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1346 lines
36 KiB
1346 lines
36 KiB
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <assert.h>
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#include <sys/mman.h>
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#include <cutils/properties.h>
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#include <GLES3/gl3.h>
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#include <EGL/eglext.h>
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#include <json.h>
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#include <czmq.h>
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#include "nanovg.h"
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#define NANOVG_GLES3_IMPLEMENTATION
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#include "nanovg_gl.h"
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#include "nanovg_gl_utils.h"
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#include "common/timing.h"
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#include "common/util.h"
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#include "common/swaglog.h"
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#include "common/mat.h"
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#include "common/glutil.h"
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#include "common/touch.h"
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#include "common/framebuffer.h"
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#include "common/visionipc.h"
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#include "common/modeldata.h"
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#include "common/params.h"
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#include "cereal/gen/c/log.capnp.h"
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// Calibration status values from controlsd.py
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#define CALIBRATION_UNCALIBRATED 0
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#define CALIBRATION_CALIBRATED 1
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#define CALIBRATION_INVALID 2
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#define UI_BUF_COUNT 4
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typedef struct UIScene {
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int frontview;
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uint8_t *bgr_ptr;
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int transformed_width, transformed_height;
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uint64_t model_ts;
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ModelData model;
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float mpc_x[50];
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float mpc_y[50];
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bool world_objects_visible;
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mat3 warp_matrix; // transformed box -> frame.
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mat4 extrinsic_matrix; // Last row is 0 so we can use mat4.
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float v_cruise;
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float v_ego;
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float angle_steers;
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int engaged;
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int lead_status;
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float lead_d_rel, lead_y_rel, lead_v_rel;
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uint8_t *bgr_front_ptr;
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int front_box_x, front_box_y, front_box_width, front_box_height;
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uint64_t alert_ts;
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char alert_text1[1024];
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char alert_text2[1024];
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float awareness_status;
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// Used to display calibration progress
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int cal_status;
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int cal_perc;
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} UIScene;
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typedef struct UIState {
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pthread_mutex_t lock;
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FramebufferState *fb;
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int fb_w, fb_h;
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EGLDisplay display;
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EGLSurface surface;
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NVGcontext *vg;
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int font;
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zsock_t *model_sock;
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void *model_sock_raw;
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zsock_t *live100_sock;
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void *live100_sock_raw;
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zsock_t *livecalibration_sock;
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void *livecalibration_sock_raw;
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zsock_t *live20_sock;
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void *live20_sock_raw;
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zsock_t *livempc_sock;
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void *livempc_sock_raw;
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// vision state
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bool vision_connected;
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bool vision_connect_firstrun;
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int ipc_fd;
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VIPCBuf bufs[UI_BUF_COUNT];
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VIPCBuf front_bufs[UI_BUF_COUNT];
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int cur_vision_idx;
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int cur_vision_front_idx;
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GLuint frame_program;
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GLuint frame_tex;
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GLint frame_pos_loc, frame_texcoord_loc;
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GLint frame_texture_loc, frame_transform_loc;
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GLuint line_program;
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GLint line_pos_loc, line_color_loc;
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GLint line_transform_loc;
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unsigned int rgb_width, rgb_height;
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mat4 rgb_transform;
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unsigned int rgb_front_width, rgb_front_height;
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GLuint frame_front_tex;
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bool intrinsic_matrix_loaded;
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mat3 intrinsic_matrix;
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UIScene scene;
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bool awake;
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int awake_timeout;
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bool is_metric;
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bool passive;
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} UIState;
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static void set_awake(UIState *s, bool awake) {
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if (awake) {
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// 15 second timeout at 30 fps
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s->awake_timeout = 15*30;
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}
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if (s->awake != awake) {
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s->awake = awake;
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if (awake) {
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LOG("awake normal");
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framebuffer_set_power(s->fb, HWC_POWER_MODE_NORMAL);
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// can't hurt
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FILE *f = fopen("/sys/class/leds/lcd-backlight/brightness", "wb");
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if (f != NULL) {
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fprintf(f, "205");
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fclose(f);
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}
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} else {
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LOG("awake off");
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framebuffer_set_power(s->fb, HWC_POWER_MODE_OFF);
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}
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}
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}
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static const char frame_vertex_shader[] =
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"attribute vec4 aPosition;\n"
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"attribute vec4 aTexCoord;\n"
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"uniform mat4 uTransform;\n"
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"varying vec4 vTexCoord;\n"
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"void main() {\n"
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" gl_Position = uTransform * aPosition;\n"
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" vTexCoord = aTexCoord;\n"
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"}\n";
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static const char frame_fragment_shader[] =
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"precision mediump float;\n"
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"uniform sampler2D uTexture;\n"
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"varying vec4 vTexCoord;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(uTexture, vTexCoord.xy);\n"
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"}\n";
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static const char line_vertex_shader[] =
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"attribute vec4 aPosition;\n"
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"attribute vec4 aColor;\n"
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"uniform mat4 uTransform;\n"
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"varying vec4 vColor;\n"
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"void main() {\n"
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" gl_Position = uTransform * aPosition;\n"
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" vColor = aColor;\n"
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"}\n";
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static const char line_fragment_shader[] =
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"precision mediump float;\n"
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"uniform sampler2D uTexture;\n"
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"varying vec4 vColor;\n"
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"void main() {\n"
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" gl_FragColor = vColor;\n"
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"}\n";
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static const mat4 device_transform = {{
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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}};
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// frame from 4/3 to 16/9 with a 2x zoon
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static const mat4 frame_transform = {{
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2*(4./3.)/(16./9.), 0.0, 0.0, 0.0,
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0.0, 2.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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}};
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static void ui_init(UIState *s) {
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memset(s, 0, sizeof(UIState));
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pthread_mutex_init(&s->lock, NULL);
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// init connections
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s->model_sock = zsock_new_sub(">tcp://127.0.0.1:8009", "");
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assert(s->model_sock);
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s->model_sock_raw = zsock_resolve(s->model_sock);
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s->live100_sock = zsock_new_sub(">tcp://127.0.0.1:8007", "");
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assert(s->live100_sock);
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s->live100_sock_raw = zsock_resolve(s->live100_sock);
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s->livecalibration_sock = zsock_new_sub(">tcp://127.0.0.1:8019", "");
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assert(s->livecalibration_sock);
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s->livecalibration_sock_raw = zsock_resolve(s->livecalibration_sock);
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s->live20_sock = zsock_new_sub(">tcp://127.0.0.1:8012", "");
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assert(s->live20_sock);
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s->live20_sock_raw = zsock_resolve(s->live20_sock);
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s->livempc_sock = zsock_new_sub(">tcp://127.0.0.1:8035", "");
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assert(s->livempc_sock);
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s->livempc_sock_raw = zsock_resolve(s->livempc_sock);
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s->ipc_fd = -1;
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// init display
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s->fb = framebuffer_init("ui", 0x00010000, true,
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&s->display, &s->surface, &s->fb_w, &s->fb_h);
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assert(s->fb);
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set_awake(s, true);
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// init drawing
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s->vg = nvgCreateGLES3(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG);
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assert(s->vg);
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s->font = nvgCreateFont(s->vg, "Bold", "../assets/courbd.ttf");
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assert(s->font >= 0);
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// init gl
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s->frame_program = load_program(frame_vertex_shader, frame_fragment_shader);
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assert(s->frame_program);
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s->frame_pos_loc = glGetAttribLocation(s->frame_program, "aPosition");
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s->frame_texcoord_loc = glGetAttribLocation(s->frame_program, "aTexCoord");
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s->frame_texture_loc = glGetUniformLocation(s->frame_program, "uTexture");
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s->frame_transform_loc = glGetUniformLocation(s->frame_program, "uTransform");
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s->line_program = load_program(line_vertex_shader, line_fragment_shader);
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assert(s->line_program);
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s->line_pos_loc = glGetAttribLocation(s->line_program, "aPosition");
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s->line_color_loc = glGetAttribLocation(s->line_program, "aColor");
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s->line_transform_loc = glGetUniformLocation(s->line_program, "uTransform");
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glViewport(0, 0, s->fb_w, s->fb_h);
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glDisable(GL_DEPTH_TEST);
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assert(glGetError() == GL_NO_ERROR);
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{
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char *value;
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const int result = read_db_value(NULL, "Passive", &value, NULL);
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if (result == 0) {
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s->passive = value[0] == '1';
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free(value);
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}
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}
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}
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// If the intrinsics are in the params entry, this copies them to
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// intrinsic_matrix and returns true. Otherwise returns false.
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static bool try_load_intrinsics(mat3 *intrinsic_matrix) {
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char *value;
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const int result = read_db_value(NULL, "CloudCalibration", &value, NULL);
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if (result == 0) {
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JsonNode* calibration_json = json_decode(value);
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free(value);
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JsonNode *intrinsic_json =
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json_find_member(calibration_json, "intrinsic_matrix");
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if (intrinsic_json == NULL || intrinsic_json->tag != JSON_ARRAY) {
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json_delete(calibration_json);
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return false;
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}
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int i = 0;
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JsonNode* json_num;
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json_foreach(json_num, intrinsic_json) {
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intrinsic_matrix->v[i++] = json_num->number_;
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}
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json_delete(calibration_json);
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return true;
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} else {
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return false;
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}
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}
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static void ui_init_vision(UIState *s, const VisionStreamBufs back_bufs,
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int num_back_fds, const int *back_fds,
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const VisionStreamBufs front_bufs, int num_front_fds,
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const int *front_fds) {
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const VisionUIInfo ui_info = back_bufs.buf_info.ui_info;
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assert(num_back_fds == UI_BUF_COUNT);
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assert(num_front_fds == UI_BUF_COUNT);
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vipc_bufs_load(s->bufs, &back_bufs, num_back_fds, back_fds);
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vipc_bufs_load(s->front_bufs, &front_bufs, num_front_fds, front_fds);
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s->cur_vision_idx = -1;
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s->cur_vision_front_idx = -1;
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s->scene = (UIScene){
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.frontview = 0,
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.cal_status = CALIBRATION_CALIBRATED,
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.transformed_width = ui_info.transformed_width,
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.transformed_height = ui_info.transformed_height,
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.front_box_x = ui_info.front_box_x,
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.front_box_y = ui_info.front_box_y,
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.front_box_width = ui_info.front_box_width,
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.front_box_height = ui_info.front_box_height,
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.world_objects_visible = false, // Invisible until we receive a calibration message.
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};
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s->rgb_width = back_bufs.width;
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s->rgb_height = back_bufs.height;
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s->rgb_front_width = front_bufs.width;
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s->rgb_front_height = front_bufs.height;
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s->rgb_transform = (mat4){{
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2.0/s->rgb_width, 0.0, 0.0, -1.0,
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0.0, 2.0/s->rgb_height, 0.0, -1.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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}};
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char *value;
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const int result = read_db_value(NULL, "IsMetric", &value, NULL);
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if (result == 0) {
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s->is_metric = value[0] == '1';
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free(value);
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}
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}
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static void ui_update_frame(UIState *s) {
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assert(glGetError() == GL_NO_ERROR);
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UIScene *scene = &s->scene;
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if (scene->frontview && scene->bgr_front_ptr) {
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// load front frame texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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s->rgb_front_width, s->rgb_front_height,
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GL_RGB, GL_UNSIGNED_BYTE, scene->bgr_front_ptr);
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} else if (!scene->frontview && scene->bgr_ptr) {
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// load frame texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, s->frame_tex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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s->rgb_width, s->rgb_height,
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GL_RGB, GL_UNSIGNED_BYTE, scene->bgr_ptr);
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}
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assert(glGetError() == GL_NO_ERROR);
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}
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static void ui_draw_transformed_box(UIState *s, uint32_t color) {
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const UIScene *scene = &s->scene;
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const mat3 bbt = scene->warp_matrix;
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struct {
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vec3 pos;
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uint32_t color;
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} verts[] = {
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{matvecmul3(bbt, (vec3){{0.0, 0.0, 1.0,}}), color},
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{matvecmul3(bbt, (vec3){{scene->transformed_width, 0.0, 1.0,}}), color},
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{matvecmul3(bbt, (vec3){{scene->transformed_width, scene->transformed_height, 1.0,}}), color},
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{matvecmul3(bbt, (vec3){{0.0, scene->transformed_height, 1.0,}}), color},
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{matvecmul3(bbt, (vec3){{0.0, 0.0, 1.0,}}), color},
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};
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for (int i=0; i<ARRAYSIZE(verts); i++) {
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verts[i].pos.v[0] = verts[i].pos.v[0] / verts[i].pos.v[2];
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verts[i].pos.v[1] = s->rgb_height - verts[i].pos.v[1] / verts[i].pos.v[2];
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}
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glUseProgram(s->line_program);
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mat4 out_mat = matmul(device_transform,
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matmul(frame_transform, s->rgb_transform));
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glUniformMatrix4fv(s->line_transform_loc, 1, GL_TRUE, out_mat.v);
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glEnableVertexAttribArray(s->line_pos_loc);
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glVertexAttribPointer(s->line_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(verts[0]), &verts[0].pos.v[0]);
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glEnableVertexAttribArray(s->line_color_loc);
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glVertexAttribPointer(s->line_color_loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(verts[0]), &verts[0].color);
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assert(glGetError() == GL_NO_ERROR);
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glDrawArrays(GL_LINE_STRIP, 0, ARRAYSIZE(verts));
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}
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// Projects a point in car to space to the corresponding point in full frame
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// image space.
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vec3 car_space_to_full_frame(const UIState *s, vec4 car_space_projective) {
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const UIScene *scene = &s->scene;
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// We'll call the car space point p.
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// First project into normalized image coordinates with the extrinsics matrix.
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const vec4 Ep4 = matvecmul(scene->extrinsic_matrix, car_space_projective);
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// The last entry is zero because of how we store E (to use matvecmul).
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const vec3 Ep = {{Ep4.v[0], Ep4.v[1], Ep4.v[2]}};
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const vec3 KEp = matvecmul3(s->intrinsic_matrix, Ep);
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// Project.
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const vec3 p_image = {{KEp.v[0] / KEp.v[2], KEp.v[1] / KEp.v[2], 1.}};
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return p_image;
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}
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// TODO: refactor with draw_path
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static void draw_cross(UIState *s, float x_in, float y_in, float sz, NVGcolor color) {
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const UIScene *scene = &s->scene;
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nvgSave(s->vg);
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// path coords are worked out in rgb-box space
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nvgTranslate(s->vg, 240.0f, 0.0);
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// zooom in 2x
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nvgTranslate(s->vg, -1440.0f / 2, -1080.0f / 2);
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nvgScale(s->vg, 2.0, 2.0);
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nvgScale(s->vg, 1440.0f / s->rgb_width, 1080.0f / s->rgb_height);
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nvgBeginPath(s->vg);
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nvgStrokeColor(s->vg, color);
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nvgStrokeWidth(s->vg, 5);
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const vec4 p_car_space = (vec4){{x_in, y_in, 0., 1.}};
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const vec3 p_full_frame = car_space_to_full_frame(s, p_car_space);
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float x = p_full_frame.v[0];
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float y = p_full_frame.v[1];
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if (x >= 0 && y >= 0.) {
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nvgMoveTo(s->vg, x-sz, y);
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nvgLineTo(s->vg, x+sz, y);
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|
|
nvgMoveTo(s->vg, x, y-sz);
|
|
nvgLineTo(s->vg, x, y+sz);
|
|
|
|
nvgStroke(s->vg);
|
|
}
|
|
|
|
nvgRestore(s->vg);
|
|
}
|
|
|
|
static void draw_x_y(UIState *s, const float *x_coords, const float *y_coords, size_t num_points,
|
|
NVGcolor color) {
|
|
const UIScene *scene = &s->scene;
|
|
|
|
nvgSave(s->vg);
|
|
|
|
// path coords are worked out in rgb-box space
|
|
nvgTranslate(s->vg, 240.0f, 0.0);
|
|
|
|
// zooom in 2x
|
|
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);
|
|
|
|
nvgBeginPath(s->vg);
|
|
nvgStrokeColor(s->vg, color);
|
|
nvgStrokeWidth(s->vg, 2);
|
|
bool started = false;
|
|
|
|
for (int i=0; i<num_points; i++) {
|
|
float px = x_coords[i];
|
|
float py = y_coords[i];
|
|
vec4 p_car_space = (vec4){{px, py, 0., 1.}};
|
|
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.) {
|
|
continue;
|
|
}
|
|
|
|
if (!started) {
|
|
nvgMoveTo(s->vg, x, y);
|
|
started = true;
|
|
} else {
|
|
nvgLineTo(s->vg, x, y);
|
|
}
|
|
}
|
|
|
|
nvgStroke(s->vg);
|
|
|
|
nvgRestore(s->vg);
|
|
}
|
|
|
|
static void draw_path(UIState *s, const float *points, float off,
|
|
NVGcolor color) {
|
|
const UIScene *scene = &s->scene;
|
|
|
|
nvgSave(s->vg);
|
|
|
|
// path coords are worked out in rgb-box space
|
|
nvgTranslate(s->vg, 240.0f, 0.0);
|
|
|
|
// zooom in 2x
|
|
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);
|
|
|
|
nvgBeginPath(s->vg);
|
|
nvgStrokeColor(s->vg, color);
|
|
nvgStrokeWidth(s->vg, 5);
|
|
bool started = false;
|
|
|
|
for (int i=0; i<50; i++) {
|
|
float px = (float)i;
|
|
float py = 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);
|
|
|
|
float x = p_full_frame.v[0];
|
|
float y = p_full_frame.v[1];
|
|
if (x < 0 || y < 0.) {
|
|
continue;
|
|
}
|
|
|
|
if (!started) {
|
|
nvgMoveTo(s->vg, x, y);
|
|
started = true;
|
|
} else {
|
|
nvgLineTo(s->vg, x, y);
|
|
}
|
|
}
|
|
|
|
nvgStroke(s->vg);
|
|
|
|
nvgRestore(s->vg);
|
|
}
|
|
|
|
static void draw_model_path(UIState *s, const PathData path, NVGcolor color) {
|
|
float var = min(path.std, 0.7);
|
|
draw_path(s, path.points, 0.0, color);
|
|
color.a /= 4;
|
|
draw_path(s, path.points, -var, color);
|
|
draw_path(s, path.points, var, color);
|
|
}
|
|
|
|
static double calc_curvature(float v_ego, float angle_steers) {
|
|
const double deg_to_rad = M_PI / 180.0f;
|
|
const double slip_fator = 0.0014;
|
|
const double steer_ratio = 15.3;
|
|
const double wheel_base = 2.67;
|
|
|
|
const double angle_offset = 0.0;
|
|
|
|
double angle_steers_rad = (angle_steers - angle_offset) * deg_to_rad;
|
|
double curvature = angle_steers_rad / (steer_ratio * wheel_base *
|
|
(1. + slip_fator * v_ego * v_ego));
|
|
return curvature;
|
|
}
|
|
|
|
static void draw_steering(UIState *s, float v_ego, float angle_steers) {
|
|
double curvature = calc_curvature(v_ego, angle_steers);
|
|
|
|
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;
|
|
}
|
|
|
|
draw_path(s, points, 0.0, nvgRGBA(0, 0, 255, 128));
|
|
}
|
|
|
|
static void draw_frame(UIState *s) {
|
|
// draw frame texture
|
|
const UIScene *scene = &s->scene;
|
|
|
|
mat4 out_mat;
|
|
float x1, x2, y1, y2;
|
|
if (s->scene.frontview) {
|
|
out_mat = device_transform; // full 16/9
|
|
|
|
// flip horizontally so it looks like a mirror
|
|
x2 = (float)scene->front_box_x / s->rgb_front_width;
|
|
x1 = (float)(scene->front_box_x + scene->front_box_width) / s->rgb_front_width;
|
|
|
|
y1 = (float)scene->front_box_y / s->rgb_front_height;
|
|
y2 = (float)(scene->front_box_y + scene->front_box_height) / s->rgb_front_height;
|
|
} else {
|
|
out_mat = matmul(device_transform, frame_transform);
|
|
|
|
x1 = 0.0;
|
|
x2 = 1.0;
|
|
y1 = 0.0;
|
|
y2 = 1.0;
|
|
}
|
|
|
|
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
|
|
};
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
if (s->scene.frontview) {
|
|
glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, s->frame_tex);
|
|
}
|
|
|
|
glUseProgram(s->frame_program);
|
|
|
|
glUniform1i(s->frame_texture_loc, 0);
|
|
glUniformMatrix4fv(s->frame_transform_loc, 1, GL_TRUE, out_mat.v);
|
|
|
|
glEnableVertexAttribArray(s->frame_pos_loc);
|
|
glVertexAttribPointer(s->frame_pos_loc, 2, GL_FLOAT, GL_FALSE,
|
|
sizeof(frame_coords[0]), frame_coords);
|
|
|
|
glEnableVertexAttribArray(s->frame_texcoord_loc);
|
|
glVertexAttribPointer(s->frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
|
|
sizeof(frame_coords[0]), &frame_coords[0][2]);
|
|
|
|
assert(glGetError() == GL_NO_ERROR);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &frame_indicies[0]);
|
|
}
|
|
|
|
/*
|
|
* Draw a rect at specific position with specific dimensions
|
|
*/
|
|
static void ui_draw_rounded_rect(
|
|
NVGcontext* c,
|
|
int x,
|
|
int y,
|
|
int width,
|
|
int height,
|
|
int radius,
|
|
NVGcolor color
|
|
) {
|
|
|
|
int bottom_x = x + width;
|
|
int bottom_y = y + height;
|
|
|
|
nvgBeginPath(c);
|
|
|
|
// Position the rect
|
|
nvgRoundedRect(c, x, y, bottom_x, bottom_y, radius);
|
|
|
|
// Color the rect
|
|
nvgFillColor(c, color);
|
|
|
|
// Draw the rect
|
|
nvgFill(c);
|
|
|
|
// Draw white border around rect
|
|
nvgStrokeColor(c, nvgRGBA(255,255,255,200));
|
|
nvgStroke(c);
|
|
}
|
|
|
|
// Draw all world space objects.
|
|
static void ui_draw_world(UIState *s) {
|
|
const UIScene *scene = &s->scene;
|
|
if (!scene->world_objects_visible) {
|
|
return;
|
|
}
|
|
|
|
draw_steering(s, scene->v_ego, scene->angle_steers);
|
|
|
|
if ((nanos_since_boot() - scene->model_ts) < 1000000000ULL) {
|
|
draw_model_path(
|
|
s, scene->model.left_lane,
|
|
nvgRGBA(0, (int)(255 * scene->model.left_lane.prob), 0, 128));
|
|
draw_model_path(
|
|
s, scene->model.right_lane,
|
|
nvgRGBA(0, (int)(255 * scene->model.right_lane.prob), 0, 128));
|
|
|
|
// draw paths
|
|
if (!s->passive) {
|
|
draw_path(s, scene->model.path.points, 0.0f, nvgRGBA(128, 0, 255, 255));
|
|
|
|
draw_x_y(s, scene->mpc_x, scene->mpc_y, 50, nvgRGBA(255, 0, 0, 255));
|
|
}
|
|
}
|
|
|
|
if (scene->lead_status) {
|
|
char radar_str[16];
|
|
|
|
// Draw background for radar text
|
|
ui_draw_rounded_rect(s->vg, 578, 0, 195, 180, 20, nvgRGBA(10,10,10,170));
|
|
|
|
if (s->is_metric) {
|
|
int lead_v_rel = (int)(3.6 * scene->lead_v_rel);
|
|
snprintf(radar_str, sizeof(radar_str), "%3d m %+d kph",
|
|
(int)(scene->lead_d_rel), lead_v_rel);
|
|
} else {
|
|
int lead_v_rel = (int)(2.236 * scene->lead_v_rel);
|
|
snprintf(radar_str, sizeof(radar_str), "%3d m %+d mph",
|
|
(int)(scene->lead_d_rel), lead_v_rel);
|
|
}
|
|
nvgFontSize(s->vg, 96.0f);
|
|
nvgFillColor(s->vg, nvgRGBA(200, 200, 0, 192));
|
|
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_TOP);
|
|
nvgText(s->vg, 1920 / 2 - 20, 40, radar_str, NULL);
|
|
|
|
// 2.7 m fudge factor
|
|
draw_cross(s, scene->lead_d_rel + 2.7, scene->lead_y_rel, 15,
|
|
nvgRGBA(255, 0, 0, 128));
|
|
}
|
|
}
|
|
|
|
static void ui_draw_vision(UIState *s) {
|
|
const UIScene *scene = &s->scene;
|
|
|
|
// if (scene->engaged) {
|
|
// glClearColor(1.0, 0.5, 0.0, 1.0);
|
|
// } else {
|
|
glClearColor(0.1, 0.1, 0.1, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
draw_frame(s);
|
|
|
|
// nvg drawings
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
// glEnable(GL_CULL_FACE);
|
|
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f);
|
|
|
|
if (!scene->frontview) {
|
|
ui_draw_transformed_box(s, 0xFF00FF00);
|
|
ui_draw_world(s);
|
|
|
|
// draw speed
|
|
char speed_str[16];
|
|
float defaultfontsize = 128.0f;
|
|
float labelfontsize = 65.0f;
|
|
|
|
if (!s->passive) {
|
|
|
|
// background
|
|
ui_draw_rounded_rect(s->vg, -15, 0, 570, 180, 20, nvgRGBA(10,10,10,170));
|
|
|
|
if (scene->engaged) {
|
|
nvgFillColor(s->vg, nvgRGBA(255, 128, 0, 192));
|
|
|
|
// Add label
|
|
nvgFontSize(s->vg, labelfontsize);
|
|
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
|
|
nvgText(s->vg, 20, 175-30, "OpenPilot: On", NULL);
|
|
} else {
|
|
nvgFillColor(s->vg, nvgRGBA(195, 195, 195, 192));
|
|
|
|
// Add label
|
|
nvgFontSize(s->vg, labelfontsize);
|
|
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
|
|
nvgText(s->vg, 20, 175-30, "OpenPilot: Off", NULL);
|
|
}
|
|
|
|
nvgFontSize(s->vg, defaultfontsize);
|
|
if (scene->v_cruise != 255 && scene->v_cruise != 0) {
|
|
if (s->is_metric) {
|
|
snprintf(speed_str, sizeof(speed_str), "%3d KPH",
|
|
(int)(scene->v_cruise + 0.5));
|
|
} else {
|
|
/* Convert KPH to MPH. Using an approximated mph to kph
|
|
conversion factor of 1.609 because this is what the Honda
|
|
hud seems to be using */
|
|
snprintf(speed_str, sizeof(speed_str), "%3d MPH",
|
|
(int)(scene->v_cruise * 0.621504 + 0.5));
|
|
}
|
|
nvgTextAlign(s->vg, NVG_ALIGN_RIGHT | NVG_ALIGN_BASELINE);
|
|
nvgText(s->vg, 480, 95, speed_str, NULL);
|
|
}
|
|
}
|
|
|
|
|
|
// speed background
|
|
ui_draw_rounded_rect(s->vg, 1920-530, 0, 150, 180, 20, nvgRGBA(10,10,10,170));
|
|
|
|
// Add label
|
|
nvgFontSize(s->vg, labelfontsize);
|
|
nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 192));
|
|
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
|
|
nvgText(s->vg, 1920 - 475, 175-30, "Current Speed", NULL);
|
|
/******************************************/
|
|
|
|
nvgFontSize(s->vg, defaultfontsize);
|
|
nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 192));
|
|
if (s->is_metric) {
|
|
snprintf(speed_str, sizeof(speed_str), "%3d KPH",
|
|
(int)(scene->v_ego * 3.6 + 0.5));
|
|
} else {
|
|
snprintf(speed_str, sizeof(speed_str), "%3d MPH",
|
|
(int)(scene->v_ego * 2.237 + 0.5));
|
|
}
|
|
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
|
|
nvgText(s->vg, 1920 - 500, 95, speed_str, NULL);
|
|
|
|
/*nvgFontSize(s->vg, 64.0f);
|
|
nvgTextAlign(s->vg, NVG_ALIGN_RIGHT | NVG_ALIGN_BASELINE);
|
|
nvgText(s->vg, 100+450-20, 1080-100, "mph", NULL);*/
|
|
|
|
if (scene->awareness_status > 0) {
|
|
nvgBeginPath(s->vg);
|
|
int bar_height = scene->awareness_status * 700;
|
|
nvgRect(s->vg, 100, 300 + (700 - bar_height), 50, bar_height);
|
|
nvgFillColor(s->vg, nvgRGBA(255 * (1 - scene->awareness_status),
|
|
255 * scene->awareness_status, 0, 128));
|
|
nvgFill(s->vg);
|
|
}
|
|
|
|
// Draw calibration progress (if needed)
|
|
if (scene->cal_status == CALIBRATION_UNCALIBRATED) {
|
|
int rec_width = 1020;
|
|
int x_pos = 470;
|
|
nvgBeginPath(s->vg);
|
|
nvgStrokeWidth(s->vg, 14);
|
|
nvgRoundedRect(s->vg, (1920-rec_width)/2, 970, rec_width, 100, 20);
|
|
nvgStroke(s->vg);
|
|
nvgFillColor(s->vg, nvgRGBA(10,100,220,180));
|
|
nvgFill(s->vg);
|
|
|
|
nvgFontSize(s->vg, labelfontsize);
|
|
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
|
|
nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 220));
|
|
char calib_status_str[32];
|
|
snprintf(calib_status_str, sizeof(calib_status_str), "Calibration In Progress: %d%%", scene->cal_perc);
|
|
nvgText(s->vg, x_pos, 1040, calib_status_str, NULL);
|
|
}
|
|
}
|
|
|
|
nvgEndFrame(s->vg);
|
|
|
|
glDisable(GL_BLEND);
|
|
// glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
static void ui_draw_alerts(UIState *s) {
|
|
const UIScene *scene = &s->scene;
|
|
|
|
// dont draw alerts that are outdated by > 20 secs
|
|
if ((nanos_since_boot() - scene->alert_ts) >= 20000000000ULL) {
|
|
return;
|
|
}
|
|
|
|
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);
|
|
|
|
// draw alert text
|
|
if (strlen(scene->alert_text1) > 0) {
|
|
nvgBeginPath(s->vg);
|
|
nvgRoundedRect(s->vg, 100, 200, 1700, 800, 40);
|
|
nvgFillColor(s->vg, nvgRGBA(10, 10, 10, 220));
|
|
nvgFill(s->vg);
|
|
nvgFontSize(s->vg, 200.0f);
|
|
nvgFillColor(s->vg, nvgRGBA(255, 0, 0, 255));
|
|
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_TOP);
|
|
nvgTextBox(s->vg, 100 + 50, 200 + 50, 1700 - 50, scene->alert_text1,
|
|
NULL);
|
|
if (strlen(scene->alert_text2) > 0) {
|
|
nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255));
|
|
nvgFontSize(s->vg, 100.0f);
|
|
nvgTextBox(s->vg, 100 + 50, 200 + 550, 1700 - 2*50, scene->alert_text2, NULL);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
static void ui_draw(UIState *s) {
|
|
if (s->vision_connected) {
|
|
ui_draw_vision(s);
|
|
} else {
|
|
ui_draw_blank(s);
|
|
}
|
|
|
|
ui_draw_alerts(s);
|
|
|
|
eglSwapBuffers(s->display, s->surface);
|
|
assert(glGetError() == GL_NO_ERROR);
|
|
}
|
|
|
|
static PathData read_path(cereal_ModelData_PathData_ptr pathp) {
|
|
PathData ret = {0};
|
|
|
|
struct cereal_ModelData_PathData pathd;
|
|
cereal_read_ModelData_PathData(&pathd, pathp);
|
|
|
|
ret.prob = pathd.prob;
|
|
ret.std = pathd.std;
|
|
|
|
capn_list32 pointl = pathd.points;
|
|
capn_resolve(&pointl.p);
|
|
for (int i = 0; i < 50; i++) {
|
|
ret.points[i] = capn_to_f32(capn_get32(pointl, i));
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static ModelData read_model(cereal_ModelData_ptr modelp) {
|
|
struct cereal_ModelData modeld;
|
|
cereal_read_ModelData(&modeld, modelp);
|
|
|
|
ModelData d = {0};
|
|
|
|
d.path = read_path(modeld.path);
|
|
d.left_lane = read_path(modeld.leftLane);
|
|
d.right_lane = read_path(modeld.rightLane);
|
|
|
|
struct cereal_ModelData_LeadData leadd;
|
|
cereal_read_ModelData_LeadData(&leadd, modeld.lead);
|
|
d.lead = (LeadData){
|
|
.dist = leadd.dist, .prob = leadd.prob, .std = leadd.std,
|
|
};
|
|
|
|
return d;
|
|
}
|
|
|
|
static void ui_update(UIState *s) {
|
|
int err;
|
|
|
|
if (!s->intrinsic_matrix_loaded) {
|
|
s->intrinsic_matrix_loaded = try_load_intrinsics(&s->intrinsic_matrix);
|
|
}
|
|
|
|
if (s->vision_connect_firstrun) {
|
|
// cant run this in connector thread because opengl.
|
|
// do this here for now in lieu of a run_on_main_thread event
|
|
|
|
// setup frame texture
|
|
glDeleteTextures(1, &s->frame_tex); //silently ignores a 0 texture
|
|
glGenTextures(1, &s->frame_tex);
|
|
glBindTexture(GL_TEXTURE_2D, s->frame_tex);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, s->rgb_width, s->rgb_height);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
// BGR
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
|
|
|
// front
|
|
glDeleteTextures(1, &s->frame_front_tex);
|
|
glGenTextures(1, &s->frame_front_tex);
|
|
glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, s->rgb_front_width, s->rgb_front_height);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
// BGR
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
|
|
|
assert(glGetError() == GL_NO_ERROR);
|
|
|
|
s->vision_connect_firstrun = false;
|
|
}
|
|
|
|
// poll for events
|
|
while (true) {
|
|
zmq_pollitem_t polls[6] = {{0}};
|
|
polls[0].socket = s->live100_sock_raw;
|
|
polls[0].events = ZMQ_POLLIN;
|
|
polls[1].socket = s->livecalibration_sock_raw;
|
|
polls[1].events = ZMQ_POLLIN;
|
|
polls[2].socket = s->model_sock_raw;
|
|
polls[2].events = ZMQ_POLLIN;
|
|
polls[3].socket = s->live20_sock_raw;
|
|
polls[3].events = ZMQ_POLLIN;
|
|
polls[4].socket = s->livempc_sock_raw;
|
|
polls[4].events = ZMQ_POLLIN;
|
|
|
|
int num_polls = 5;
|
|
if (s->vision_connected) {
|
|
assert(s->ipc_fd >= 0);
|
|
polls[5].fd = s->ipc_fd;
|
|
polls[5].events = ZMQ_POLLIN;
|
|
num_polls++;
|
|
}
|
|
|
|
|
|
|
|
int ret = zmq_poll(polls, num_polls, 0);
|
|
if (ret < 0) {
|
|
LOGW("poll failed (%d)", ret);
|
|
break;
|
|
}
|
|
if (ret == 0) {
|
|
break;
|
|
}
|
|
|
|
// awake on any activity
|
|
set_awake(s, true);
|
|
|
|
if (s->vision_connected && polls[5].revents) {
|
|
// vision ipc event
|
|
VisionPacket rp;
|
|
err = vipc_recv(s->ipc_fd, &rp);
|
|
if (err <= 0) {
|
|
LOGW("vision disconnected");
|
|
close(s->ipc_fd);
|
|
s->ipc_fd = -1;
|
|
s->vision_connected = false;
|
|
continue;
|
|
}
|
|
if (rp.type == VIPC_STREAM_ACQUIRE) {
|
|
bool front = rp.d.stream_acq.type == VISION_STREAM_UI_FRONT;
|
|
int idx = rp.d.stream_acq.idx;
|
|
|
|
int release_idx;
|
|
if (front) {
|
|
release_idx = s->cur_vision_front_idx;
|
|
} else {
|
|
release_idx = s->cur_vision_idx;
|
|
}
|
|
if (release_idx >= 0) {
|
|
VisionPacket rep = {
|
|
.type = VIPC_STREAM_RELEASE,
|
|
.d = { .stream_rel = {
|
|
.type = rp.d.stream_acq.type,
|
|
.idx = release_idx,
|
|
}},
|
|
};
|
|
vipc_send(s->ipc_fd, &rep);
|
|
}
|
|
|
|
if (front) {
|
|
assert(idx < UI_BUF_COUNT);
|
|
s->cur_vision_front_idx = idx;
|
|
s->scene.bgr_front_ptr = s->front_bufs[idx].addr;
|
|
} else {
|
|
assert(idx < UI_BUF_COUNT);
|
|
s->cur_vision_idx = idx;
|
|
s->scene.bgr_ptr = s->bufs[idx].addr;
|
|
// printf("v %d\n", ((uint8_t*)s->bufs[idx].addr)[0]);
|
|
}
|
|
if (front == s->scene.frontview) {
|
|
ui_update_frame(s);
|
|
}
|
|
|
|
} else {
|
|
assert(false);
|
|
}
|
|
} else {
|
|
// zmq messages
|
|
void* which = NULL;
|
|
for (int i=0; i<5; i++) {
|
|
if (polls[i].revents) {
|
|
which = polls[i].socket;
|
|
break;
|
|
}
|
|
}
|
|
if (which == NULL) {
|
|
continue;
|
|
}
|
|
|
|
zmq_msg_t msg;
|
|
err = zmq_msg_init(&msg);
|
|
assert(err == 0);
|
|
err = zmq_msg_recv(&msg, which, 0);
|
|
assert(err >= 0);
|
|
|
|
struct capn ctx;
|
|
capn_init_mem(&ctx, zmq_msg_data(&msg), zmq_msg_size(&msg), 0);
|
|
|
|
cereal_Event_ptr eventp;
|
|
eventp.p = capn_getp(capn_root(&ctx), 0, 1);
|
|
struct cereal_Event eventd;
|
|
cereal_read_Event(&eventd, eventp);
|
|
|
|
if (eventd.which == cereal_Event_live100) {
|
|
struct cereal_Live100Data datad;
|
|
cereal_read_Live100Data(&datad, eventd.live100);
|
|
|
|
s->scene.v_cruise = datad.vCruise;
|
|
s->scene.v_ego = datad.vEgo;
|
|
s->scene.angle_steers = datad.angleSteers;
|
|
s->scene.engaged = datad.enabled;
|
|
// printf("recv %f\n", datad.vEgo);
|
|
|
|
s->scene.frontview = datad.rearViewCam;
|
|
if (datad.alertText1.str) {
|
|
snprintf(s->scene.alert_text1, sizeof(s->scene.alert_text1), "%s", datad.alertText1.str);
|
|
} else {
|
|
s->scene.alert_text1[0] = '\0';
|
|
}
|
|
if (datad.alertText2.str) {
|
|
snprintf(s->scene.alert_text2, sizeof(s->scene.alert_text2), "%s", datad.alertText2.str);
|
|
} else {
|
|
s->scene.alert_text2[0] = '\0';
|
|
}
|
|
s->scene.awareness_status = datad.awarenessStatus;
|
|
|
|
s->scene.alert_ts = eventd.logMonoTime;
|
|
|
|
} else if (eventd.which == cereal_Event_live20) {
|
|
struct cereal_Live20Data datad;
|
|
cereal_read_Live20Data(&datad, eventd.live20);
|
|
struct cereal_Live20Data_LeadData leaddatad;
|
|
cereal_read_Live20Data_LeadData(&leaddatad, datad.leadOne);
|
|
s->scene.lead_status = leaddatad.status;
|
|
s->scene.lead_d_rel = leaddatad.dRel;
|
|
s->scene.lead_y_rel = leaddatad.yRel;
|
|
s->scene.lead_v_rel = leaddatad.vRel;
|
|
} else if (eventd.which == cereal_Event_liveCalibration) {
|
|
s->scene.world_objects_visible = s->intrinsic_matrix_loaded;
|
|
struct cereal_LiveCalibrationData datad;
|
|
cereal_read_LiveCalibrationData(&datad, eventd.liveCalibration);
|
|
|
|
s->scene.cal_status = datad.calStatus;
|
|
s->scene.cal_perc = datad.calPerc;
|
|
|
|
// should we still even have this?
|
|
capn_list32 warpl = datad.warpMatrix2;
|
|
capn_resolve(&warpl.p); // is this a bug?
|
|
for (int i = 0; i < 3 * 3; i++) {
|
|
s->scene.warp_matrix.v[i] = capn_to_f32(capn_get32(warpl, i));
|
|
}
|
|
|
|
capn_list32 extrinsicl = datad.extrinsicMatrix;
|
|
capn_resolve(&extrinsicl.p); // is this a bug?
|
|
for (int i = 0; i < 3 * 4; i++) {
|
|
s->scene.extrinsic_matrix.v[i] =
|
|
capn_to_f32(capn_get32(extrinsicl, i));
|
|
}
|
|
} else if (eventd.which == cereal_Event_model) {
|
|
s->scene.model_ts = eventd.logMonoTime;
|
|
s->scene.model = read_model(eventd.model);
|
|
} else if (eventd.which == cereal_Event_liveMpc) {
|
|
struct cereal_LiveMpcData datad;
|
|
cereal_read_LiveMpcData(&datad, eventd.liveMpc);
|
|
|
|
capn_list32 x_list = datad.x;
|
|
capn_resolve(&x_list.p);
|
|
|
|
for (int i = 0; i < 50; i++){
|
|
s->scene.mpc_x[i] = capn_to_f32(capn_get32(x_list, i));
|
|
}
|
|
|
|
capn_list32 y_list = datad.y;
|
|
capn_resolve(&y_list.p);
|
|
|
|
for (int i = 0; i < 50; i++){
|
|
s->scene.mpc_y[i] = capn_to_f32(capn_get32(y_list, i));
|
|
}
|
|
}
|
|
|
|
capn_free(&ctx);
|
|
|
|
zmq_msg_close(&msg);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
volatile int do_exit = 0;
|
|
static void set_do_exit(int sig) {
|
|
do_exit = 1;
|
|
}
|
|
|
|
|
|
static void* vision_connect_thread(void *args) {
|
|
int err;
|
|
|
|
UIState *s = args;
|
|
while (!do_exit) {
|
|
usleep(100000);
|
|
pthread_mutex_lock(&s->lock);
|
|
bool connected = s->vision_connected;
|
|
pthread_mutex_unlock(&s->lock);
|
|
if (connected) continue;
|
|
|
|
int fd = vipc_connect();
|
|
if (fd < 0) continue;
|
|
|
|
|
|
|
|
VisionPacket p1 = {
|
|
.type = VIPC_STREAM_SUBSCRIBE,
|
|
.d = { .stream_sub = { .type = VISION_STREAM_UI_BACK, .tbuffer = true, }, },
|
|
};
|
|
err = vipc_send(fd, &p1);
|
|
if (err < 0) {
|
|
close(fd);
|
|
continue;
|
|
}
|
|
VisionPacket p2 = {
|
|
.type = VIPC_STREAM_SUBSCRIBE,
|
|
.d = { .stream_sub = { .type = VISION_STREAM_UI_FRONT, .tbuffer = true, }, },
|
|
};
|
|
err = vipc_send(fd, &p2);
|
|
if (err < 0) {
|
|
close(fd);
|
|
continue;
|
|
}
|
|
|
|
// printf("init recv\n");
|
|
VisionPacket back_rp;
|
|
err = vipc_recv(fd, &back_rp);
|
|
if (err <= 0) {
|
|
close(fd);
|
|
continue;
|
|
}
|
|
assert(back_rp.type == VIPC_STREAM_BUFS);
|
|
VisionPacket front_rp;
|
|
err = vipc_recv(fd, &front_rp);
|
|
if (err <= 0) {
|
|
close(fd);
|
|
continue;
|
|
}
|
|
assert(front_rp.type == VIPC_STREAM_BUFS);
|
|
|
|
|
|
pthread_mutex_lock(&s->lock);
|
|
assert(!s->vision_connected);
|
|
s->ipc_fd = fd;
|
|
|
|
ui_init_vision(s,
|
|
back_rp.d.stream_bufs, back_rp.num_fds, back_rp.fds,
|
|
front_rp.d.stream_bufs, front_rp.num_fds, front_rp.fds);
|
|
|
|
s->vision_connected = true;
|
|
s->vision_connect_firstrun = true;
|
|
pthread_mutex_unlock(&s->lock);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
int main() {
|
|
int err;
|
|
|
|
zsys_handler_set(NULL);
|
|
signal(SIGINT, (sighandler_t)set_do_exit);
|
|
|
|
UIState uistate;
|
|
UIState *s = &uistate;
|
|
ui_init(s);
|
|
|
|
pthread_t connect_thread_handle;
|
|
err = pthread_create(&connect_thread_handle, NULL,
|
|
vision_connect_thread, s);
|
|
assert(err == 0);
|
|
|
|
TouchState touch = {0};
|
|
touch_init(&touch);
|
|
|
|
while (!do_exit) {
|
|
pthread_mutex_lock(&s->lock);
|
|
|
|
ui_update(s);
|
|
if (s->awake) {
|
|
ui_draw(s);
|
|
}
|
|
|
|
// awake on any touch
|
|
int touch_x = -1, touch_y = -1;
|
|
int touched = touch_poll(&touch, &touch_x, &touch_y);
|
|
if (touched == 1) {
|
|
// touch event will still happen :(
|
|
set_awake(s, true);
|
|
}
|
|
|
|
// manage wakefulness
|
|
if (s->awake_timeout > 0) {
|
|
s->awake_timeout--;
|
|
} else {
|
|
set_awake(s, false);
|
|
}
|
|
|
|
pthread_mutex_unlock(&s->lock);
|
|
|
|
// no simple way to do 30fps vsync with surfaceflinger...
|
|
usleep(30000);
|
|
}
|
|
|
|
set_awake(s, true);
|
|
|
|
err = pthread_join(connect_thread_handle, NULL);
|
|
assert(err == 0);
|
|
|
|
return 0;
|
|
}
|
|
|