#include "paint.h" #include #include #ifdef __APPLE__ #include #define NANOVG_GL3_IMPLEMENTATION #define nvgCreate nvgCreateGL3 #else #include #define NANOVG_GLES3_IMPLEMENTATION #define nvgCreate nvgCreateGLES3 #endif #define NANOVG_GLES3_IMPLEMENTATION #include #include #include "selfdrive/common/timing.h" #include "selfdrive/common/util.h" #include "selfdrive/hardware/hw.h" #include "selfdrive/ui/ui.h" // TODO: this is also hardcoded in common/transformations/camera.py // TODO: choose based on frame input size const float y_offset = Hardware::TICI() ? 150.0 : 0.0; const float zoom = Hardware::TICI() ? 2912.8 : 2138.5; static void ui_draw_text(const UIState *s, float x, float y, const char *string, float size, NVGcolor color, const char *font_name) { nvgFontFace(s->vg, font_name); nvgFontSize(s->vg, size); nvgFillColor(s->vg, color); nvgText(s->vg, x, y, string, NULL); } static void draw_chevron(UIState *s, float x, float y, float sz, NVGcolor fillColor, NVGcolor glowColor) { // glow float g_xo = sz/5; float g_yo = sz/10; nvgBeginPath(s->vg); nvgMoveTo(s->vg, x+(sz*1.35)+g_xo, y+sz+g_yo); nvgLineTo(s->vg, x, y-g_xo); nvgLineTo(s->vg, x-(sz*1.35)-g_xo, y+sz+g_yo); nvgClosePath(s->vg); nvgFillColor(s->vg, glowColor); nvgFill(s->vg); // chevron nvgBeginPath(s->vg); nvgMoveTo(s->vg, x+(sz*1.25), y+sz); nvgLineTo(s->vg, x, y); nvgLineTo(s->vg, x-(sz*1.25), y+sz); nvgClosePath(s->vg); nvgFillColor(s->vg, fillColor); nvgFill(s->vg); } static void ui_draw_circle_image(const UIState *s, int center_x, int center_y, int radius, const char *image, NVGcolor color, float img_alpha) { nvgBeginPath(s->vg); nvgCircle(s->vg, center_x, center_y, radius); nvgFillColor(s->vg, color); nvgFill(s->vg); const int img_size = radius * 1.5; ui_draw_image(s, {center_x - (img_size / 2), center_y - (img_size / 2), img_size, img_size}, image, img_alpha); } static void ui_draw_circle_image(const UIState *s, int center_x, int center_y, int radius, const char *image, bool active) { float bg_alpha = active ? 0.3f : 0.1f; float img_alpha = active ? 1.0f : 0.15f; ui_draw_circle_image(s, center_x, center_y, radius, image, nvgRGBA(0, 0, 0, (255 * bg_alpha)), img_alpha); } static void draw_lead(UIState *s, const cereal::RadarState::LeadData::Reader &lead_data, const vertex_data &vd) { // Draw lead car indicator auto [x, y] = vd; float fillAlpha = 0; float speedBuff = 10.; float leadBuff = 40.; float d_rel = lead_data.getDRel(); float v_rel = lead_data.getVRel(); if (d_rel < leadBuff) { fillAlpha = 255*(1.0-(d_rel/leadBuff)); if (v_rel < 0) { fillAlpha += 255*(-1*(v_rel/speedBuff)); } fillAlpha = (int)(fmin(fillAlpha, 255)); } float sz = std::clamp((25 * 30) / (d_rel / 3 + 30), 15.0f, 30.0f) * s->zoom; x = std::clamp(x, 0.f, s->viz_rect.right() - sz / 2); y = std::fmin(s->viz_rect.bottom() - sz * .6, y); draw_chevron(s, x, y, sz, nvgRGBA(201, 34, 49, fillAlpha), COLOR_YELLOW); } static void ui_draw_line(UIState *s, const line_vertices_data &vd, NVGcolor *color, NVGpaint *paint) { if (vd.cnt == 0) return; const vertex_data *v = &vd.v[0]; nvgBeginPath(s->vg); nvgMoveTo(s->vg, v[0].x, v[0].y); for (int i = 1; i < vd.cnt; i++) { nvgLineTo(s->vg, v[i].x, v[i].y); } nvgClosePath(s->vg); if (color) { nvgFillColor(s->vg, *color); } else if (paint) { nvgFillPaint(s->vg, *paint); } nvgFill(s->vg); } static void draw_frame(UIState *s) { mat4 *out_mat; if (s->scene.driver_view) { glBindVertexArray(s->frame_vao[1]); out_mat = &s->front_frame_mat; } else { glBindVertexArray(s->frame_vao[0]); out_mat = &s->rear_frame_mat; } glActiveTexture(GL_TEXTURE0); if (s->last_frame) { glBindTexture(GL_TEXTURE_2D, s->texture[s->last_frame->idx]->frame_tex); if (!Hardware::EON()) { // this is handled in ion on QCOM glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, s->last_frame->width, s->last_frame->height, 0, GL_RGB, GL_UNSIGNED_BYTE, s->last_frame->addr); } } glUseProgram(s->gl_shader->prog); glUniform1i(s->gl_shader->getUniformLocation("uTexture"), 0); glUniformMatrix4fv(s->gl_shader->getUniformLocation("uTransform"), 1, GL_TRUE, out_mat->v); assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void *)0); glDisableVertexAttribArray(0); glBindVertexArray(0); } static void ui_draw_vision_lane_lines(UIState *s) { const UIScene &scene = s->scene; NVGpaint track_bg; if (!scene.end_to_end) { // paint lanelines for (int i = 0; i < std::size(scene.lane_line_vertices); i++) { NVGcolor color = nvgRGBAf(1.0, 1.0, 1.0, scene.lane_line_probs[i]); ui_draw_line(s, scene.lane_line_vertices[i], &color, nullptr); } // paint road edges for (int i = 0; i < std::size(scene.road_edge_vertices); i++) { NVGcolor color = nvgRGBAf(1.0, 0.0, 0.0, std::clamp(1.0 - scene.road_edge_stds[i], 0.0, 1.0)); ui_draw_line(s, scene.road_edge_vertices[i], &color, nullptr); } track_bg = nvgLinearGradient(s->vg, s->fb_w, s->fb_h, s->fb_w, s->fb_h * .4, COLOR_WHITE, COLOR_WHITE_ALPHA(0)); } else { track_bg = nvgLinearGradient(s->vg, s->fb_w, s->fb_h, s->fb_w, s->fb_h * .4, COLOR_RED, COLOR_RED_ALPHA(0)); } // paint path ui_draw_line(s, scene.track_vertices, nullptr, &track_bg); } // Draw all world space objects. static void ui_draw_world(UIState *s) { // Don't draw on top of sidebar nvgScissor(s->vg, s->viz_rect.x, s->viz_rect.y, s->viz_rect.w, s->viz_rect.h); // Draw lane edges and vision/mpc tracks ui_draw_vision_lane_lines(s); // Draw lead indicators if openpilot is handling longitudinal if (s->scene.longitudinal_control) { auto radar_state = (*s->sm)["radarState"].getRadarState(); auto lead_one = radar_state.getLeadOne(); auto lead_two = radar_state.getLeadTwo(); if (lead_one.getStatus()) { draw_lead(s, lead_one, s->scene.lead_vertices[0]); } if (lead_two.getStatus() && (std::abs(lead_one.getDRel() - lead_two.getDRel()) > 3.0)) { draw_lead(s, lead_two, s->scene.lead_vertices[1]); } } nvgResetScissor(s->vg); } static void ui_draw_vision_maxspeed(UIState *s) { const int SET_SPEED_NA = 255; float maxspeed = (*s->sm)["controlsState"].getControlsState().getVCruise(); const bool is_cruise_set = maxspeed != 0 && maxspeed != SET_SPEED_NA; if (is_cruise_set && !s->scene.is_metric) { maxspeed *= 0.6225; } const Rect rect = {s->viz_rect.x + (bdr_s * 2), int(s->viz_rect.y + (bdr_s * 1.5)), 184, 202}; ui_fill_rect(s->vg, rect, COLOR_BLACK_ALPHA(100), 30.); ui_draw_rect(s->vg, rect, COLOR_WHITE_ALPHA(100), 10, 20.); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); ui_draw_text(s, rect.centerX(), 148, "MAX", 26 * 2.5, COLOR_WHITE_ALPHA(is_cruise_set ? 200 : 100), "sans-regular"); if (is_cruise_set) { const std::string maxspeed_str = std::to_string((int)std::nearbyint(maxspeed)); ui_draw_text(s, rect.centerX(), 242, maxspeed_str.c_str(), 48 * 2.5, COLOR_WHITE, "sans-bold"); } else { ui_draw_text(s, rect.centerX(), 242, "N/A", 42 * 2.5, COLOR_WHITE_ALPHA(100), "sans-semibold"); } } static void ui_draw_vision_speed(UIState *s) { const float speed = std::max(0.0, (*s->sm)["carState"].getCarState().getVEgo() * (s->scene.is_metric ? 3.6 : 2.2369363)); const std::string speed_str = std::to_string((int)std::nearbyint(speed)); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); ui_draw_text(s, s->viz_rect.centerX(), 240, speed_str.c_str(), 96 * 2.5, COLOR_WHITE, "sans-bold"); ui_draw_text(s, s->viz_rect.centerX(), 320, s->scene.is_metric ? "km/h" : "mph", 36 * 2.5, COLOR_WHITE_ALPHA(200), "sans-regular"); } static void ui_draw_vision_event(UIState *s) { if ((*s->sm)["controlsState"].getControlsState().getEngageable()) { // draw steering wheel const int radius = 96; const int center_x = s->viz_rect.right() - radius - bdr_s * 2; const int center_y = s->viz_rect.y + radius + (bdr_s * 1.5); ui_draw_circle_image(s, center_x, center_y, radius, "wheel", bg_colors[s->status], 1.0f); } } static void ui_draw_vision_face(UIState *s) { const int radius = 96; const int center_x = s->viz_rect.x + radius + (bdr_s * 2); const int center_y = s->viz_rect.bottom() - footer_h / 2; bool is_active = (*s->sm)["driverMonitoringState"].getDriverMonitoringState().getIsActiveMode(); ui_draw_circle_image(s, center_x, center_y, radius, "driver_face", is_active); } static void ui_draw_driver_view(UIState *s) { const bool is_rhd = s->scene.is_rhd; const int width = 4 * s->viz_rect.h / 3; const Rect rect = {s->viz_rect.centerX() - width / 2, s->viz_rect.y, width, s->viz_rect.h}; // x, y, w, h const Rect valid_rect = {is_rhd ? rect.right() - rect.h / 2 : rect.x, rect.y, rect.h / 2, rect.h}; // blackout const int blackout_x_r = valid_rect.right(); const Rect &blackout_rect = Hardware::TICI() ? s->viz_rect : rect; const int blackout_w_r = blackout_rect.right() - valid_rect.right(); const int blackout_x_l = blackout_rect.x; const int blackout_w_l = valid_rect.x - blackout_x_l; ui_fill_rect(s->vg, {blackout_x_l, rect.y, blackout_w_l, rect.h}, COLOR_BLACK_ALPHA(144)); ui_fill_rect(s->vg, {blackout_x_r, rect.y, blackout_w_r, rect.h}, COLOR_BLACK_ALPHA(144)); auto driver_state = (*s->sm)["driverState"].getDriverState(); const bool face_detected = driver_state.getFaceProb() > 0.4; if (face_detected) { auto fxy_list = driver_state.getFacePosition(); float face_x = fxy_list[0]; float face_y = fxy_list[1]; int fbox_x = valid_rect.centerX() + (is_rhd ? face_x : -face_x) * valid_rect.w; int fbox_y = valid_rect.centerY() + face_y * valid_rect.h; float alpha = 0.2; if (face_x = std::abs(face_x), face_y = std::abs(face_y); face_x <= 0.35 && face_y <= 0.4) alpha = 0.8 - (face_x > face_y ? face_x : face_y) * 0.6 / 0.375; const int box_size = 0.6 * rect.h / 2; ui_draw_rect(s->vg, {fbox_x - box_size / 2, fbox_y - box_size / 2, box_size, box_size}, nvgRGBAf(1.0, 1.0, 1.0, alpha), 10, 35.); } // draw face icon const int face_radius = 85; const int center_x = is_rhd ? rect.right() - face_radius - bdr_s * 2 : rect.x + face_radius + bdr_s * 2; const int center_y = rect.bottom() - face_radius - bdr_s * 2.5; ui_draw_circle_image(s, center_x, center_y, face_radius, "driver_face", face_detected); } static void ui_draw_vision_header(UIState *s) { NVGpaint gradient = nvgLinearGradient(s->vg, s->viz_rect.x, s->viz_rect.y+(header_h-(header_h/2.5)), s->viz_rect.x, s->viz_rect.y+header_h, nvgRGBAf(0,0,0,0.45), nvgRGBAf(0,0,0,0)); ui_fill_rect(s->vg, {s->viz_rect.x, s->viz_rect.y, s->viz_rect.w, header_h}, gradient); ui_draw_vision_maxspeed(s); ui_draw_vision_speed(s); ui_draw_vision_event(s); } static void ui_draw_vision_frame(UIState *s) { // Draw video frames glEnable(GL_SCISSOR_TEST); glViewport(s->video_rect.x, s->video_rect.y, s->video_rect.w, s->video_rect.h); glScissor(s->viz_rect.x, s->viz_rect.y, s->viz_rect.w, s->viz_rect.h); draw_frame(s); glDisable(GL_SCISSOR_TEST); glViewport(0, 0, s->fb_w, s->fb_h); } static void ui_draw_vision(UIState *s) { const UIScene *scene = &s->scene; if (!scene->driver_view) { // Draw augmented elements if (scene->world_objects_visible) { ui_draw_world(s); } // Set Speed, Current Speed, Status/Events ui_draw_vision_header(s); if ((*s->sm)["controlsState"].getControlsState().getAlertSize() == cereal::ControlsState::AlertSize::NONE) { ui_draw_vision_face(s); } } else { ui_draw_driver_view(s); } } static void ui_draw_background(UIState *s) { const NVGcolor color = bg_colors[s->status]; glClearColor(color.r, color.g, color.b, 1.0); glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } void ui_draw(UIState *s, int w, int h) { s->viz_rect = Rect{bdr_s, bdr_s, w - 2 * bdr_s, h - 2 * bdr_s}; const bool draw_vision = s->scene.started && s->vipc_client->connected; // GL drawing functions ui_draw_background(s); if (draw_vision) { ui_draw_vision_frame(s); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, s->fb_w, s->fb_h); // NVG drawing functions - should be no GL inside NVG frame nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f); if (draw_vision) { ui_draw_vision(s); } if (s->scene.driver_view && !s->vipc_client->connected) { nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE); ui_draw_text(s, s->viz_rect.centerX(), s->viz_rect.centerY(), "Please wait for camera to start", 40 * 2.5, COLOR_WHITE, "sans-bold"); } nvgEndFrame(s->vg); glDisable(GL_BLEND); } void ui_draw_image(const UIState *s, const Rect &r, const char *name, float alpha) { nvgBeginPath(s->vg); NVGpaint imgPaint = nvgImagePattern(s->vg, r.x, r.y, r.w, r.h, 0, s->images.at(name), alpha); nvgRect(s->vg, r.x, r.y, r.w, r.h); nvgFillPaint(s->vg, imgPaint); nvgFill(s->vg); } void ui_draw_rect(NVGcontext *vg, const Rect &r, NVGcolor color, int width, float radius) { nvgBeginPath(vg); radius > 0 ? nvgRoundedRect(vg, r.x, r.y, r.w, r.h, radius) : nvgRect(vg, r.x, r.y, r.w, r.h); nvgStrokeColor(vg, color); nvgStrokeWidth(vg, width); nvgStroke(vg); } static inline void fill_rect(NVGcontext *vg, const Rect &r, const NVGcolor *color, const NVGpaint *paint, float radius) { nvgBeginPath(vg); radius > 0 ? nvgRoundedRect(vg, r.x, r.y, r.w, r.h, radius) : nvgRect(vg, r.x, r.y, r.w, r.h); if (color) nvgFillColor(vg, *color); if (paint) nvgFillPaint(vg, *paint); nvgFill(vg); } void ui_fill_rect(NVGcontext *vg, const Rect &r, const NVGcolor &color, float radius) { fill_rect(vg, r, &color, nullptr, radius); } void ui_fill_rect(NVGcontext *vg, const Rect &r, const NVGpaint &paint, float radius) { fill_rect(vg, r, nullptr, &paint, radius); } static const char frame_vertex_shader[] = #ifdef NANOVG_GL3_IMPLEMENTATION "#version 150 core\n" #else "#version 300 es\n" #endif "in vec4 aPosition;\n" "in vec4 aTexCoord;\n" "uniform mat4 uTransform;\n" "out vec4 vTexCoord;\n" "void main() {\n" " gl_Position = uTransform * aPosition;\n" " vTexCoord = aTexCoord;\n" "}\n"; static const char frame_fragment_shader[] = #ifdef NANOVG_GL3_IMPLEMENTATION "#version 150 core\n" #else "#version 300 es\n" #endif "precision mediump float;\n" "uniform sampler2D uTexture;\n" "in vec4 vTexCoord;\n" "out vec4 colorOut;\n" "void main() {\n" " colorOut = texture(uTexture, vTexCoord.xy);\n" #ifdef QCOM " vec3 dz = vec3(0.0627f, 0.0627f, 0.0627f);\n" " colorOut.rgb = ((vec3(1.0f, 1.0f, 1.0f) - dz) * colorOut.rgb / vec3(1.0f, 1.0f, 1.0f)) + dz;\n" #endif "}\n"; static const mat4 device_transform = {{ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; static mat4 get_driver_view_transform() { const float driver_view_ratio = 1.333; mat4 transform; if (Hardware::TICI()) { // from dmonitoring.cc const int full_width_tici = 1928; const int full_height_tici = 1208; const int adapt_width_tici = 668; const int crop_x_offset = 32; const int crop_y_offset = -196; const float yscale = full_height_tici * driver_view_ratio / adapt_width_tici; const float xscale = yscale*(1080-2*bdr_s)/(2160-2*bdr_s)*full_width_tici/full_height_tici; transform = (mat4){{ xscale, 0.0, 0.0, xscale*crop_x_offset/full_width_tici*2, 0.0, yscale, 0.0, yscale*crop_y_offset/full_height_tici*2, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; } else { // frame from 4/3 to 16/9 display transform = (mat4){{ driver_view_ratio*(1080-2*bdr_s)/(1920-2*bdr_s), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; } return transform; } void ui_nvg_init(UIState *s) { // init drawing // on EON, we enable MSAA s->vg = Hardware::EON() ? nvgCreate(0) : nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG); assert(s->vg); // init fonts std::pair fonts[] = { {"sans-regular", "../assets/fonts/opensans_regular.ttf"}, {"sans-semibold", "../assets/fonts/opensans_semibold.ttf"}, {"sans-bold", "../assets/fonts/opensans_bold.ttf"}, }; for (auto [name, file] : fonts) { int font_id = nvgCreateFont(s->vg, name, file); assert(font_id >= 0); } // init images std::vector> images = { {"wheel", "../assets/img_chffr_wheel.png"}, {"driver_face", "../assets/img_driver_face.png"}, }; for (auto [name, file] : images) { s->images[name] = nvgCreateImage(s->vg, file, 1); assert(s->images[name] != 0); } // init gl s->gl_shader = std::make_unique(frame_vertex_shader, frame_fragment_shader); GLint frame_pos_loc = glGetAttribLocation(s->gl_shader->prog, "aPosition"); GLint frame_texcoord_loc = glGetAttribLocation(s->gl_shader->prog, "aTexCoord"); glViewport(0, 0, s->fb_w, s->fb_h); glDisable(GL_DEPTH_TEST); assert(glGetError() == GL_NO_ERROR); for (int i = 0; i < 2; i++) { float x1, x2, y1, y2; if (i == 1) { // flip horizontally so it looks like a mirror x1 = 0.0; x2 = 1.0; y1 = 1.0; y2 = 0.0; } else { x1 = 1.0; x2 = 0.0; y1 = 1.0; y2 = 0.0; } const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3}; const float frame_coords[4][4] = { {-1.0, -1.0, x2, y1}, //bl {-1.0, 1.0, x2, y2}, //tl { 1.0, 1.0, x1, y2}, //tr { 1.0, -1.0, x1, y1}, //br }; glGenVertexArrays(1, &s->frame_vao[i]); glBindVertexArray(s->frame_vao[i]); glGenBuffers(1, &s->frame_vbo[i]); glBindBuffer(GL_ARRAY_BUFFER, s->frame_vbo[i]); glBufferData(GL_ARRAY_BUFFER, sizeof(frame_coords), frame_coords, GL_STATIC_DRAW); glEnableVertexAttribArray(frame_pos_loc); glVertexAttribPointer(frame_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), (const void *)0); glEnableVertexAttribArray(frame_texcoord_loc); glVertexAttribPointer(frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), (const void *)(sizeof(float) * 2)); glGenBuffers(1, &s->frame_ibo[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->frame_ibo[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } auto intrinsic_matrix = s->wide_camera ? ecam_intrinsic_matrix : fcam_intrinsic_matrix; s->zoom = zoom / intrinsic_matrix.v[0]; if (s->wide_camera) { s->zoom *= 0.5; } s->video_rect = Rect{bdr_s, bdr_s, s->fb_w - 2 * bdr_s, s->fb_h - 2 * bdr_s}; float zx = s->zoom * 2 * intrinsic_matrix.v[2] / s->video_rect.w; float zy = s->zoom * 2 * intrinsic_matrix.v[5] / s->video_rect.h; const mat4 frame_transform = {{ zx, 0.0, 0.0, 0.0, 0.0, zy, 0.0, -y_offset / s->video_rect.h * 2, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; s->front_frame_mat = matmul(device_transform, get_driver_view_transform()); s->rear_frame_mat = matmul(device_transform, frame_transform); // Apply transformation such that video pixel coordinates match video // 1) Put (0, 0) in the middle of the video nvgTranslate(s->vg, s->video_rect.x + s->video_rect.w / 2, s->video_rect.y + s->video_rect.h / 2 + y_offset); // 2) Apply same scaling as video nvgScale(s->vg, s->zoom, s->zoom); // 3) Put (0, 0) in top left corner of video nvgTranslate(s->vg, -intrinsic_matrix.v[2], -intrinsic_matrix.v[5]); nvgCurrentTransform(s->vg, s->car_space_transform); nvgResetTransform(s->vg); }