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@ -234,7 +234,7 @@ static void ui_draw_vision_lane_lines(UIState *s) { |
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NVGcolor color = nvgRGBAf(1.0, 1.0, 1.0, scene->lane_line_probs[ll_idx]); |
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ui_draw_line(s, (pvd_ll + ll_idx)->v, (pvd_ll + ll_idx)->cnt, &color, nullptr); |
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} |
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// paint road edges
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line_vertices_data *pvd_re = &s->road_edge_vertices[0]; |
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for (int re_idx = 0; re_idx < 2; re_idx++) { |
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@ -244,7 +244,7 @@ static void ui_draw_vision_lane_lines(UIState *s) { |
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NVGcolor color = nvgRGBAf(1.0, 0.0, 0.0, std::clamp<float>(1.0-scene->road_edge_stds[re_idx], 0.0, 1.0)); |
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ui_draw_line(s, (pvd_re + re_idx)->v, (pvd_re + re_idx)->cnt, &color, nullptr); |
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} |
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// paint path
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if(s->sm->updated("modelV2")) { |
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update_track_data(s, scene->model.getPosition(), &s->track_vertices); |
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@ -486,7 +486,7 @@ void ui_draw_vision_alert(UIState *s, cereal::ControlsState::AlertSize va_size, |
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} |
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} |
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static void ui_draw_vision(UIState *s) { |
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static void ui_draw_vision_frame(UIState *s) { |
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const UIScene *scene = &s->scene; |
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const Rect &viz_rect = scene->viz_rect; |
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@ -498,6 +498,10 @@ static void ui_draw_vision(UIState *s) { |
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glDisable(GL_SCISSOR_TEST); |
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glViewport(0, 0, s->fb_w, s->fb_h); |
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} |
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static void ui_draw_vision(UIState *s) { |
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const UIScene *scene = &s->scene; |
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// Draw augmented elements
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if (!scene->frontview && scene->world_objects_visible) { |
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@ -533,14 +537,22 @@ void ui_draw(UIState *s) { |
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s->scene.ui_viz_ro = -(sbr_w - 6 * bdr_s); |
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} |
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const bool draw_vision = s->started && s->active_app == cereal::UiLayoutState::App::NONE && |
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s->status != STATUS_OFFROAD && s->vision_connected; |
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// GL drawing functions
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ui_draw_background(s); |
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if (draw_vision) { |
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ui_draw_vision_frame(s); |
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} |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glViewport(0, 0, s->fb_w, s->fb_h); |
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// NVG drawing functions - should be no GL inside NVG frame
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nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f); |
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ui_draw_sidebar(s); |
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if (s->started && s->active_app == cereal::UiLayoutState::App::NONE && |
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s->status != STATUS_OFFROAD && s->vision_connected) { |
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if (draw_vision) { |
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ui_draw_vision(s); |
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} |
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nvgEndFrame(s->vg); |
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