raylib: speed up polygon shader (#36275)

* actually works

* fix shader grad

* switch

* our own triangulate

* this is amazing

* ok 100 is too much for 3x. 10?

* fix colors

* review intern chad

* fmt

* rm for the line count

* bye

* rm

* see the diff

* start to revert nulleffect

* fix

* fix

* always feather

* aliasing doesn't seem necessary

* aliasing doesn't seem necessary

* fix lane lines disappearing halfway up due to buggy deduping -- very simple triangulation function takes ~same CPU time + same GPU utilization on PC (nvidia-smi)

* remove old

* even simpler triangulate

* this is useless

* more revert

* split color out again

* clean up ai bs

* back to original names

* more clean up

* stop it

* this limiting logic split out feels more even // less super dense

* typing

* clean up a little

* move to get grad color

* RM

* flip

* document

* clean up

* clean up

* clean

* clean up

* not a "state"

* clean up

* that did nothing

* cmt
pull/36125/merge
Shane Smiskol 3 days ago committed by GitHub
parent a7fe9db773
commit e1912fa5be
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  1. 32
      selfdrive/ui/onroad/model_renderer.py
  2. 279
      system/ui/lib/shader_polygon.py

@ -8,7 +8,7 @@ from openpilot.common.params import Params
from openpilot.selfdrive.locationd.calibrationd import HEIGHT_INIT
from openpilot.selfdrive.ui.ui_state import ui_state
from openpilot.system.ui.lib.application import gui_app
from openpilot.system.ui.lib.shader_polygon import draw_polygon
from openpilot.system.ui.lib.shader_polygon import draw_polygon, Gradient
from openpilot.system.ui.widgets import Widget
CLIP_MARGIN = 500
@ -66,12 +66,12 @@ class ModelRenderer(Widget):
self._transform_dirty = True
self._clip_region = None
self._exp_gradient = {
'start': (0.0, 1.0), # Bottom of path
'end': (0.0, 0.0), # Top of path
'colors': [],
'stops': [],
}
self._exp_gradient = Gradient(
start=(0.0, 1.0), # Bottom of path
end=(0.0, 0.0), # Top of path
colors=[],
stops=[],
)
# Get longitudinal control setting from car parameters
if car_params := Params().get("CarParams"):
@ -226,8 +226,8 @@ class ModelRenderer(Widget):
i += 1 + (1 if (i + 2) < max_len else 0)
# Store the gradient in the path object
self._exp_gradient['colors'] = segment_colors
self._exp_gradient['stops'] = gradient_stops
self._exp_gradient.colors = segment_colors
self._exp_gradient.stops = gradient_stops
def _update_lead_vehicle(self, d_rel, v_rel, point, rect):
speed_buff, lead_buff = 10.0, 40.0
@ -281,7 +281,7 @@ class ModelRenderer(Widget):
if self._experimental_mode:
# Draw with acceleration coloring
if len(self._exp_gradient['colors']) > 1:
if len(self._exp_gradient.colors) > 1:
draw_polygon(self._rect, self._path.projected_points, gradient=self._exp_gradient)
else:
draw_polygon(self._rect, self._path.projected_points, rl.Color(255, 255, 255, 30))
@ -289,12 +289,12 @@ class ModelRenderer(Widget):
# Blend throttle/no throttle colors based on transition
blend_factor = round(self._blend_filter.x * 100) / 100
blended_colors = self._blend_colors(NO_THROTTLE_COLORS, THROTTLE_COLORS, blend_factor)
gradient = {
'start': (0.0, 1.0), # Bottom of path
'end': (0.0, 0.0), # Top of path
'colors': blended_colors,
'stops': [0.0, 0.5, 1.0],
}
gradient = Gradient(
start=(0.0, 1.0), # Bottom of path
end=(0.0, 0.0), # Top of path
colors=blended_colors,
stops=[0.0, 0.5, 1.0],
)
draw_polygon(self._rect, self._path.projected_points, gradient=gradient)
def _draw_lead_indicator(self):

@ -1,9 +1,33 @@
import platform
import pyray as rl
import numpy as np
from typing import Any
from dataclasses import dataclass
from typing import Any, Optional, cast
from openpilot.system.ui.lib.application import gui_app
MAX_GRADIENT_COLORS = 15 # includes stops as well
@dataclass
class Gradient:
start: tuple[float, float]
end: tuple[float, float]
colors: list[rl.Color]
stops: list[float]
def __post_init__(self):
if len(self.colors) > MAX_GRADIENT_COLORS:
self.colors = self.colors[:MAX_GRADIENT_COLORS]
print(f"Warning: Gradient colors truncated to {MAX_GRADIENT_COLORS} entries")
if len(self.stops) > MAX_GRADIENT_COLORS:
self.stops = self.stops[:MAX_GRADIENT_COLORS]
print(f"Warning: Gradient stops truncated to {MAX_GRADIENT_COLORS} entries")
if not len(self.stops):
color_count = min(len(self.colors), MAX_GRADIENT_COLORS)
self.stops = [i / max(1, color_count - 1) for i in range(color_count)]
MAX_GRADIENT_COLORS = 15
VERSION = """
#version 300 es
@ -18,100 +42,43 @@ FRAGMENT_SHADER = VERSION + """
in vec2 fragTexCoord;
out vec4 finalColor;
uniform vec2 points[100];
uniform int pointCount;
uniform vec4 fillColor;
uniform vec2 resolution;
// Gradient line defined in *screen pixels*
uniform int useGradient;
uniform vec2 gradientStart;
uniform vec2 gradientEnd;
uniform vec2 gradientStart; // e.g. vec2(0, 0)
uniform vec2 gradientEnd; // e.g. vec2(0, screenHeight)
uniform vec4 gradientColors[15];
uniform float gradientStops[15];
uniform int gradientColorCount;
vec4 getGradientColor(vec2 pos) {
vec2 gradientDir = gradientEnd - gradientStart;
float gradientLength = length(gradientDir);
if (gradientLength < 0.001) return gradientColors[0];
vec2 normalizedDir = gradientDir / gradientLength;
float t = clamp(dot(pos - gradientStart, normalizedDir) / gradientLength, 0.0, 1.0);
vec4 getGradientColor(vec2 p) {
// Compute t from screen-space position
vec2 d = gradientStart - gradientEnd;
float len2 = max(dot(d, d), 1e-6);
float t = clamp(dot(p - gradientEnd, d) / len2, 0.0, 1.0);
if (gradientColorCount <= 1) return gradientColors[0];
// Clamp to range
float t0 = gradientStops[0];
float tn = gradientStops[gradientColorCount-1];
if (t <= t0) return gradientColors[0];
if (t >= tn) return gradientColors[gradientColorCount-1];
// handle t before first / after last stop
if (t <= gradientStops[0]) return gradientColors[0];
if (t >= gradientStops[gradientColorCount-1]) return gradientColors[gradientColorCount-1];
for (int i = 0; i < gradientColorCount - 1; i++) {
if (t >= gradientStops[i] && t <= gradientStops[i+1]) {
float segmentT = (t - gradientStops[i]) / (gradientStops[i+1] - gradientStops[i]);
return mix(gradientColors[i], gradientColors[i+1], segmentT);
float a = gradientStops[i];
float b = gradientStops[i+1];
if (t >= a && t <= b) {
float k = (t - a) / max(b - a, 1e-6);
return mix(gradientColors[i], gradientColors[i+1], k);
}
}
return gradientColors[gradientColorCount-1];
}
bool isPointInsidePolygon(vec2 p) {
if (pointCount < 3) return false;
int crossings = 0;
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
vec2 pi = points[i];
vec2 pj = points[j];
if (distance(pi, pj) < 0.001) continue;
if (((pi.y > p.y) != (pj.y > p.y)) &&
(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y + 0.001) + pi.x)) {
crossings++;
}
}
return (crossings & 1) == 1;
}
float distanceToEdge(vec2 p) {
float minDist = 1000.0;
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
vec2 edge0 = points[j];
vec2 edge1 = points[i];
if (distance(edge0, edge1) < 0.0001) continue;
vec2 v1 = p - edge0;
vec2 v2 = edge1 - edge0;
float l2 = dot(v2, v2);
if (l2 < 0.0001) {
float dist = length(v1);
minDist = min(minDist, dist);
continue;
}
float t = clamp(dot(v1, v2) / l2, 0.0, 1.0);
vec2 projection = edge0 + t * v2;
float dist = length(p - projection);
minDist = min(minDist, dist);
}
return minDist;
}
void main() {
vec2 pixel = fragTexCoord * resolution;
bool inside = isPointInsidePolygon(pixel);
float sd = (inside ? 1.0 : -1.0) * distanceToEdge(pixel);
// ~1 pixel wide anti-aliasing
float w = max(0.75, fwidth(sd));
float alpha = smoothstep(-w, w, sd);
if (alpha > 0.0){
vec4 color = useGradient == 1 ? getGradientColor(pixel) : fillColor;
finalColor = vec4(color.rgb, color.a * alpha);
} else {
discard;
}
// TODO: do proper antialiasing
finalColor = useGradient == 1 ? getGradientColor(gl_FragCoord.xy) : fillColor;
}
"""
@ -149,14 +116,10 @@ class ShaderState:
self.initialized = False
self.shader = None
self.white_texture = None
# Shader uniform locations
self.locations = {
'pointCount': None,
'fillColor': None,
'resolution': None,
'points': None,
'useGradient': None,
'gradientStart': None,
'gradientEnd': None,
@ -167,12 +130,8 @@ class ShaderState:
}
# Pre-allocated FFI objects
self.point_count_ptr = rl.ffi.new("int[]", [0])
self.resolution_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.fill_color_ptr = rl.ffi.new("float[]", [0.0, 0.0, 0.0, 0.0])
self.use_gradient_ptr = rl.ffi.new("int[]", [0])
self.gradient_start_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.gradient_end_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.color_count_ptr = rl.ffi.new("int[]", [0])
self.gradient_colors_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS * 4)
self.gradient_stops_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS)
@ -183,30 +142,19 @@ class ShaderState:
self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_SHADER)
# Create and cache white texture
white_img = rl.gen_image_color(2, 2, rl.WHITE)
self.white_texture = rl.load_texture_from_image(white_img)
rl.set_texture_filter(self.white_texture, rl.TEXTURE_FILTER_BILINEAR)
rl.unload_image(white_img)
# Cache all uniform locations
for uniform in self.locations.keys():
self.locations[uniform] = rl.get_shader_location(self.shader, uniform)
# Setup default MVP matrix
mvp_ptr = rl.ffi.new("float[16]", [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0])
rl.set_shader_value_matrix(self.shader, self.locations['mvp'], rl.Matrix(*mvp_ptr))
# Orthographic MVP (origin top-left)
proj = rl.matrix_ortho(0, gui_app.width, gui_app.height, 0, -1, 1)
rl.set_shader_value_matrix(self.shader, self.locations['mvp'], proj)
self.initialized = True
def cleanup(self):
if not self.initialized:
return
if self.white_texture:
rl.unload_texture(self.white_texture)
self.white_texture = None
if self.shader:
rl.unload_shader(self.shader)
self.shader = None
@ -214,103 +162,82 @@ class ShaderState:
self.initialized = False
def _configure_shader_color(state, color, gradient, clipped_rect, original_rect):
use_gradient = 1 if gradient else 0
def _configure_shader_color(state: ShaderState, color: Optional[rl.Color], # noqa: UP045
gradient: Gradient | None, origin_rect: rl.Rectangle):
assert (color is not None) != (gradient is not None), "Either color or gradient must be provided"
use_gradient = 1 if (gradient is not None and len(gradient.colors) >= 1) else 0
state.use_gradient_ptr[0] = use_gradient
rl.set_shader_value(state.shader, state.locations['useGradient'], state.use_gradient_ptr, UNIFORM_INT)
if use_gradient:
start = np.array(gradient['start']) * np.array([original_rect.width, original_rect.height]) + np.array([original_rect.x, original_rect.y])
end = np.array(gradient['end']) * np.array([original_rect.width, original_rect.height]) + np.array([original_rect.x, original_rect.y])
start = start - np.array([clipped_rect.x, clipped_rect.y])
end = end - np.array([clipped_rect.x, clipped_rect.y])
state.gradient_start_ptr[0:2] = start.astype(np.float32)
state.gradient_end_ptr[0:2] = end.astype(np.float32)
rl.set_shader_value(state.shader, state.locations['gradientStart'], state.gradient_start_ptr, UNIFORM_VEC2)
rl.set_shader_value(state.shader, state.locations['gradientEnd'], state.gradient_end_ptr, UNIFORM_VEC2)
colors = gradient['colors']
color_count = min(len(colors), MAX_GRADIENT_COLORS)
state.color_count_ptr[0] = color_count
for i, c in enumerate(colors[:color_count]):
base_idx = i * 4
state.gradient_colors_ptr[base_idx:base_idx+4] = [c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0]
rl.set_shader_value_v(state.shader, state.locations['gradientColors'], state.gradient_colors_ptr, UNIFORM_VEC4, color_count)
stops = gradient.get('stops', [i / max(1, color_count - 1) for i in range(color_count)])
stops = np.clip(stops[:color_count], 0.0, 1.0)
state.gradient_stops_ptr[0:color_count] = stops
rl.set_shader_value_v(state.shader, state.locations['gradientStops'], state.gradient_stops_ptr, UNIFORM_FLOAT, color_count)
gradient = cast(Gradient, gradient)
state.color_count_ptr[0] = len(gradient.colors)
for i in range(len(gradient.colors)):
c = gradient.colors[i]
base = i * 4
state.gradient_colors_ptr[base:base + 4] = [c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0]
rl.set_shader_value_v(state.shader, state.locations['gradientColors'], state.gradient_colors_ptr, UNIFORM_VEC4, len(gradient.colors))
for i in range(len(gradient.stops)):
s = float(gradient.stops[i])
state.gradient_stops_ptr[i] = 0.0 if s < 0.0 else 1.0 if s > 1.0 else s
rl.set_shader_value_v(state.shader, state.locations['gradientStops'], state.gradient_stops_ptr, UNIFORM_FLOAT, len(gradient.stops))
rl.set_shader_value(state.shader, state.locations['gradientColorCount'], state.color_count_ptr, UNIFORM_INT)
# Map normalized start/end to screen pixels
start_vec = rl.Vector2(origin_rect.x + gradient.start[0] * origin_rect.width, origin_rect.y + gradient.start[1] * origin_rect.height)
end_vec = rl.Vector2(origin_rect.x + gradient.end[0] * origin_rect.width, origin_rect.y + gradient.end[1] * origin_rect.height)
rl.set_shader_value(state.shader, state.locations['gradientStart'], start_vec, UNIFORM_VEC2)
rl.set_shader_value(state.shader, state.locations['gradientEnd'], end_vec, UNIFORM_VEC2)
else:
color = color or rl.WHITE
state.fill_color_ptr[0:4] = [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0]
rl.set_shader_value(state.shader, state.locations['fillColor'], state.fill_color_ptr, UNIFORM_VEC4)
def draw_polygon(origin_rect: rl.Rectangle, points: np.ndarray, color=None, gradient=None):
def triangulate(pts: np.ndarray) -> list[tuple[float, float]]:
"""Only supports simple polygons with two chains (ribbon)."""
# TODO: consider deduping close screenspace points
# interleave points to produce a triangle strip
assert len(pts) % 2 == 0, "Interleaving expects even number of points"
tri_strip = []
for i in range(len(pts) // 2):
tri_strip.append(pts[i])
tri_strip.append(pts[-i - 1])
return cast(list, np.array(tri_strip).tolist())
def draw_polygon(origin_rect: rl.Rectangle, points: np.ndarray,
color: Optional[rl.Color] = None, gradient: Gradient | None = None): # noqa: UP045
"""
Draw a complex polygon using shader-based even-odd fill rule
Args:
rect: Rectangle defining the drawing area
points: numpy array of (x,y) points defining the polygon
color: Solid fill color (rl.Color)
gradient: Dict with gradient parameters:
{
'start': (x1, y1), # Start point (normalized 0-1)
'end': (x2, y2), # End point (normalized 0-1)
'colors': [rl.Color], # List of colors at stops
'stops': [float] # List of positions (0-1)
}
Draw a ribbon polygon (two chains) with a triangle strip and gradient.
- Input must be [L0..Lk-1, Rk-1..R0], even count, no crossings/holes.
"""
if len(points) < 3:
return
# Initialize shader on-demand
state = ShaderState.get_instance()
if not state.initialized:
state.initialize()
# Find bounding box
min_xy = np.min(points, axis=0)
max_xy = np.max(points, axis=0)
clip_x = max(origin_rect.x, min_xy[0])
clip_y = max(origin_rect.y, min_xy[1])
clip_right = min(origin_rect.x + origin_rect.width, max_xy[0])
clip_bottom = min(origin_rect.y + origin_rect.height, max_xy[1])
# Check if polygon is completely off-screen
if clip_x >= clip_right or clip_y >= clip_bottom:
return
clipped_rect = rl.Rectangle(clip_x, clip_y, clip_right - clip_x, clip_bottom - clip_y)
# Transform points relative to the CLIPPED area
transformed_points = points - np.array([clip_x, clip_y])
# Set shader values
state.point_count_ptr[0] = len(transformed_points)
rl.set_shader_value(state.shader, state.locations['pointCount'], state.point_count_ptr, UNIFORM_INT)
state.initialize()
state.resolution_ptr[0:2] = [clipped_rect.width, clipped_rect.height]
rl.set_shader_value(state.shader, state.locations['resolution'], state.resolution_ptr, UNIFORM_VEC2)
# Ensure (N,2) float32 contiguous array
pts = np.ascontiguousarray(points, dtype=np.float32)
assert pts.ndim == 2 and pts.shape[1] == 2, "points must be (N,2)"
flat_points = np.ascontiguousarray(transformed_points.flatten().astype(np.float32))
points_ptr = rl.ffi.cast("float *", flat_points.ctypes.data)
rl.set_shader_value_v(state.shader, state.locations['points'], points_ptr, UNIFORM_VEC2, len(transformed_points))
# Configure gradient shader
_configure_shader_color(state, color, gradient, origin_rect)
_configure_shader_color(state, color, gradient, clipped_rect, origin_rect)
# Triangulate via interleaving
tri_strip = triangulate(pts)
# Render
# Draw strip, color here doesn't matter
rl.begin_shader_mode(state.shader)
rl.draw_texture_pro(
state.white_texture,
rl.Rectangle(0, 0, 2, 2),
clipped_rect,
rl.Vector2(0, 0),
0.0,
rl.WHITE,
)
rl.draw_triangle_strip(tri_strip, len(tri_strip), rl.WHITE)
rl.end_shader_mode()

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