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							1240 lines
						
					
					
						
							34 KiB
						
					
					
				
			
		
		
	
	
							1240 lines
						
					
					
						
							34 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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#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 big_box_x, big_box_y, big_box_width, big_box_height;
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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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  bool world_objects_visible;
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  // TODO(mgraczyk): Remove and use full frame for everything.
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  mat3 warp_matrix;           // transformed box -> big_box.
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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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						|
 | 
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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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 | 
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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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} 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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  // 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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 | 
						|
  VisionBuf bufs[UI_BUF_COUNT];
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  VisionBuf 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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 | 
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  unsigned int rgb_front_width, rgb_front_height;
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						|
  GLuint frame_front_tex;
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 | 
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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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} 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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 | 
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  s->ipc_fd = -1;
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 | 
						|
  // init display
 | 
						|
  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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 | 
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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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 | 
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// If the intrinsics are in the params entry, this copies them to
 | 
						|
// intrinsic_matrix and returns true.  Otherwise returns false.
 | 
						|
static bool try_load_intrinsics(mat3 *intrinsic_matrix) {
 | 
						|
  char *value;
 | 
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  const int result =
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      read_db_value("/data/params", "CloudCalibration", &value, NULL);
 | 
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 | 
						|
  if (result == 0) {
 | 
						|
    JsonNode* calibration_json = json_decode(value);
 | 
						|
    free(value);
 | 
						|
 | 
						|
    JsonNode *intrinsic_json =
 | 
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        json_find_member(calibration_json, "intrinsic_matrix");
 | 
						|
 | 
						|
    if (intrinsic_json == NULL || intrinsic_json->tag != JSON_ARRAY) {
 | 
						|
      json_delete(calibration_json);
 | 
						|
      return false;
 | 
						|
    }
 | 
						|
 | 
						|
    int i = 0;
 | 
						|
    JsonNode* json_num; 
 | 
						|
    json_foreach(json_num, intrinsic_json) {
 | 
						|
      intrinsic_matrix->v[i++] = json_num->number_;
 | 
						|
    }
 | 
						|
    json_delete(calibration_json);
 | 
						|
 | 
						|
    return true;
 | 
						|
  } else {
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void ui_init_vision(UIState *s, const VisionStreamBufs back_bufs,
 | 
						|
                           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) {
 | 
						|
  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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  visionbufs_load(s->bufs, &back_bufs, num_back_fds, back_fds);
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  visionbufs_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){
 | 
						|
      .frontview = 0,
 | 
						|
      .big_box_x = ui_info.big_box_x,
 | 
						|
      .big_box_y = ui_info.big_box_y,
 | 
						|
      .big_box_width = ui_info.big_box_width,
 | 
						|
      .big_box_height = ui_info.big_box_height,
 | 
						|
      .transformed_width = ui_info.transformed_width,
 | 
						|
      .transformed_height = ui_info.transformed_height,
 | 
						|
      .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,
 | 
						|
      .front_box_height = ui_info.front_box_height,
 | 
						|
      .world_objects_visible = false,  // Invisible until we receive a calibration message.
 | 
						|
  };
 | 
						|
 | 
						|
  s->rgb_width = back_bufs.width;
 | 
						|
  s->rgb_height = back_bufs.height;
 | 
						|
 | 
						|
  s->rgb_front_width = front_bufs.width;
 | 
						|
  s->rgb_front_height = front_bufs.height;
 | 
						|
 | 
						|
  s->rgb_transform = (mat4){{
 | 
						|
    2.0/s->rgb_width, 0.0, 0.0, -1.0,
 | 
						|
    0.0, 2.0/s->rgb_height, 0.0, -1.0,
 | 
						|
    0.0, 0.0, 1.0, 0.0,
 | 
						|
    0.0, 0.0, 0.0, 1.0,
 | 
						|
  }};
 | 
						|
 | 
						|
  char *value;
 | 
						|
  const int result = read_db_value("/data/params", "IsMetric", &value, NULL);
 | 
						|
  if (result == 0) {
 | 
						|
    s->is_metric = value[0] == '1';
 | 
						|
    free(value);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static void ui_update_frame(UIState *s) {
 | 
						|
  assert(glGetError() == GL_NO_ERROR);
 | 
						|
 | 
						|
  UIScene *scene = &s->scene;
 | 
						|
 | 
						|
  if (scene->frontview && scene->bgr_front_ptr) {
 | 
						|
    // load front frame texture
 | 
						|
    glActiveTexture(GL_TEXTURE0);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
 | 
						|
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
 | 
						|
                    s->rgb_front_width, s->rgb_front_height,
 | 
						|
                    GL_RGB, GL_UNSIGNED_BYTE, scene->bgr_front_ptr);
 | 
						|
  } else if (!scene->frontview && scene->bgr_ptr) {
 | 
						|
    // load frame texture
 | 
						|
    glActiveTexture(GL_TEXTURE0);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, s->frame_tex);
 | 
						|
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
 | 
						|
                    s->rgb_width, s->rgb_height,
 | 
						|
                    GL_RGB, GL_UNSIGNED_BYTE, scene->bgr_ptr);
 | 
						|
  }
 | 
						|
 | 
						|
  assert(glGetError() == GL_NO_ERROR);
 | 
						|
}
 | 
						|
 | 
						|
static void ui_draw_transformed_box(UIState *s, uint32_t color) {
 | 
						|
  const UIScene *scene = &s->scene;
 | 
						|
 | 
						|
  const mat3 bbt = scene->warp_matrix;
 | 
						|
 | 
						|
  struct {
 | 
						|
    vec3 pos;
 | 
						|
    uint32_t color;
 | 
						|
  } verts[] = {
 | 
						|
    {matvecmul3(bbt, (vec3){{0.0, 0.0, 1.0,}}), color},
 | 
						|
    {matvecmul3(bbt, (vec3){{scene->transformed_width, 0.0, 1.0,}}), color},
 | 
						|
    {matvecmul3(bbt, (vec3){{scene->transformed_width, scene->transformed_height, 1.0,}}), color},
 | 
						|
    {matvecmul3(bbt, (vec3){{0.0, scene->transformed_height, 1.0,}}), color},
 | 
						|
    {matvecmul3(bbt, (vec3){{0.0, 0.0, 1.0,}}), color},
 | 
						|
  };
 | 
						|
 | 
						|
  for (int i=0; i<ARRAYSIZE(verts); i++) {
 | 
						|
    verts[i].pos.v[0] = scene->big_box_x + verts[i].pos.v[0] / verts[i].pos.v[2];
 | 
						|
    verts[i].pos.v[1] = s->rgb_height - (scene->big_box_y +
 | 
						|
                                         verts[i].pos.v[1] / verts[i].pos.v[2]);
 | 
						|
  }
 | 
						|
 | 
						|
  glUseProgram(s->line_program);
 | 
						|
 | 
						|
  mat4 out_mat = matmul(device_transform,
 | 
						|
                        matmul(frame_transform, s->rgb_transform));
 | 
						|
  glUniformMatrix4fv(s->line_transform_loc, 1, GL_TRUE, out_mat.v);
 | 
						|
 | 
						|
  glEnableVertexAttribArray(s->line_pos_loc);
 | 
						|
  glVertexAttribPointer(s->line_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(verts[0]), &verts[0].pos.v[0]);
 | 
						|
 | 
						|
  glEnableVertexAttribArray(s->line_color_loc);
 | 
						|
  glVertexAttribPointer(s->line_color_loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(verts[0]), &verts[0].color);
 | 
						|
 | 
						|
  assert(glGetError() == GL_NO_ERROR);
 | 
						|
  glDrawArrays(GL_LINE_STRIP, 0, ARRAYSIZE(verts));
 | 
						|
}
 | 
						|
 | 
						|
// 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(s->intrinsic_matrix, Ep);
 | 
						|
 | 
						|
  // Project.
 | 
						|
  const vec3 p_image = {{KEp.v[0] / KEp.v[2], KEp.v[1] / KEp.v[2], 1.}};
 | 
						|
  return p_image;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// TODO: refactor with draw_path
 | 
						|
static void draw_cross(UIState *s, float x_in, float y_in, float sz, 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);
 | 
						|
 | 
						|
  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.) {
 | 
						|
    nvgMoveTo(s->vg, x-sz, y);
 | 
						|
    nvgLineTo(s->vg, x+sz, y);
 | 
						|
 | 
						|
    nvgMoveTo(s->vg, x, y-sz);
 | 
						|
    nvgLineTo(s->vg, x, y+sz);
 | 
						|
 | 
						|
    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;
 | 
						|
  }
 | 
						|
 | 
						|
  /******************************************
 | 
						|
   * Add background rect so it's easier to see in 
 | 
						|
   * light background scenes 
 | 
						|
   ******************************************/
 | 
						|
  // Draw background around speed text
 | 
						|
 | 
						|
  // Left side
 | 
						|
  ui_draw_rounded_rect(s->vg, -15, 0, 570, 180, 20, nvgRGBA(10,10,10,170));
 | 
						|
 | 
						|
  // Right side
 | 
						|
  ui_draw_rounded_rect(s->vg, 1920-530, 0, 150, 180, 20, nvgRGBA(10,10,10,170));
 | 
						|
  /******************************************/
 | 
						|
 | 
						|
  draw_steering(s, scene->v_ego, scene->angle_steers);
 | 
						|
 | 
						|
  // draw paths
 | 
						|
  if ((nanos_since_boot() - scene->model_ts) < 1000000000ULL) {
 | 
						|
    draw_path(s, scene->model.path.points, 0.0f, nvgRGBA(128, 0, 255, 255));
 | 
						|
 | 
						|
    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));
 | 
						|
  }
 | 
						|
 | 
						|
  if (scene->lead_status) {
 | 
						|
    char radar_str[16];
 | 
						|
 | 
						|
    /******************************************
 | 
						|
     * Add background rect so it's easier to see in 
 | 
						|
     * light background scenes 
 | 
						|
     ******************************************/
 | 
						|
    // 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 (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);
 | 
						|
    }
 | 
						|
 | 
						|
    // 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);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  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[5] = {{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;
 | 
						|
 | 
						|
    int num_polls = 4;
 | 
						|
    if (s->vision_connected) {
 | 
						|
      assert(s->ipc_fd >= 0);
 | 
						|
      polls[4].fd = s->ipc_fd;
 | 
						|
      polls[4].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[4].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<4; 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);
 | 
						|
 | 
						|
        // should we still even have this?
 | 
						|
        capn_list32 warpl = datad.warpMatrix;
 | 
						|
        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);
 | 
						|
      }
 | 
						|
 | 
						|
      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;
 | 
						|
}
 | 
						|
 |