system/ui: implement CameraView widget (#35185)

* initial commit

* run at 60hz, nonblock

* graceful cleanup

* re-position

* rename

---------

Co-authored-by: Cameron Clough <cameronjclough@gmail.com>
pull/35171/merge
Dean Lee 1 week ago committed by GitHub
parent 98dba943b2
commit 8c995ab26d
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  1. 87
      system/ui/widgets/cameraview.py

@ -0,0 +1,87 @@
import pyray as rl
from msgq.visionipc import VisionIpcClient, VisionStreamType
from openpilot.system.ui.lib.application import gui_app
FRAME_FRAGMENT_SHADER = """
#version 330 core
in vec2 fragTexCoord; uniform sampler2D texture0, texture1; out vec4 fragColor;
void main() {
float y = texture(texture0, fragTexCoord).r;
vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
fragColor = vec4(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x, 1.0);
}"""
class CameraView:
def __init__(self, name: str, stream_type: VisionStreamType):
self.client = VisionIpcClient(name, stream_type, False)
self.shader = rl.load_shader_from_memory(rl.ffi.NULL, FRAME_FRAGMENT_SHADER)
self.texture_y: rl.Texture | None = None
self.texture_uv: rl.Texture | None = None
self.frame = None
def close(self):
self._clear_textures()
if self.shader and self.shader.id:
rl.unload_shader(self.shader)
def render(self, rect: rl.Rectangle):
if not self._ensure_connection():
return
buffer = self.client.recv(timeout_ms=0)
self.frame = buffer if buffer else self.frame
if not self.frame or not self.texture_y or not self.texture_uv:
return
y_data = self.frame.data[: self.frame.uv_offset]
uv_data = self.frame.data[self.frame.uv_offset :]
rl.update_texture(self.texture_y, rl.ffi.cast("void *", y_data.ctypes.data))
rl.update_texture(self.texture_uv, rl.ffi.cast("void *", uv_data.ctypes.data))
# Calculate scaling to maintain aspect ratio
scale = min(rect.width / self.frame.width, rect.height / self.frame.height)
x_offset = rect.x + (rect.width - (self.frame.width * scale)) / 2
y_offset = rect.y + (rect.height - (self.frame.height * scale)) / 2
src_rect = rl.Rectangle(0, 0, float(self.frame.width), float(self.frame.height))
dst_rect = rl.Rectangle(x_offset, y_offset, self.frame.width * scale, self.frame.height * scale)
rl.begin_shader_mode(self.shader)
rl.set_shader_value_texture(self.shader, rl.get_shader_location(self.shader, "texture1"), self.texture_uv)
rl.draw_texture_pro(self.texture_y, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
rl.end_shader_mode()
def _ensure_connection(self) -> bool:
if not self.client.is_connected():
self.frame = None
if not self.client.connect(False) or not self.client.num_buffers:
return False
self._clear_textures()
self.texture_y = rl.load_texture_from_image(rl.Image(None, int(self.client.stride),
int(self.client.height), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE))
self.texture_uv = rl.load_texture_from_image(rl.Image(None, int(self.client.stride // 2),
int(self.client.height // 2), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA))
return True
def _clear_textures(self):
if self.texture_y and self.texture_y.id:
rl.unload_texture(self.texture_y)
if self.texture_uv and self.texture_uv.id:
rl.unload_texture(self.texture_uv)
if __name__ == "__main__":
gui_app.init_window("watch3")
road_camera_view = CameraView("camerad", VisionStreamType.VISION_STREAM_ROAD)
driver_camera_view = CameraView("camerad", VisionStreamType.VISION_STREAM_DRIVER)
wide_road_camera_view = CameraView("camerad", VisionStreamType.VISION_STREAM_WIDE_ROAD)
try:
for _ in gui_app.render():
road_camera_view.render(rl.Rectangle(gui_app.width // 4, 0, gui_app.width // 2, gui_app.height // 2))
driver_camera_view.render(rl.Rectangle(0, gui_app.height // 2, gui_app.width // 2, gui_app.height // 2))
wide_road_camera_view.render(rl.Rectangle(gui_app.width // 2, gui_app.height // 2, gui_app.width // 2, gui_app.height // 2))
finally:
road_camera_view.close()
driver_camera_view.close()
wide_road_camera_view.close()
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