
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self.frame: VisionBuf | None = None
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self.texture_y: rl.Texture | None = None
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self.texture_uv: rl.Texture | None = None
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# EGL resources
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self.egl_images: dict[int, EGLImage] = {}
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self.egl_texture: rl.Texture | None = None
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# Initialize EGL for zero-copy rendering on TICI
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if TICI:
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if not init_egl():
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raise RuntimeError("Failed to initialize EGL")
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# Create a 1x1 pixel placeholder texture for EGL image binding
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temp_image = rl.gen_image_color(1, 1, rl.BLACK)
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self.egl_texture = rl.load_texture_from_image(temp_image)
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rl.unload_image(temp_image)
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def close(self) -> None:
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self._clear_textures()
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# Clean up EGL texture
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if TICI and self.egl_texture:
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rl.unload_texture(self.egl_texture)
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self.egl_texture = None
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# Clean up shader
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if self.shader and self.shader.id:
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rl.unload_shader(self.shader)
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def _calc_frame_matrix(self, rect: rl.Rectangle) -> np.ndarray:
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if not self.frame:
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return np.eye(3)
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# Calculate aspect ratios
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widget_aspect_ratio = rect.width / rect.height
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frame_aspect_ratio = self.frame.width / self.frame.height
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# Calculate scaling factors to maintain aspect ratio
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zx = min(frame_aspect_ratio / widget_aspect_ratio, 1.0)
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zy = min(widget_aspect_ratio / frame_aspect_ratio, 1.0)
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return np.array([
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[zx, 0.0, 0.0],
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[0.0, zy, 0.0],
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[0.0, 0.0, 1.0]
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])
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def render(self, rect: rl.Rectangle):
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if not self._ensure_connection():
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return
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# Try to get a new buffer without blocking
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buffer = self.client.recv(timeout_ms=0)
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if buffer:
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self._texture_needs_update = True
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self.frame = buffer
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if not self.frame:
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return
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transform = self._calc_frame_matrix(rect)
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src_rect = rl.Rectangle(0, 0, float(self.frame.width), float(self.frame.height))
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# Calculate scale
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scale_x = rect.width * transform[0, 0] # zx
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scale_y = rect.height * transform[1, 1] # zy
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# Calculate base position (centered)
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x_offset = rect.x + (rect.width - scale_x) / 2
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y_offset = rect.y + (rect.height - scale_y) / 2
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x_offset += transform[0, 2] * rect.width / 2
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y_offset += transform[1, 2] * rect.height / 2
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dst_rect = rl.Rectangle(x_offset, y_offset, scale_x, scale_y)
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# Render with appropriate method
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if TICI:
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self._render_egl(src_rect, dst_rect)
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else:
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self._render_textures(src_rect, dst_rect)
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def _render_egl(self, src_rect: rl.Rectangle, dst_rect: rl.Rectangle) -> None:
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"""Render using EGL for direct buffer access"""
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if self.frame is None or self.egl_texture is None:
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return
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idx = self.frame.idx
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egl_image = self.egl_images.get(idx)
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# Create EGL image if needed
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if egl_image is None:
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egl_image = create_egl_image(self.frame.width, self.frame.height, self.frame.stride, self.frame.fd, self.frame.uv_offset)
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if egl_image:
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self.egl_images[idx] = egl_image
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else:
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return
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# Update texture dimensions to match current frame
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self.egl_texture.width = self.frame.width
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self.egl_texture.height = self.frame.height
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# Bind the EGL image to our texture
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bind_egl_image_to_texture(self.egl_texture.id, egl_image)
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# Render with shader
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rl.begin_shader_mode(self.shader)
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rl.draw_texture_pro(self.egl_texture, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
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rl.end_shader_mode()
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def _render_textures(self, src_rect: rl.Rectangle, dst_rect: rl.Rectangle) -> None:
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"""Render using texture copies"""
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if not self.texture_y or not self.texture_uv or self.frame is None:
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return
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# Update textures with new frame data
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if self._texture_needs_update:
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y_data = self.frame.data[: self.frame.uv_offset]
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uv_data = self.frame.data[self.frame.uv_offset :]
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rl.update_texture(self.texture_y, rl.ffi.cast("void *", y_data.ctypes.data))
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rl.update_texture(self.texture_uv, rl.ffi.cast("void *", uv_data.ctypes.data))
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self._texture_needs_update = False
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# Render with shader
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rl.begin_shader_mode(self.shader)
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rl.set_shader_value_texture(self.shader, self._texture1_loc, self.texture_uv)
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rl.draw_texture_pro(self.texture_y, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
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rl.end_shader_mode()
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def _ensure_connection(self) -> bool:
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if not self.client.is_connected():
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self.frame = None
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# Throttle connection attempts
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current_time = rl.get_time()
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if current_time - self.last_connection_attempt < CONNECTION_RETRY_INTERVAL:
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return False
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self.last_connection_attempt = current_time
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if not self.client.connect(False) or not self.client.num_buffers:
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return False
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self._clear_textures()
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if not TICI:
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self.texture_y = rl.load_texture_from_image(rl.Image(None, int(self.client.stride),
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int(self.client.height), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE))
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self.texture_uv = rl.load_texture_from_image(rl.Image(None, int(self.client.stride // 2),
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int(self.client.height // 2), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA))
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return True
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def _clear_textures(self):
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if self.texture_y and self.texture_y.id:
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rl.unload_texture(self.texture_y)
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self.texture_y = None
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if self.texture_uv and self.texture_uv.id:
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rl.unload_texture(self.texture_uv)
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self.texture_uv = None
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# Clean up EGL resources
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if TICI:
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for data in self.egl_images.values():
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destroy_egl_image(data)
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self.egl_images = {}
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if __name__ == "__main__":
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gui_app.init_window("watch3")
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road_camera_view = CameraView("camerad", VisionStreamType.VISION_STREAM_ROAD)
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driver_camera_view = CameraView("camerad", VisionStreamType.VISION_STREAM_DRIVER)
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wide_road_camera_view = CameraView("camerad", VisionStreamType.VISION_STREAM_WIDE_ROAD)
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try:
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for _ in gui_app.render():
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road_camera_view.render(rl.Rectangle(gui_app.width // 4, 0, gui_app.width // 2, gui_app.height // 2))
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driver_camera_view.render(rl.Rectangle(0, gui_app.height // 2, gui_app.width // 2, gui_app.height // 2))
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wide_road_camera_view.render(rl.Rectangle(gui_app.width // 2, gui_app.height // 2, gui_app.width // 2, gui_app.height // 2))
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finally:
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road_camera_view.close()
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driver_camera_view.close()
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wide_road_camera_view.close()
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