#include #include "ui.hpp" #include "common/util.h" #define NANOVG_GLES3_IMPLEMENTATION #include "nanovg_gl.h" #include "nanovg_gl_utils.h" extern "C"{ #include "common/glutil.h" } // TODO: this is also hardcoded in common/transformations/camera.py const mat3 intrinsic_matrix = (mat3){{ 910., 0., 582., 0., 910., 437., 0., 0., 1. }}; const uint8_t alert_colors[][4] = { [STATUS_STOPPED] = {0x07, 0x23, 0x39, 0xf1}, [STATUS_DISENGAGED] = {0x17, 0x33, 0x49, 0xc8}, [STATUS_ENGAGED] = {0x17, 0x86, 0x44, 0xf1}, [STATUS_WARNING] = {0xDA, 0x6F, 0x25, 0xf1}, [STATUS_ALERT] = {0xC9, 0x22, 0x31, 0xf1}, }; const int alert_sizes[] = { [ALERTSIZE_NONE] = 0, [ALERTSIZE_SMALL] = 241, [ALERTSIZE_MID] = 390, [ALERTSIZE_FULL] = vwp_h, }; // Projects a point in car to space to the corresponding point in full frame // image space. vec3 car_space_to_full_frame(const UIState *s, vec4 car_space_projective) { const UIScene *scene = &s->scene; // We'll call the car space point p. // First project into normalized image coordinates with the extrinsics matrix. const vec4 Ep4 = matvecmul(scene->extrinsic_matrix, car_space_projective); // The last entry is zero because of how we store E (to use matvecmul). const vec3 Ep = {{Ep4.v[0], Ep4.v[1], Ep4.v[2]}}; const vec3 KEp = matvecmul3(intrinsic_matrix, Ep); // Project. const vec3 p_image = {{KEp.v[0] / KEp.v[2], KEp.v[1] / KEp.v[2], 1.}}; return p_image; } // Calculate an interpolation between two numbers at a specific increment static float lerp(float v0, float v1, float t) { return (1 - t) * v0 + t * v1; } static void draw_chevron(UIState *s, float x_in, float y_in, float sz, NVGcolor fillColor, NVGcolor glowColor) { const UIScene *scene = &s->scene; nvgSave(s->vg); nvgTranslate(s->vg, 240.0f, 0.0); nvgTranslate(s->vg, -1440.0f / 2, -1080.0f / 2); nvgScale(s->vg, 2.0, 2.0); nvgScale(s->vg, 1440.0f / s->rgb_width, 1080.0f / s->rgb_height); const vec4 p_car_space = (vec4){{x_in, y_in, 0., 1.}}; const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space); sz *= 30; sz /= (x_in / 3 + 30); if (sz > 30) sz = 30; if (sz < 15) sz = 15; float x = p_full_frame.v[0]; float y = p_full_frame.v[1]; // glow nvgBeginPath(s->vg); float g_xo = sz/5; float g_yo = sz/10; if (x >= 0 && y >= 0.) { nvgMoveTo(s->vg, x+(sz*1.35)+g_xo, y+sz+g_yo); nvgLineTo(s->vg, x, y-g_xo); nvgLineTo(s->vg, x-(sz*1.35)-g_xo, y+sz+g_yo); nvgLineTo(s->vg, x+(sz*1.35)+g_xo, y+sz+g_yo); nvgClosePath(s->vg); } nvgFillColor(s->vg, glowColor); nvgFill(s->vg); // chevron nvgBeginPath(s->vg); if (x >= 0 && y >= 0.) { nvgMoveTo(s->vg, x+(sz*1.25), y+sz); nvgLineTo(s->vg, x, y); nvgLineTo(s->vg, x-(sz*1.25), y+sz); nvgLineTo(s->vg, x+(sz*1.25), y+sz); nvgClosePath(s->vg); } nvgFillColor(s->vg, fillColor); nvgFill(s->vg); nvgRestore(s->vg); } static void draw_lead(UIState *s, float d_rel, float v_rel, float y_rel){ // Draw lead car indicator float fillAlpha = 0; float speedBuff = 10.; float leadBuff = 40.; if (d_rel < leadBuff) { fillAlpha = 255*(1.0-(d_rel/leadBuff)); if (v_rel < 0) { fillAlpha += 255*(-1*(v_rel/speedBuff)); } fillAlpha = (int)(fmin(fillAlpha, 255)); } draw_chevron(s, d_rel, y_rel, 25, nvgRGBA(201, 34, 49, fillAlpha), nvgRGBA(218, 202, 37, 255)); } static void ui_draw_lane_line(UIState *s, const model_path_vertices_data *pvd, NVGcolor color) { nvgSave(s->vg); nvgTranslate(s->vg, 240.0f, 0.0); // rgb-box space nvgTranslate(s->vg, -1440.0f / 2, -1080.0f / 2); // zoom 2x nvgScale(s->vg, 2.0, 2.0); nvgScale(s->vg, 1440.0f / s->rgb_width, 1080.0f / s->rgb_height); nvgBeginPath(s->vg); bool started = false; for (int i=0; icnt; i++) { if (pvd->v[i].x < 0 || pvd->v[i].y < 0.) { continue; } if (!started) { nvgMoveTo(s->vg, pvd->v[i].x, pvd->v[i].y); started = true; } else { nvgLineTo(s->vg, pvd->v[i].x, pvd->v[i].y); } } nvgClosePath(s->vg); nvgFillColor(s->vg, color); nvgFill(s->vg); nvgRestore(s->vg); } static void update_track_data(UIState *s, bool is_mpc, track_vertices_data *pvd) { const UIScene *scene = &s->scene; const PathData path = scene->model.path; const float *mpc_x_coords = &scene->mpc_x[0]; const float *mpc_y_coords = &scene->mpc_y[0]; bool started = false; float off = is_mpc?0.3:0.5; float lead_d = scene->lead_d_rel*2.; float path_height = is_mpc?(lead_d>5.)?fmin(lead_d, 25.)-fmin(lead_d*0.35, 10.):20. :(lead_d>0.)?fmin(lead_d, 50.)-fmin(lead_d*0.35, 10.):49.; pvd->cnt = 0; // left side up for (int i=0; i<=path_height; i++) { float px, py, mpx; if (is_mpc) { mpx = i==0?0.0:mpc_x_coords[i]; px = lerp(mpx+1.0, mpx, i/100.0); py = mpc_y_coords[i] - off; } else { px = lerp(i+1.0, i, i/100.0); py = path.points[i] - off; } vec4 p_car_space = (vec4){{px, py, 0., 1.}}; vec3 p_full_frame = car_space_to_full_frame(s, p_car_space); if (p_full_frame.v[0] < 0. || p_full_frame.v[1] < 0.) { continue; } pvd->v[pvd->cnt].x = p_full_frame.v[0]; pvd->v[pvd->cnt].y = p_full_frame.v[1]; pvd->cnt += 1; } // right side down for (int i=path_height; i>=0; i--) { float px, py, mpx; if (is_mpc) { mpx = i==0?0.0:mpc_x_coords[i]; px = lerp(mpx+1.0, mpx, i/100.0); py = mpc_y_coords[i] + off; } else { px = lerp(i+1.0, i, i/100.0); py = path.points[i] + off; } vec4 p_car_space = (vec4){{px, py, 0., 1.}}; vec3 p_full_frame = car_space_to_full_frame(s, p_car_space); pvd->v[pvd->cnt].x = p_full_frame.v[0]; pvd->v[pvd->cnt].y = p_full_frame.v[1]; pvd->cnt += 1; } } static void update_all_track_data(UIState *s) { const UIScene *scene = &s->scene; // Draw vision path update_track_data(s, false, &s->track_vertices[0]); if (scene->engaged) { // Draw MPC path when engaged update_track_data(s, true, &s->track_vertices[1]); } } static void ui_draw_track(UIState *s, bool is_mpc, track_vertices_data *pvd) { const UIScene *scene = &s->scene; const PathData path = scene->model.path; const float *mpc_x_coords = &scene->mpc_x[0]; const float *mpc_y_coords = &scene->mpc_y[0]; nvgSave(s->vg); nvgTranslate(s->vg, 240.0f, 0.0); // rgb-box space nvgTranslate(s->vg, -1440.0f / 2, -1080.0f / 2); // zoom 2x nvgScale(s->vg, 2.0, 2.0); nvgScale(s->vg, 1440.0f / s->rgb_width, 1080.0f / s->rgb_height); nvgBeginPath(s->vg); bool started = false; float off = is_mpc?0.3:0.5; float lead_d = scene->lead_d_rel*2.; float path_height = is_mpc?(lead_d>5.)?fmin(lead_d, 25.)-fmin(lead_d*0.35, 10.):20. :(lead_d>0.)?fmin(lead_d, 50.)-fmin(lead_d*0.35, 10.):49.; int vi = 0; for(int i = 0;i < pvd->cnt;i++) { if (pvd->v[i].x < 0 || pvd->v[i].y < 0) { continue; } if (!started) { nvgMoveTo(s->vg, pvd->v[i].x, pvd->v[i].y); started = true; } else { nvgLineTo(s->vg, pvd->v[i].x, pvd->v[i].y); } } nvgClosePath(s->vg); NVGpaint track_bg; if (is_mpc) { // Draw colored MPC track const uint8_t *clr = bg_colors[s->status]; track_bg = nvgLinearGradient(s->vg, vwp_w, vwp_h, vwp_w, vwp_h*.4, nvgRGBA(clr[0], clr[1], clr[2], 255), nvgRGBA(clr[0], clr[1], clr[2], 255/2)); } else { // Draw white vision track track_bg = nvgLinearGradient(s->vg, vwp_w, vwp_h, vwp_w, vwp_h*.4, nvgRGBA(255, 255, 255, 255), nvgRGBA(255, 255, 255, 0)); } nvgFillPaint(s->vg, track_bg); nvgFill(s->vg); nvgRestore(s->vg); } static void draw_steering(UIState *s, float curvature) { float points[50]; for (int i = 0; i < 50; i++) { float y_actual = i * tan(asin(clamp(i * curvature, -0.999, 0.999)) / 2.); points[i] = y_actual; } // ui_draw_lane_edge(s, points, 0.0, nvgRGBA(0, 0, 255, 128), 5); } static void draw_frame(UIState *s) { const UIScene *scene = &s->scene; float x1, x2, y1, y2; if (s->scene.frontview) { glBindVertexArray(s->frame_vao[1]); } else { glBindVertexArray(s->frame_vao[0]); } mat4 *out_mat; if (s->scene.frontview || s->scene.fullview) { out_mat = &s->front_frame_mat; } else { out_mat = &s->rear_frame_mat; } glActiveTexture(GL_TEXTURE0); if (s->scene.frontview && s->cur_vision_front_idx >= 0) { glBindTexture(GL_TEXTURE_2D, s->frame_front_texs[s->cur_vision_front_idx]); } else if (!scene->frontview && s->cur_vision_idx >= 0) { glBindTexture(GL_TEXTURE_2D, s->frame_texs[s->cur_vision_idx]); #ifndef QCOM // TODO: a better way to do this? glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1164, 874, 0, GL_RGB, GL_UNSIGNED_BYTE, s->priv_hnds[s->cur_vision_idx]); #endif } glUseProgram(s->frame_program); glUniform1i(s->frame_texture_loc, 0); glUniformMatrix4fv(s->frame_transform_loc, 1, GL_TRUE, out_mat->v); assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void*)0); glDisableVertexAttribArray(0); glBindVertexArray(0); } static inline bool valid_frame_pt(UIState *s, float x, float y) { return x >= 0 && x <= s->rgb_width && y >= 0 && y <= s->rgb_height; } static void update_lane_line_data(UIState *s, const float *points, float off, bool is_ghost, model_path_vertices_data *pvd) { pvd->cnt = 0; for (int i = 0; i < MODEL_PATH_MAX_VERTICES_CNT / 2; i++) { float px = (float)i; float py = points[i] - off; const vec4 p_car_space = (vec4){{px, py, 0., 1.}}; const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space); if(!valid_frame_pt(s, p_full_frame.v[0], p_full_frame.v[1])) continue; pvd->v[pvd->cnt].x = p_full_frame.v[0]; pvd->v[pvd->cnt].y = p_full_frame.v[1]; pvd->cnt += 1; } for (int i = MODEL_PATH_MAX_VERTICES_CNT / 2; i > 0; i--) { float px = (float)i; float py = is_ghost?(points[i]-off):(points[i]+off); const vec4 p_car_space = (vec4){{px, py, 0., 1.}}; const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space); if(!valid_frame_pt(s, p_full_frame.v[0], p_full_frame.v[1])) continue; pvd->v[pvd->cnt].x = p_full_frame.v[0]; pvd->v[pvd->cnt].y = p_full_frame.v[1]; pvd->cnt += 1; } } static void update_all_lane_lines_data(UIState *s, const PathData path, model_path_vertices_data *pstart) { update_lane_line_data(s, path.points, 0.025*path.prob, false, pstart); float var = fmin(path.std, 0.7); update_lane_line_data(s, path.points, -var, true, pstart + 1); update_lane_line_data(s, path.points, var, true, pstart + 2); } static void ui_draw_lane(UIState *s, const PathData *path, model_path_vertices_data *pstart, NVGcolor color) { ui_draw_lane_line(s, pstart, color); float var = fmin(path->std, 0.7); color.a /= 4; ui_draw_lane_line(s, pstart + 1, color); ui_draw_lane_line(s, pstart + 2, color); } static void ui_draw_vision_lanes(UIState *s) { const UIScene *scene = &s->scene; model_path_vertices_data *pvd = &s->model_path_vertices[0]; if(s->model_changed) { update_all_lane_lines_data(s, scene->model.left_lane, pvd); update_all_lane_lines_data(s, scene->model.right_lane, pvd + MODEL_LANE_PATH_CNT); s->model_changed = false; } // Draw left lane edge ui_draw_lane( s, &scene->model.left_lane, pvd, nvgRGBAf(1.0, 1.0, 1.0, scene->model.left_lane.prob)); // Draw right lane edge ui_draw_lane( s, &scene->model.right_lane, pvd + MODEL_LANE_PATH_CNT, nvgRGBAf(1.0, 1.0, 1.0, scene->model.right_lane.prob)); if(s->livempc_or_radarstate_changed) { update_all_track_data(s); s->livempc_or_radarstate_changed = false; } // Draw vision path ui_draw_track(s, false, &s->track_vertices[0]); if (scene->engaged) { // Draw MPC path when engaged ui_draw_track(s, true, &s->track_vertices[1]); } } // Draw all world space objects. static void ui_draw_world(UIState *s) { const UIScene *scene = &s->scene; if (!scene->world_objects_visible) { return; } // Draw lane edges and vision/mpc tracks ui_draw_vision_lanes(s); if (scene->lead_status) { draw_lead(s, scene->lead_d_rel, scene->lead_v_rel, scene->lead_y_rel); } if ((scene->lead_status2) && (fabs(scene->lead_d_rel - scene->lead_d_rel2) > 3.0)) { draw_lead(s, scene->lead_d_rel2, scene->lead_v_rel2, scene->lead_y_rel2); } } static void ui_draw_vision_maxspeed(UIState *s) { /*if (!s->longitudinal_control){ return; }*/ const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; char maxspeed_str[32]; float maxspeed = s->scene.v_cruise; int maxspeed_calc = maxspeed * 0.6225 + 0.5; float speedlimit = s->scene.speedlimit; int speedlim_calc = speedlimit * 2.2369363 + 0.5; int speed_lim_off = s->speed_lim_off * 2.2369363 + 0.5; if (s->is_metric) { maxspeed_calc = maxspeed + 0.5; speedlim_calc = speedlimit * 3.6 + 0.5; speed_lim_off = s->speed_lim_off * 3.6 + 0.5; } bool is_cruise_set = (maxspeed != 0 && maxspeed != SET_SPEED_NA); bool is_speedlim_valid = s->scene.speedlimit_valid; bool is_set_over_limit = is_speedlim_valid && s->scene.engaged && is_cruise_set && maxspeed_calc > (speedlim_calc + speed_lim_off); int viz_maxspeed_w = 184; int viz_maxspeed_h = 202; int viz_maxspeed_x = (ui_viz_rx + (bdr_s*2)); int viz_maxspeed_y = (box_y + (bdr_s*1.5)); int viz_maxspeed_xo = 180; #ifdef SHOW_SPEEDLIMIT viz_maxspeed_w += viz_maxspeed_xo; viz_maxspeed_x += viz_maxspeed_w - (viz_maxspeed_xo * 2); #else viz_maxspeed_xo = 0; #endif // Draw Background nvgBeginPath(s->vg); nvgRoundedRect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, 30); if (is_set_over_limit) { nvgFillColor(s->vg, nvgRGBA(218, 111, 37, 180)); } else { nvgFillColor(s->vg, nvgRGBA(0, 0, 0, 100)); } nvgFill(s->vg); // Draw Border nvgBeginPath(s->vg); nvgRoundedRect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, 20); if (is_set_over_limit) { nvgStrokeColor(s->vg, nvgRGBA(218, 111, 37, 255)); } else if (is_speedlim_valid && !s->is_ego_over_limit) { nvgStrokeColor(s->vg, nvgRGBA(255, 255, 255, 255)); } else if (is_speedlim_valid && s->is_ego_over_limit) { nvgStrokeColor(s->vg, nvgRGBA(255, 255, 255, 20)); } else { nvgStrokeColor(s->vg, nvgRGBA(255, 255, 255, 100)); } nvgStrokeWidth(s->vg, 10); nvgStroke(s->vg); // Draw "MAX" Text nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); nvgFontFace(s->vg, "sans-regular"); nvgFontSize(s->vg, 26*2.5); if (is_cruise_set) { nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 200)); } else { nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 100)); } nvgText(s->vg, viz_maxspeed_x+(viz_maxspeed_xo/2)+(viz_maxspeed_w/2), 148, "MAX", NULL); // Draw Speed Text nvgFontFace(s->vg, "sans-bold"); nvgFontSize(s->vg, 48*2.5); if (is_cruise_set) { snprintf(maxspeed_str, sizeof(maxspeed_str), "%d", maxspeed_calc); nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255)); nvgText(s->vg, viz_maxspeed_x+(viz_maxspeed_xo/2)+(viz_maxspeed_w/2), 242, maxspeed_str, NULL); } else { nvgFontFace(s->vg, "sans-semibold"); nvgFontSize(s->vg, 42*2.5); nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 100)); nvgText(s->vg, viz_maxspeed_x+(viz_maxspeed_xo/2)+(viz_maxspeed_w/2), 242, "N/A", NULL); } } static void ui_draw_vision_speedlimit(UIState *s) { const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; char speedlim_str[32]; float speedlimit = s->scene.speedlimit; int speedlim_calc = speedlimit * 2.2369363 + 0.5; if (s->is_metric) { speedlim_calc = speedlimit * 3.6 + 0.5; } bool is_speedlim_valid = s->scene.speedlimit_valid; float hysteresis_offset = 0.5; if (s->is_ego_over_limit) { hysteresis_offset = 0.0; } s->is_ego_over_limit = is_speedlim_valid && s->scene.v_ego > (speedlimit + s->speed_lim_off + hysteresis_offset); int viz_speedlim_w = 180; int viz_speedlim_h = 202; int viz_speedlim_x = (ui_viz_rx + (bdr_s*2)); int viz_speedlim_y = (box_y + (bdr_s*1.5)); if (!is_speedlim_valid) { viz_speedlim_w -= 5; viz_speedlim_h -= 10; viz_speedlim_x += 9; viz_speedlim_y += 5; } int viz_speedlim_bdr = is_speedlim_valid ? 30 : 15; // Draw Background nvgBeginPath(s->vg); nvgRoundedRect(s->vg, viz_speedlim_x, viz_speedlim_y, viz_speedlim_w, viz_speedlim_h, viz_speedlim_bdr); if (is_speedlim_valid && s->is_ego_over_limit) { nvgFillColor(s->vg, nvgRGBA(218, 111, 37, 180)); } else if (is_speedlim_valid) { nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255)); } else { nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 100)); } nvgFill(s->vg); // Draw Border if (is_speedlim_valid) { nvgStrokeWidth(s->vg, 10); nvgStroke(s->vg); nvgBeginPath(s->vg); nvgRoundedRect(s->vg, viz_speedlim_x, viz_speedlim_y, viz_speedlim_w, viz_speedlim_h, 20); if (s->is_ego_over_limit) { nvgStrokeColor(s->vg, nvgRGBA(218, 111, 37, 255)); } else if (is_speedlim_valid) { nvgStrokeColor(s->vg, nvgRGBA(255, 255, 255, 255)); } } // Draw "Speed Limit" Text nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); nvgFontFace(s->vg, "sans-semibold"); nvgFontSize(s->vg, 50); nvgFillColor(s->vg, nvgRGBA(0, 0, 0, 255)); if (is_speedlim_valid && s->is_ego_over_limit) { nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255)); } nvgText(s->vg, viz_speedlim_x+viz_speedlim_w/2 + (is_speedlim_valid ? 6 : 0), viz_speedlim_y + (is_speedlim_valid ? 50 : 45), "SMART", NULL); nvgText(s->vg, viz_speedlim_x+viz_speedlim_w/2 + (is_speedlim_valid ? 6 : 0), viz_speedlim_y + (is_speedlim_valid ? 90 : 85), "SPEED", NULL); // Draw Speed Text nvgFontFace(s->vg, "sans-bold"); nvgFontSize(s->vg, 48*2.5); if (s->is_ego_over_limit) { nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255)); } else { nvgFillColor(s->vg, nvgRGBA(0, 0, 0, 255)); } if (is_speedlim_valid) { snprintf(speedlim_str, sizeof(speedlim_str), "%d", speedlim_calc); nvgText(s->vg, viz_speedlim_x+viz_speedlim_w/2, viz_speedlim_y + (is_speedlim_valid ? 170 : 165), speedlim_str, NULL); } else { nvgFontFace(s->vg, "sans-semibold"); nvgFontSize(s->vg, 42*2.5); nvgText(s->vg, viz_speedlim_x+viz_speedlim_w/2, viz_speedlim_y + (is_speedlim_valid ? 170 : 165), "N/A", NULL); } } static void ui_draw_vision_speed(UIState *s) { const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; float speed = s->scene.v_ego; const int viz_speed_w = 280; const int viz_speed_x = ui_viz_rx+((ui_viz_rw/2)-(viz_speed_w/2)); char speed_str[32]; nvgBeginPath(s->vg); nvgRect(s->vg, viz_speed_x, box_y, viz_speed_w, header_h); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); if (s->is_metric) { snprintf(speed_str, sizeof(speed_str), "%d", (int)(speed * 3.6 + 0.5)); } else { snprintf(speed_str, sizeof(speed_str), "%d", (int)(speed * 2.2369363 + 0.5)); } nvgFontFace(s->vg, "sans-bold"); nvgFontSize(s->vg, 96*2.5); nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255)); nvgText(s->vg, viz_speed_x+viz_speed_w/2, 240, speed_str, NULL); nvgFontFace(s->vg, "sans-regular"); nvgFontSize(s->vg, 36*2.5); nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 200)); if (s->is_metric) { nvgText(s->vg, viz_speed_x+viz_speed_w/2, 320, "kph", NULL); } else { nvgText(s->vg, viz_speed_x+viz_speed_w/2, 320, "mph", NULL); } } static void ui_draw_vision_event(UIState *s) { const UIScene *scene = &s->scene; const int ui_viz_rx = scene->ui_viz_rx; const int ui_viz_rw = scene->ui_viz_rw; const int viz_event_w = 220; const int viz_event_x = ((ui_viz_rx + ui_viz_rw) - (viz_event_w + (bdr_s*2))); const int viz_event_y = (box_y + (bdr_s*1.5)); const int viz_event_h = (header_h - (bdr_s*1.5)); if (s->scene.decel_for_model && s->scene.engaged) { // draw winding road sign const int img_turn_size = 160*1.5; const int img_turn_x = viz_event_x-(img_turn_size/4); const int img_turn_y = viz_event_y+bdr_s-25; float img_turn_alpha = 1.0f; nvgBeginPath(s->vg); NVGpaint imgPaint = nvgImagePattern(s->vg, img_turn_x, img_turn_y, img_turn_size, img_turn_size, 0, s->img_turn, img_turn_alpha); nvgRect(s->vg, img_turn_x, img_turn_y, img_turn_size, img_turn_size); nvgFillPaint(s->vg, imgPaint); nvgFill(s->vg); } else { // draw steering wheel const int bg_wheel_size = 96; const int bg_wheel_x = viz_event_x + (viz_event_w-bg_wheel_size); const int bg_wheel_y = viz_event_y + (bg_wheel_size/2); const int img_wheel_size = bg_wheel_size*1.5; const int img_wheel_x = bg_wheel_x-(img_wheel_size/2); const int img_wheel_y = bg_wheel_y-25; float img_wheel_alpha = 0.1f; bool is_engaged = (s->status == STATUS_ENGAGED); bool is_warning = (s->status == STATUS_WARNING); bool is_engageable = scene->engageable; if (is_engaged || is_warning || is_engageable) { nvgBeginPath(s->vg); nvgCircle(s->vg, bg_wheel_x, (bg_wheel_y + (bdr_s*1.5)), bg_wheel_size); if (is_engaged) { nvgFillColor(s->vg, nvgRGBA(23, 134, 68, 255)); } else if (is_warning) { nvgFillColor(s->vg, nvgRGBA(218, 111, 37, 255)); } else if (is_engageable) { nvgFillColor(s->vg, nvgRGBA(23, 51, 73, 255)); } nvgFill(s->vg); img_wheel_alpha = 1.0f; } nvgBeginPath(s->vg); NVGpaint imgPaint = nvgImagePattern(s->vg, img_wheel_x, img_wheel_y, img_wheel_size, img_wheel_size, 0, s->img_wheel, img_wheel_alpha); nvgRect(s->vg, img_wheel_x, img_wheel_y, img_wheel_size, img_wheel_size); nvgFillPaint(s->vg, imgPaint); nvgFill(s->vg); } } static void ui_draw_vision_map(UIState *s) { const UIScene *scene = &s->scene; const int map_size = 96; const int map_x = (scene->ui_viz_rx + (map_size * 3) + (bdr_s * 3)); const int map_y = (footer_y + ((footer_h - map_size) / 2)); const int map_img_size = (map_size * 1.5); const int map_img_x = (map_x - (map_img_size / 2)); const int map_img_y = (map_y - (map_size / 4)); bool map_valid = s->scene.map_valid; float map_img_alpha = map_valid ? 1.0f : 0.15f; float map_bg_alpha = map_valid ? 0.3f : 0.1f; NVGcolor map_bg = nvgRGBA(0, 0, 0, (255 * map_bg_alpha)); NVGpaint map_img = nvgImagePattern(s->vg, map_img_x, map_img_y, map_img_size, map_img_size, 0, s->img_map, map_img_alpha); nvgBeginPath(s->vg); nvgCircle(s->vg, map_x, (map_y + (bdr_s * 1.5)), map_size); nvgFillColor(s->vg, map_bg); nvgFill(s->vg); nvgBeginPath(s->vg); nvgRect(s->vg, map_img_x, map_img_y, map_img_size, map_img_size); nvgFillPaint(s->vg, map_img); nvgFill(s->vg); } static void ui_draw_vision_face(UIState *s) { const UIScene *scene = &s->scene; const int face_size = 96; const int face_x = (scene->ui_viz_rx + face_size + (bdr_s * 2)); const int face_y = (footer_y + ((footer_h - face_size) / 2)); const int face_img_size = (face_size * 1.5); const int face_img_x = (face_x - (face_img_size / 2)); const int face_img_y = (face_y - (face_size / 4)); float face_img_alpha = scene->monitoring_active ? 1.0f : 0.15f; float face_bg_alpha = scene->monitoring_active ? 0.3f : 0.1f; NVGcolor face_bg = nvgRGBA(0, 0, 0, (255 * face_bg_alpha)); NVGpaint face_img = nvgImagePattern(s->vg, face_img_x, face_img_y, face_img_size, face_img_size, 0, s->img_face, face_img_alpha); nvgBeginPath(s->vg); nvgCircle(s->vg, face_x, (face_y + (bdr_s * 1.5)), face_size); nvgFillColor(s->vg, face_bg); nvgFill(s->vg); nvgBeginPath(s->vg); nvgRect(s->vg, face_img_x, face_img_y, face_img_size, face_img_size); nvgFillPaint(s->vg, face_img); nvgFill(s->vg); } static void ui_draw_vision_header(UIState *s) { const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; nvgBeginPath(s->vg); NVGpaint gradient = nvgLinearGradient(s->vg, ui_viz_rx, (box_y+(header_h-(header_h/2.5))), ui_viz_rx, box_y+header_h, nvgRGBAf(0,0,0,0.45), nvgRGBAf(0,0,0,0)); nvgFillPaint(s->vg, gradient); nvgRect(s->vg, ui_viz_rx, box_y, ui_viz_rw, header_h); nvgFill(s->vg); ui_draw_vision_maxspeed(s); #ifdef SHOW_SPEEDLIMIT ui_draw_vision_speedlimit(s); #endif ui_draw_vision_speed(s); ui_draw_vision_event(s); } static void ui_draw_vision_footer(UIState *s) { const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; nvgBeginPath(s->vg); nvgRect(s->vg, ui_viz_rx, footer_y, ui_viz_rw, footer_h); ui_draw_vision_face(s); #ifdef SHOW_SPEEDLIMIT // ui_draw_vision_map(s); #endif } void ui_draw_vision_alert(UIState *s, int va_size, int va_color, const char* va_text1, const char* va_text2) { const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; bool hasSidebar = !s->scene.uilayout_sidebarcollapsed; bool mapEnabled = s->scene.uilayout_mapenabled; bool longAlert1 = strlen(va_text1) > 15; const uint8_t *color = alert_colors[va_color]; const int alr_s = alert_sizes[va_size]; const int alr_x = ui_viz_rx-(mapEnabled?(hasSidebar?nav_w:(nav_ww)):0)-bdr_s; const int alr_w = ui_viz_rw+(mapEnabled?(hasSidebar?nav_w:(nav_ww)):0)+(bdr_s*2); const int alr_h = alr_s+(va_size==ALERTSIZE_NONE?0:bdr_s); const int alr_y = vwp_h-alr_h; nvgBeginPath(s->vg); nvgRect(s->vg, alr_x, alr_y, alr_w, alr_h); nvgFillColor(s->vg, nvgRGBA(color[0],color[1],color[2],(color[3]*s->alert_blinking_alpha))); nvgFill(s->vg); nvgBeginPath(s->vg); NVGpaint gradient = nvgLinearGradient(s->vg, alr_x, alr_y, alr_x, alr_y+alr_h, nvgRGBAf(0.0,0.0,0.0,0.05), nvgRGBAf(0.0,0.0,0.0,0.35)); nvgFillPaint(s->vg, gradient); nvgRect(s->vg, alr_x, alr_y, alr_w, alr_h); nvgFill(s->vg); nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255)); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); if (va_size == ALERTSIZE_SMALL) { nvgFontFace(s->vg, "sans-semibold"); nvgFontSize(s->vg, 40*2.5); nvgText(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+15, va_text1, NULL); } else if (va_size== ALERTSIZE_MID) { nvgFontFace(s->vg, "sans-bold"); nvgFontSize(s->vg, 48*2.5); nvgText(s->vg, alr_x+alr_w/2, alr_y+alr_h/2-45, va_text1, NULL); nvgFontFace(s->vg, "sans-regular"); nvgFontSize(s->vg, 36*2.5); nvgText(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+75, va_text2, NULL); } else if (va_size== ALERTSIZE_FULL) { nvgFontSize(s->vg, (longAlert1?72:96)*2.5); nvgFontFace(s->vg, "sans-bold"); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE); nvgTextBox(s->vg, alr_x, alr_y+(longAlert1?360:420), alr_w-60, va_text1, NULL); nvgFontSize(s->vg, 48*2.5); nvgFontFace(s->vg, "sans-regular"); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BOTTOM); nvgTextBox(s->vg, alr_x, alr_h-(longAlert1?300:360), alr_w-60, va_text2, NULL); } } static void ui_draw_vision(UIState *s) { const UIScene *scene = &s->scene; int ui_viz_rx = scene->ui_viz_rx; int ui_viz_rw = scene->ui_viz_rw; int ui_viz_ro = scene->ui_viz_ro; glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // Draw video frames glEnable(GL_SCISSOR_TEST); glViewport(ui_viz_rx+ui_viz_ro, s->fb_h-(box_y+box_h), viz_w, box_h); glScissor(ui_viz_rx, s->fb_h-(box_y+box_h), ui_viz_rw, box_h); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); draw_frame(s); glViewport(0, 0, s->fb_w, s->fb_h); glDisable(GL_SCISSOR_TEST); glClear(GL_STENCIL_BUFFER_BIT); nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f); nvgSave(s->vg); // Draw augmented elements const int inner_height = viz_w*9/16; nvgScissor(s->vg, ui_viz_rx, box_y, ui_viz_rw, box_h); nvgTranslate(s->vg, ui_viz_rx+ui_viz_ro, box_y + (box_h-inner_height)/2.0); nvgScale(s->vg, (float)viz_w / s->fb_w, (float)inner_height / s->fb_h); if (!scene->frontview && !scene->fullview) { ui_draw_world(s); } nvgRestore(s->vg); // Set Speed, Current Speed, Status/Events ui_draw_vision_header(s); if (s->scene.alert_size != ALERTSIZE_NONE) { // Controls Alerts ui_draw_vision_alert(s, s->scene.alert_size, s->status, s->scene.alert_text1, s->scene.alert_text2); } else { ui_draw_vision_footer(s); } nvgEndFrame(s->vg); glDisable(GL_BLEND); } static void ui_draw_blank(UIState *s) { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } void ui_draw(UIState *s) { ui_draw_sidebar(s); if (s->vision_connected && s->active_app == cereal_UiLayoutState_App_home && s->status != STATUS_STOPPED) { ui_draw_vision(s); } else { ui_draw_blank(s); } { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClear(GL_STENCIL_BUFFER_BIT); nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f); nvgEndFrame(s->vg); glDisable(GL_BLEND); } } #ifdef NANOVG_GL3_IMPLEMENTATION static const char frame_vertex_shader[] = "#version 150 core\n" "in vec4 aPosition;\n" "in vec4 aTexCoord;\n" "uniform mat4 uTransform;\n" "out vec4 vTexCoord;\n" "void main() {\n" " gl_Position = uTransform * aPosition;\n" " vTexCoord = aTexCoord;\n" "}\n"; static const char frame_fragment_shader[] = "#version 150 core\n" "precision mediump float;\n" "uniform sampler2D uTexture;\n" "out vec4 vTexCoord;\n" "out vec4 outColor;\n" "void main() {\n" " outColor = texture(uTexture, vTexCoord.xy);\n" "}\n"; #else static const char frame_vertex_shader[] = "attribute vec4 aPosition;\n" "attribute vec4 aTexCoord;\n" "uniform mat4 uTransform;\n" "varying vec4 vTexCoord;\n" "void main() {\n" " gl_Position = uTransform * aPosition;\n" " vTexCoord = aTexCoord;\n" "}\n"; static const char frame_fragment_shader[] = "precision mediump float;\n" "uniform sampler2D uTexture;\n" "varying vec4 vTexCoord;\n" "void main() {\n" " gl_FragColor = texture2D(uTexture, vTexCoord.xy);\n" "}\n"; #endif static const mat4 device_transform = {{ 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, }}; // frame from 4/3 to box size with a 2x zoom static const mat4 frame_transform = {{ 2*(4./3.)/((float)viz_w/box_h), 0.0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; // frame from 4/3 to 16/9 display static const mat4 full_to_wide_frame_transform = {{ .75, 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, }}; void ui_nvg_init(UIState *s) { // init drawing s->vg = nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG); assert(s->vg); s->font_courbd = nvgCreateFont(s->vg, "courbd", "../assets/fonts/courbd.ttf"); assert(s->font_courbd >= 0); s->font_sans_regular = nvgCreateFont(s->vg, "sans-regular", "../assets/fonts/opensans_regular.ttf"); assert(s->font_sans_regular >= 0); s->font_sans_semibold = nvgCreateFont(s->vg, "sans-semibold", "../assets/fonts/opensans_semibold.ttf"); assert(s->font_sans_semibold >= 0); s->font_sans_bold = nvgCreateFont(s->vg, "sans-bold", "../assets/fonts/opensans_bold.ttf"); assert(s->font_sans_bold >= 0); assert(s->img_wheel >= 0); s->img_wheel = nvgCreateImage(s->vg, "../assets/img_chffr_wheel.png", 1); assert(s->img_turn >= 0); s->img_turn = nvgCreateImage(s->vg, "../assets/img_trafficSign_turn.png", 1); assert(s->img_face >= 0); s->img_face = nvgCreateImage(s->vg, "../assets/img_driver_face.png", 1); assert(s->img_map >= 0); s->img_map = nvgCreateImage(s->vg, "../assets/img_map.png", 1); assert(s->img_button_settings >= 0); s->img_button_settings = nvgCreateImage(s->vg, "../assets/images/button_settings.png", 1); assert(s->img_button_home >= 0); s->img_button_home = nvgCreateImage(s->vg, "../assets/images/button_home.png", 1); assert(s->img_battery >= 0); s->img_battery = nvgCreateImage(s->vg, "../assets/images/battery.png", 1); assert(s->img_battery_charging >= 0); s->img_battery_charging = nvgCreateImage(s->vg, "../assets/images/battery_charging.png", 1); for(int i=0;i<=5;++i) { assert(s->img_network[i] >= 0); char network_asset[32]; snprintf(network_asset, sizeof(network_asset), "../assets/images/network_%d.png", i); s->img_network[i] = nvgCreateImage(s->vg, network_asset, 1); } // init gl s->frame_program = load_program(frame_vertex_shader, frame_fragment_shader); assert(s->frame_program); s->frame_pos_loc = glGetAttribLocation(s->frame_program, "aPosition"); s->frame_texcoord_loc = glGetAttribLocation(s->frame_program, "aTexCoord"); s->frame_texture_loc = glGetUniformLocation(s->frame_program, "uTexture"); s->frame_transform_loc = glGetUniformLocation(s->frame_program, "uTransform"); glViewport(0, 0, s->fb_w, s->fb_h); glDisable(GL_DEPTH_TEST); assert(glGetError() == GL_NO_ERROR); for(int i = 0; i < 2; i++) { float x1, x2, y1, y2; if (i == 1) { // flip horizontally so it looks like a mirror x1 = 0.0; x2 = 1.0; y1 = 1.0; y2 = 0.0; } else { x1 = 1.0; x2 = 0.0; y1 = 1.0; y2 = 0.0; } const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3}; const float frame_coords[4][4] = { {-1.0, -1.0, x2, y1}, //bl {-1.0, 1.0, x2, y2}, //tl { 1.0, 1.0, x1, y2}, //tr { 1.0, -1.0, x1, y1}, //br }; glGenVertexArrays(1,&s->frame_vao[i]); glBindVertexArray(s->frame_vao[i]); glGenBuffers(1, &s->frame_vbo[i]); glBindBuffer(GL_ARRAY_BUFFER, s->frame_vbo[i]); glBufferData(GL_ARRAY_BUFFER, sizeof(frame_coords), frame_coords, GL_STATIC_DRAW); glEnableVertexAttribArray(s->frame_pos_loc); glVertexAttribPointer(s->frame_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), (const void *)0); glEnableVertexAttribArray(s->frame_texcoord_loc); glVertexAttribPointer(s->frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), (const void *)(sizeof(float) * 2)); glGenBuffers(1, &s->frame_ibo[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->frame_ibo[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); } s->front_frame_mat = matmul(device_transform, full_to_wide_frame_transform); s->rear_frame_mat = matmul(device_transform, frame_transform); for(int i = 0;i < UI_BUF_COUNT; i++) { s->khr[i] = NULL; s->priv_hnds[i] = NULL; s->khr_front[i] = NULL; s->priv_hnds_front[i] = NULL; } }