#include "ui.hpp" #include #include #include #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}, }; // 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 ui_draw_text(NVGcontext *vg, float x, float y, const char* string, float size, NVGcolor color, int font){ nvgFontFaceId(vg, font); nvgFontSize(vg, size); nvgFillColor(vg, color); nvgText(vg, x, y, string, NULL); } static void draw_chevron(UIState *s, float x_in, float y_in, float sz, NVGcolor fillColor, NVGcolor glowColor) { 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); float x = p_full_frame.v[0]; float y = p_full_frame.v[1]; if (x < 0 || y < 0.){ return; } sz *= 30; sz /= (x_in / 3 + 30); if (sz > 30) sz = 30; if (sz < 15) sz = 15; // glow float g_xo = sz/5; float g_yo = sz/10; nvgBeginPath(s->vg); 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); nvgClosePath(s->vg); nvgFillColor(s->vg, glowColor); nvgFill(s->vg); // chevron nvgBeginPath(s->vg); nvgMoveTo(s->vg, x+(sz*1.25), y+sz); nvgLineTo(s->vg, x, y); nvgLineTo(s->vg, x-(sz*1.25), y+sz); nvgClosePath(s->vg); nvgFillColor(s->vg, fillColor); nvgFill(s->vg); } static void ui_draw_circle_image(NVGcontext *vg, float x, float y, int size, int image, NVGcolor color, float img_alpha, int img_y = 0) { const int img_size = size * 1.5; nvgBeginPath(vg); nvgCircle(vg, x, y + (bdr_s * 1.5), size); nvgFillColor(vg, color); nvgFill(vg); ui_draw_image(vg, x - (img_size / 2), img_y ? img_y : y - (size / 4), img_size, img_size, image, img_alpha); } static void ui_draw_circle_image(NVGcontext *vg, float x, float y, int size, int image, bool active) { float bg_alpha = active ? 0.3f : 0.1f; float img_alpha = active ? 1.0f : 0.15f; ui_draw_circle_image(vg, x, y, size, image, nvgRGBA(0, 0, 0, (255 * bg_alpha)), img_alpha); } 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), COLOR_YELLOW); } static void ui_draw_lane_line(UIState *s, const model_path_vertices_data *pvd, NVGcolor color) { nvgBeginPath(s->vg); bool started = false; for (int i=0; icnt; i++) { float x = pvd->v[i].x; float y = pvd->v[i].y; if (x < 0 || y < 0.) { continue; } if (!started) { nvgMoveTo(s->vg, x, y); started = true; } else { nvgLineTo(s->vg, x, y); } } nvgClosePath(s->vg); nvgFillColor(s->vg, color); nvgFill(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) { nvgBeginPath(s->vg); bool started = false; for(int i = 0;i < pvd->cnt;i++) { float x = pvd->v[i].x; float y = pvd->v[i].y; if (x < 0 || y < 0) { continue; } if (!started) { nvgMoveTo(s->vg, x, y); started = true; } else { nvgLineTo(s->vg, x, 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, COLOR_WHITE, COLOR_WHITE_ALPHA(0)); } nvgFillPaint(s->vg, track_bg); nvgFill(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; 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; } const int inner_height = viz_w*9/16; const int ui_viz_rx = scene->ui_viz_rx; const int ui_viz_rw = scene->ui_viz_rw; const int ui_viz_ro = scene->ui_viz_ro; nvgSave(s->vg); 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); 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); // 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) && (std::abs(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); } nvgRestore(s->vg); } static void ui_draw_vision_maxspeed(UIState *s) { /*if (!s->longitudinal_control){ return; }*/ 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 = (s->scene.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 ui_draw_rect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, is_set_over_limit ? nvgRGBA(218, 111, 37, 180) : COLOR_BLACK_ALPHA(100), 30); // Draw Border NVGcolor color = COLOR_WHITE_ALPHA(100); if (is_set_over_limit) { color = COLOR_OCHRE; } else if (is_speedlim_valid) { color = s->is_ego_over_limit ? COLOR_WHITE_ALPHA(20) : COLOR_WHITE; } ui_draw_rect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, color, 20, 10); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); const int text_x = viz_maxspeed_x + (viz_maxspeed_xo / 2) + (viz_maxspeed_w / 2); ui_draw_text(s->vg, text_x, 148, "MAX", 26 * 2.5, COLOR_WHITE_ALPHA(is_cruise_set ? 200 : 100), s->font_sans_regular); if (is_cruise_set) { snprintf(maxspeed_str, sizeof(maxspeed_str), "%d", maxspeed_calc); ui_draw_text(s->vg, text_x, 242, maxspeed_str, 48 * 2.5, COLOR_WHITE, s->font_sans_bold); } else { ui_draw_text(s->vg, text_x, 242, "N/A", 42 * 2.5, COLOR_WHITE_ALPHA(100), s->font_sans_semibold); } } static void ui_draw_vision_speedlimit(UIState *s) { 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 = (s->scene.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; } // Draw Background NVGcolor color = COLOR_WHITE_ALPHA(100); if (is_speedlim_valid && s->is_ego_over_limit) { color = nvgRGBA(218, 111, 37, 180); } else if (is_speedlim_valid) { color = COLOR_WHITE; } ui_draw_rect(s->vg, viz_speedlim_x, viz_speedlim_y, viz_speedlim_w, viz_speedlim_h, color, is_speedlim_valid ? 30 : 15); // Draw Border if (is_speedlim_valid) { ui_draw_rect(s->vg, viz_speedlim_x, viz_speedlim_y, viz_speedlim_w, viz_speedlim_h, s->is_ego_over_limit ? COLOR_OCHRE : COLOR_WHITE, 20, 10); } const float text_x = viz_speedlim_x + viz_speedlim_w / 2; const float text_y = viz_speedlim_y + (is_speedlim_valid ? 50 : 45); // Draw "Speed Limit" Text nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); color = is_speedlim_valid && s->is_ego_over_limit ? COLOR_WHITE : COLOR_BLACK; ui_draw_text(s->vg, text_x + (is_speedlim_valid ? 6 : 0), text_y, "SMART", 50, color, s->font_sans_semibold); ui_draw_text(s->vg, text_x + (is_speedlim_valid ? 6 : 0), text_y + 40, "SPEED", 50, color, s->font_sans_semibold); // Draw Speed Text color = s->is_ego_over_limit ? COLOR_WHITE : COLOR_BLACK; if (is_speedlim_valid) { snprintf(speedlim_str, sizeof(speedlim_str), "%d", speedlim_calc); ui_draw_text(s->vg, text_x, viz_speedlim_y + (is_speedlim_valid ? 170 : 165), speedlim_str, 48*2.5, color, s->font_sans_bold); } else { ui_draw_text(s->vg, text_x, viz_speedlim_y + (is_speedlim_valid ? 170 : 165), "N/A", 42*2.5, color, s->font_sans_semibold); } } static void ui_draw_vision_speed(UIState *s) { const UIScene *scene = &s->scene; float speed = s->scene.v_ego * 2.2369363 + 0.5; if (s->is_metric){ speed = s->scene.v_ego * 3.6 + 0.5; } const int viz_speed_w = 280; const int viz_speed_x = scene->ui_viz_rx+((scene->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); snprintf(speed_str, sizeof(speed_str), "%d", (int)speed); ui_draw_text(s->vg, viz_speed_x + viz_speed_w / 2, 240, speed_str, 96*2.5, COLOR_WHITE, s->font_sans_bold); ui_draw_text(s->vg, viz_speed_x + viz_speed_w / 2, 320, s->is_metric?"kph":"mph", 36*2.5, COLOR_WHITE_ALPHA(200), s->font_sans_regular); } static void ui_draw_vision_event(UIState *s) { const int viz_event_w = 220; const int viz_event_x = ((s->scene.ui_viz_rx + s->scene.ui_viz_rw) - (viz_event_w + (bdr_s*2))); const int viz_event_y = (box_y + (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; ui_draw_image(s->vg, viz_event_x - (img_turn_size / 4), viz_event_y + bdr_s - 25, img_turn_size, img_turn_size, s->img_turn, 1.0f); } 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); NVGcolor color = COLOR_BLACK_ALPHA(0); if (s->status == STATUS_ENGAGED) { color = nvgRGBA(23, 134, 68, 255); } else if (s->status == STATUS_WARNING) { color = COLOR_OCHRE; } else { color = nvgRGBA(23, 51, 73, 255); } if (s->scene.engageable){ ui_draw_circle_image(s->vg, bg_wheel_x, bg_wheel_y, bg_wheel_size, s->img_wheel, color, 1.0f, bg_wheel_y - 25); } } } static void ui_draw_vision_map(UIState *s) { const int map_size = 96; const int map_x = (s->scene.ui_viz_rx + (map_size * 3) + (bdr_s * 3)); const int map_y = (footer_y + ((footer_h - map_size) / 2)); ui_draw_circle_image(s->vg, map_x, map_y, map_size, s->img_map, s->scene.map_valid); } static void ui_draw_vision_face(UIState *s) { const int face_size = 96; const int face_x = (s->scene.ui_viz_rx + face_size + (bdr_s * 2)); const int face_y = (footer_y + ((footer_h - face_size) / 2)); ui_draw_circle_image(s->vg, face_x, face_y, face_size, s->img_face, s->scene.monitoring_active); } static void ui_draw_driver_view(UIState *s) { const UIScene *scene = &s->scene; s->scene.uilayout_sidebarcollapsed = true; const int frame_x = scene->ui_viz_rx; const int frame_w = scene->ui_viz_rw; const int valid_frame_w = 4 * box_h / 3; const int valid_frame_x = frame_x + (frame_w - valid_frame_w) / 2 + ff_xoffset; // blackout if (!scene->is_rhd) { NVGpaint gradient = nvgLinearGradient(s->vg, valid_frame_x + valid_frame_w, box_y, valid_frame_x + box_h / 2, box_y, nvgRGBAf(0,0,0,1), nvgRGBAf(0,0,0,0)); ui_draw_rect(s->vg, valid_frame_x + box_h / 2, box_y, valid_frame_w - box_h / 2, box_h, gradient); } else { NVGpaint gradient = nvgLinearGradient(s->vg, valid_frame_x, box_y, valid_frame_w - box_h / 2, box_y, nvgRGBAf(0,0,0,1), nvgRGBAf(0,0,0,0)); ui_draw_rect(s->vg, valid_frame_x, box_y, valid_frame_w - box_h / 2, box_h, gradient); } ui_draw_rect(s->vg, scene->is_rhd ? valid_frame_x : valid_frame_x + box_h / 2, box_y, valid_frame_w - box_h / 2, box_h, COLOR_BLACK_ALPHA(144)); // borders ui_draw_rect(s->vg, frame_x, box_y, valid_frame_x - frame_x, box_h, nvgRGBA(23, 51, 73, 255)); ui_draw_rect(s->vg, valid_frame_x + valid_frame_w, box_y, frame_w - valid_frame_w - (valid_frame_x - frame_x), box_h, nvgRGBA(23, 51, 73, 255)); // draw face box if (scene->face_prob > 0.4) { int fbox_x; int fbox_y = box_y + (scene->face_y + 0.5) * box_h - 0.5 * 0.6 * box_h / 2;; if (!scene->is_rhd) { fbox_x = valid_frame_x + (1 - (scene->face_x + 0.5)) * (box_h / 2) - 0.5 * 0.6 * box_h / 2; } else { fbox_x = valid_frame_x + valid_frame_w - box_h / 2 + (scene->face_x + 0.5) * (box_h / 2) - 0.5 * 0.6 * box_h / 2; } if (std::abs(scene->face_x) <= 0.35 && std::abs(scene->face_y) <= 0.4) { ui_draw_rect(s->vg, fbox_x, fbox_y, 0.6 * box_h / 2, 0.6 * box_h / 2, nvgRGBAf(1.0, 1.0, 1.0, 0.8 - ((std::abs(scene->face_x) > std::abs(scene->face_y) ? std::abs(scene->face_x) : std::abs(scene->face_y))) * 0.6 / 0.375), 35, 10); } else { ui_draw_rect(s->vg, fbox_x, fbox_y, 0.6 * box_h / 2, 0.6 * box_h / 2, nvgRGBAf(1.0, 1.0, 1.0, 0.2), 35, 10); } } else { ; } // draw face icon const int face_size = 85; const int face_x = (valid_frame_x + face_size + (bdr_s * 2)) + (scene->is_rhd ? valid_frame_w - box_h / 2:0); const int face_y = (box_y + box_h - face_size - bdr_s - (bdr_s * 1.5)); ui_draw_circle_image(s->vg, face_x, face_y, face_size, s->img_face, scene->face_prob > 0.4); } 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; 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)); ui_draw_rect(s->vg, ui_viz_rx, box_y, ui_viz_rw, header_h, gradient); 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) { nvgBeginPath(s->vg); nvgRect(s->vg, s->scene.ui_viz_rx, footer_y, s->scene.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, cereal::ControlsState::AlertSize va_size, int va_color, const char* va_text1, const char* va_text2) { static std::map alert_size_map = { {cereal::ControlsState::AlertSize::NONE, 0}, {cereal::ControlsState::AlertSize::SMALL, 241}, {cereal::ControlsState::AlertSize::MID, 390}, {cereal::ControlsState::AlertSize::FULL, vwp_h}}; const UIScene *scene = &s->scene; const bool hasSidebar = !scene->uilayout_sidebarcollapsed; const bool mapEnabled = scene->uilayout_mapenabled; bool longAlert1 = strlen(va_text1) > 15; const uint8_t *color = alert_colors[va_color]; int alr_s = alert_size_map[va_size]; const int alr_x = scene->ui_viz_rx-(mapEnabled?(hasSidebar?nav_w:(nav_ww)):0)-bdr_s; const int alr_w = scene->ui_viz_rw+(mapEnabled?(hasSidebar?nav_w:(nav_ww)):0)+(bdr_s*2); const int alr_h = alr_s+(va_size==cereal::ControlsState::AlertSize::NONE?0:bdr_s); const int alr_y = vwp_h-alr_h; ui_draw_rect(s->vg, alr_x, alr_y, alr_w, alr_h, nvgRGBA(color[0],color[1],color[2],(color[3]*s->alert_blinking_alpha))); 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)); ui_draw_rect(s->vg, alr_x, alr_y, alr_w, alr_h, gradient); nvgFillColor(s->vg, COLOR_WHITE); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); if (va_size == cereal::ControlsState::AlertSize::SMALL) { ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+15, va_text1, 40*2.5, COLOR_WHITE, s->font_sans_semibold); } else if (va_size == cereal::ControlsState::AlertSize::MID) { ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2-45, va_text1, 48*2.5, COLOR_WHITE, s->font_sans_bold); ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+75, va_text2, 36*2.5, COLOR_WHITE, s->font_sans_regular); } else if (va_size == cereal::ControlsState::AlertSize::FULL) { nvgFontSize(s->vg, (longAlert1?72:96)*2.5); nvgFontFaceId(s->vg, s->font_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); nvgFontFaceId(s->vg, s->font_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; // Draw video frames glEnable(GL_SCISSOR_TEST); glViewport(scene->ui_viz_rx+scene->ui_viz_ro, s->fb_h-(box_y+box_h), viz_w, box_h); glScissor(scene->ui_viz_rx, s->fb_h-(box_y+box_h), scene->ui_viz_rw, box_h); draw_frame(s); glDisable(GL_SCISSOR_TEST); glViewport(0, 0, s->fb_w, s->fb_h); // Draw augmented elements if (!scene->frontview && !scene->fullview) { ui_draw_world(s); } // Set Speed, Current Speed, Status/Events if (!scene->frontview) { ui_draw_vision_header(s); } else { ui_draw_driver_view(s); } if (scene->alert_size != cereal::ControlsState::AlertSize::NONE) { // Controls Alerts ui_draw_vision_alert(s, scene->alert_size, s->status, scene->alert_text1.c_str(), scene->alert_text2.c_str()); } else { if (!scene->frontview){ui_draw_vision_footer(s);} } } static void ui_draw_background(UIState *s) { int bg_status = s->status; assert(bg_status < ARRAYSIZE(bg_colors)); const uint8_t *color = bg_colors[bg_status]; glClearColor(color[0]/256.0, color[1]/256.0, color[2]/256.0, 1.0); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } void ui_draw(UIState *s) { ui_draw_background(s); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, s->fb_w, s->fb_h); nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f); ui_draw_sidebar(s); if (s->started && s->active_app == cereal::UiLayoutState::App::NONE && s->status != STATUS_STOPPED && s->vision_seen) { ui_draw_vision(s); } nvgEndFrame(s->vg); glDisable(GL_BLEND); } void ui_draw_image(NVGcontext *vg, float x, float y, float w, float h, int image, float alpha){ nvgBeginPath(vg); NVGpaint imgPaint = nvgImagePattern(vg, x, y, w, h, 0, image, alpha); nvgRect(vg, x, y, w, h); nvgFillPaint(vg, imgPaint); nvgFill(vg); } void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGcolor color, float r, int width) { nvgBeginPath(vg); r > 0? nvgRoundedRect(vg, x, y, w, h, r) : nvgRect(vg, x, y, w, h); if (width) { nvgStrokeColor(vg, color); nvgStrokeWidth(vg, width); nvgStroke(vg); } else { nvgFillColor(vg, color); nvgFill(vg); } } void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGpaint paint, float r){ nvgBeginPath(vg); r > 0? nvgRoundedRect(vg, x, y, w, h, r) : nvgRect(vg, x, y, w, h); nvgFillPaint(vg, paint); nvgFill(vg); } #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); s->img_wheel = nvgCreateImage(s->vg, "../assets/img_chffr_wheel.png", 1); assert(s->img_wheel != 0); s->img_turn = nvgCreateImage(s->vg, "../assets/img_trafficSign_turn.png", 1); assert(s->img_turn != 0); s->img_face = nvgCreateImage(s->vg, "../assets/img_driver_face.png", 1); assert(s->img_face != 0); s->img_map = nvgCreateImage(s->vg, "../assets/img_map.png", 1); assert(s->img_map != 0); s->img_button_settings = nvgCreateImage(s->vg, "../assets/images/button_settings.png", 1); assert(s->img_button_settings != 0); s->img_button_home = nvgCreateImage(s->vg, "../assets/images/button_home.png", 1); assert(s->img_button_home != 0); s->img_battery = nvgCreateImage(s->vg, "../assets/images/battery.png", 1); assert(s->img_battery != 0); s->img_battery_charging = nvgCreateImage(s->vg, "../assets/images/battery_charging.png", 1); assert(s->img_battery_charging != 0); for(int i=0;i<=5;++i) { 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); assert(s->img_network[i] != 0); } // 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] = 0; s->priv_hnds[i] = NULL; s->khr_front[i] = 0; s->priv_hnds_front[i] = NULL; } }