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@ -17,10 +17,10 @@ const char frame_vertex_shader[] = |
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#else |
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"#version 300 es\n" |
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#endif |
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"in vec4 aPosition;\n" |
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"in vec4 aTexCoord;\n" |
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"layout(location = 0) in vec4 aPosition;\n" |
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"layout(location = 1) in vec2 aTexCoord;\n" |
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"uniform mat4 uTransform;\n" |
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"out vec4 vTexCoord;\n" |
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"out vec2 vTexCoord;\n" |
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"void main() {\n" |
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" gl_Position = uTransform * aPosition;\n" |
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" vTexCoord = aTexCoord;\n" |
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@ -33,11 +33,19 @@ const char frame_fragment_shader[] = |
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"#version 300 es\n" |
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"precision mediump float;\n" |
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#endif |
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"uniform sampler2D uTexture;\n" |
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"in vec4 vTexCoord;\n" |
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"uniform sampler2D uTextureY;\n" |
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"uniform sampler2D uTextureU;\n" |
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"uniform sampler2D uTextureV;\n" |
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"in vec2 vTexCoord;\n" |
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"out vec4 colorOut;\n" |
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"void main() {\n" |
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" colorOut = texture(uTexture, vTexCoord.xy);\n" |
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" float y = texture(uTextureY, vTexCoord).r;\n" |
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" float u = texture(uTextureU, vTexCoord).r - 0.5;\n" |
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" float v = texture(uTextureV, vTexCoord).r - 0.5;\n" |
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" float r = y + 1.402 * v;\n" |
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" float g = y - 0.344 * u - 0.714 * v;\n" |
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" float b = y + 1.772 * u;\n" |
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" colorOut = vec4(r, g, b, 1.0);\n" |
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"}\n"; |
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const mat4 device_transform = {{ |
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@ -102,6 +110,7 @@ CameraViewWidget::~CameraViewWidget() { |
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glDeleteVertexArrays(1, &frame_vao); |
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glDeleteBuffers(1, &frame_vbo); |
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glDeleteBuffers(1, &frame_ibo); |
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glDeleteBuffers(3, textures); |
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} |
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doneCurrent(); |
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} |
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@ -119,7 +128,7 @@ void CameraViewWidget::initializeGL() { |
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GLint frame_pos_loc = program->attributeLocation("aPosition"); |
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GLint frame_texcoord_loc = program->attributeLocation("aTexCoord"); |
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auto [x1, x2, y1, y2] = stream_type == VISION_STREAM_RGB_DRIVER ? std::tuple(0.f, 1.f, 1.f, 0.f) : std::tuple(1.f, 0.f, 1.f, 0.f); |
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auto [x1, x2, y1, y2] = 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); |
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const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3}; |
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const float frame_coords[4][4] = { |
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{-1.0, -1.0, x2, y1}, // bl
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@ -144,6 +153,12 @@ void CameraViewWidget::initializeGL() { |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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glBindVertexArray(0); |
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glGenTextures(3, textures); |
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glUseProgram(program->programId()); |
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glUniform1i(program->uniformLocation("uTextureY"), 0); |
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glUniform1i(program->uniformLocation("uTextureU"), 1); |
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glUniform1i(program->uniformLocation("uTextureV"), 2); |
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} |
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void CameraViewWidget::showEvent(QShowEvent *event) { |
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@ -167,12 +182,12 @@ void CameraViewWidget::hideEvent(QHideEvent *event) { |
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void CameraViewWidget::updateFrameMat(int w, int h) { |
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if (zoomed_view) { |
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if (stream_type == VISION_STREAM_RGB_DRIVER) { |
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if (stream_type == VISION_STREAM_DRIVER) { |
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frame_mat = matmul(device_transform, get_driver_view_transform(w, h, stream_width, stream_height)); |
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} else { |
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auto intrinsic_matrix = stream_type == VISION_STREAM_RGB_WIDE_ROAD ? ecam_intrinsic_matrix : fcam_intrinsic_matrix; |
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auto intrinsic_matrix = stream_type == VISION_STREAM_WIDE_ROAD ? ecam_intrinsic_matrix : fcam_intrinsic_matrix; |
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float zoom = ZOOM / intrinsic_matrix.v[0]; |
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if (stream_type == VISION_STREAM_RGB_WIDE_ROAD) { |
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if (stream_type == VISION_STREAM_WIDE_ROAD) { |
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zoom *= 0.5; |
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} |
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float zx = zoom * 2 * intrinsic_matrix.v[2] / width(); |
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@ -209,38 +224,43 @@ void CameraViewWidget::paintGL() { |
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} |
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glBindVertexArray(frame_vao); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, texture[latest_texture_id]->frame_tex); |
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glUseProgram(program->programId()); |
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glUniform1i(program->uniformLocation("uTexture"), 0); |
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glUniformMatrix4fv(program->uniformLocation("uTransform"), 1, GL_TRUE, frame_mat.v); |
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for (int i = 0; i < 3; ++i) { |
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glActiveTexture(GL_TEXTURE0 + i); |
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glBindTexture(GL_TEXTURE_2D, textures[i]); |
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assert(glGetError() == GL_NO_ERROR); |
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} |
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glUniformMatrix4fv(program->uniformLocation("uTransform"), 1, GL_TRUE, frame_mat.v); |
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assert(glGetError() == GL_NO_ERROR); |
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glEnableVertexAttribArray(0); |
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void *)0); |
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glDisableVertexAttribArray(0); |
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glBindVertexArray(0); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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glActiveTexture(GL_TEXTURE0); |
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} |
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void CameraViewWidget::vipcConnected(VisionIpcClient *vipc_client) { |
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makeCurrent(); |
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for (int i = 0; i < vipc_client->num_buffers; i++) { |
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texture[i].reset(new EGLImageTexture(&vipc_client->buffers[i])); |
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glBindTexture(GL_TEXTURE_2D, texture[i]->frame_tex); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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// BGR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); |
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assert(glGetError() == GL_NO_ERROR); |
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} |
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latest_texture_id = -1; |
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stream_width = vipc_client->buffers[0].width; |
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stream_height = vipc_client->buffers[0].height; |
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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for (int i = 0; i < 3; ++i) { |
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glBindTexture(GL_TEXTURE_2D, textures[i]); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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int width = i == 0 ? stream_width : stream_width / 2; |
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int height = i == 0 ? stream_height : stream_height / 2; |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr); |
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assert(glGetError() == GL_NO_ERROR); |
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} |
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updateFrameMat(width(), height()); |
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} |
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@ -290,19 +310,25 @@ void CameraViewWidget::vipcThread() { |
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{ |
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std::lock_guard lk(lock); |
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void *texture_buffer = gl_buffer->map(QOpenGLBuffer::WriteOnly); |
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for (int i = 0; i < 3; i++) { |
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void *texture_buffer = gl_buffer->map(QOpenGLBuffer::WriteOnly); |
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if (texture_buffer == nullptr) { |
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LOGE("gl_buffer->map returned nullptr"); |
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continue; |
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} |
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if (texture_buffer == nullptr) { |
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LOGE("gl_buffer->map returned nullptr"); |
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continue; |
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} |
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memcpy(texture_buffer, buf->addr, buf->len); |
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gl_buffer->unmap(); |
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int width = i == 0 ? stream_width : stream_width / 2; |
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int height = i == 0 ? stream_height : stream_height / 2; |
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uint8_t* tex_buf[] = {buf->y, buf->u, buf->v}; |
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memcpy(texture_buffer, tex_buf[i], width*height); |
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gl_buffer->unmap(); |
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// copy pixels from PBO to texture object
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glBindTexture(GL_TEXTURE_2D, textures[i]); |
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0); |
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} |
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// copy pixels from PBO to texture object
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glBindTexture(GL_TEXTURE_2D, texture[buf->idx]->frame_tex); |
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, buf->width, buf->height, GL_RGB, GL_UNSIGNED_BYTE, 0); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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assert(glGetError() == GL_NO_ERROR); |
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