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/35191/head
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import pyray as rl |
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from msgq.visionipc import VisionIpcClient, VisionStreamType |
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from openpilot.system.ui.lib.application import gui_app |
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FRAME_FRAGMENT_SHADER = """ |
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#version 330 core |
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in vec2 fragTexCoord; uniform sampler2D texture0, texture1; 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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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.shader = rl.load_shader_from_memory(rl.ffi.NULL, FRAME_FRAGMENT_SHADER) |
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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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self.frame = None |
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def close(self): |
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self._clear_textures() |
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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 render(self, rect: rl.Rectangle): |
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if not self._ensure_connection(): |
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return |
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buffer = self.client.recv(timeout_ms=0) |
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self.frame = buffer if buffer else self.frame |
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if not self.frame or not self.texture_y or not self.texture_uv: |
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return |
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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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# Calculate scaling to maintain aspect ratio |
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scale = min(rect.width / self.frame.width, rect.height / self.frame.height) |
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x_offset = rect.x + (rect.width - (self.frame.width * scale)) / 2 |
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y_offset = rect.y + (rect.height - (self.frame.height * scale)) / 2 |
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src_rect = rl.Rectangle(0, 0, float(self.frame.width), float(self.frame.height)) |
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dst_rect = rl.Rectangle(x_offset, y_offset, self.frame.width * scale, self.frame.height * scale) |
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rl.begin_shader_mode(self.shader) |
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rl.set_shader_value_texture(self.shader, rl.get_shader_location(self.shader, "texture1"), 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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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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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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if self.texture_uv and self.texture_uv.id: |
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rl.unload_texture(self.texture_uv) |
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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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