#include "ui.hpp" #include #include #include #include #include "common/util.h" #include #define NANOVG_GLES3_IMPLEMENTATION #include "nanovg_gl.h" #include "nanovg_gl_utils.h" extern "C"{ #include "common/glutil.h" } #include "paint.hpp" #include "sidebar.hpp" // TODO: this is also hardcoded in common/transformations/camera.py // TODO: choose based on frame input size #ifdef QCOM2 const float zoom = 1.5; const mat3 intrinsic_matrix = (mat3){{ 2648.0, 0.0, 1928.0/2, 0.0, 2648.0, 1208.0/2, 0.0, 0.0, 1.0 }}; #else const float zoom = 2.35; const mat3 intrinsic_matrix = (mat3){{ 910., 0., 1164.0/2, 0., 910., 874.0/2, 0., 0., 1. }}; #endif // Projects a point in car to space to the corresponding point in full frame // image space. bool car_space_to_full_frame(const UIState *s, float in_x, float in_y, float in_z, float *out_x, float *out_y) { const vec4 car_space_projective = (vec4){{in_x, in_y, in_z, 1.}}; // We'll call the car space point p. // First project into normalized image coordinates with the extrinsics matrix. const vec4 Ep4 = matvecmul(s->scene.extrinsic_matrix, car_space_projective); // The last entry is zero because of how we store E (to use matvecmul). const vec3 Ep = {{Ep4.v[0], Ep4.v[1], Ep4.v[2]}}; const vec3 KEp = matvecmul3(intrinsic_matrix, Ep); // Project. *out_x = KEp.v[0] / KEp.v[2]; *out_y = KEp.v[1] / KEp.v[2]; return *out_x >= 0 && *out_x <= s->fb_w && *out_y >= 0 && *out_y <= s->fb_h; } static void ui_draw_text(NVGcontext *vg, float x, float y, const char* string, float size, NVGcolor color, int font){ nvgFontFaceId(vg, font); nvgFontSize(vg, size); nvgFillColor(vg, color); nvgText(vg, x, y, string, NULL); } static void draw_chevron(UIState *s, float x_in, float y_in, float sz, NVGcolor fillColor, NVGcolor glowColor) { float x, y; if (!car_space_to_full_frame(s, x_in, y_in, 0.0, &x, &y)) { return; } sz *= 30; sz /= (x_in / 3 + 30); if (sz > 30) sz = 30; if (sz < 15) sz = 15; // glow float g_xo = sz/5; float g_yo = sz/10; nvgBeginPath(s->vg); nvgMoveTo(s->vg, x+(sz*1.35)+g_xo, y+sz+g_yo); nvgLineTo(s->vg, x, y-g_xo); nvgLineTo(s->vg, x-(sz*1.35)-g_xo, y+sz+g_yo); nvgClosePath(s->vg); nvgFillColor(s->vg, glowColor); nvgFill(s->vg); // chevron nvgBeginPath(s->vg); nvgMoveTo(s->vg, x+(sz*1.25), y+sz); nvgLineTo(s->vg, x, y); nvgLineTo(s->vg, x-(sz*1.25), y+sz); nvgClosePath(s->vg); nvgFillColor(s->vg, fillColor); nvgFill(s->vg); } static void ui_draw_circle_image(NVGcontext *vg, float x, float y, int size, int image, NVGcolor color, float img_alpha, int img_y = 0) { const int img_size = size * 1.5; nvgBeginPath(vg); nvgCircle(vg, x, y + (bdr_s * 1.5), size); nvgFillColor(vg, color); nvgFill(vg); ui_draw_image(vg, x - (img_size / 2), img_y ? img_y : y - (size / 4), img_size, img_size, image, img_alpha); } static void ui_draw_circle_image(NVGcontext *vg, float x, float y, int size, int image, bool active) { float bg_alpha = active ? 0.3f : 0.1f; float img_alpha = active ? 1.0f : 0.15f; ui_draw_circle_image(vg, x, y, size, image, nvgRGBA(0, 0, 0, (255 * bg_alpha)), img_alpha); } static void draw_lead(UIState *s, const cereal::RadarState::LeadData::Reader &lead){ // Draw lead car indicator float fillAlpha = 0; float speedBuff = 10.; float leadBuff = 40.; float d_rel = lead.getDRel(); float v_rel = lead.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)); } draw_chevron(s, d_rel, lead.getYRel(), 25, nvgRGBA(201, 34, 49, fillAlpha), COLOR_YELLOW); } static void ui_draw_line(UIState *s, const vertex_data *v, const int cnt, NVGcolor *color, NVGpaint *paint) { if (cnt == 0) return; nvgBeginPath(s->vg); nvgMoveTo(s->vg, v[0].x, v[0].y); for (int i = 1; i < 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 update_track_data(UIState *s, const cereal::ModelDataV2::XYZTData::Reader &line, track_vertices_data *pvd) { const UIScene *scene = &s->scene; const float off = 0.5; int max_idx = 0; float lead_d; if(s->sm->updated("radarState")) { lead_d = scene->lead_data[0].getDRel()*2.; } else { lead_d = MAX_DRAW_DISTANCE; } float path_length = (lead_d>0.)?lead_d-fmin(lead_d*0.35, 10.):MAX_DRAW_DISTANCE; path_length = fmin(path_length, scene->max_distance); vertex_data *v = &pvd->v[0]; for (int i = 0; line.getX()[i] <= path_length and i < TRAJECTORY_SIZE; i++) { v += car_space_to_full_frame(s, line.getX()[i], -line.getY()[i] - off, -line.getZ()[i], &v->x, &v->y); max_idx = i; } for (int i = max_idx; i >= 0; i--) { v += car_space_to_full_frame(s, line.getX()[i], -line.getY()[i] + off, -line.getZ()[i], &v->x, &v->y); } pvd->cnt = v - pvd->v; } static void ui_draw_track(UIState *s, track_vertices_data *pvd) { NVGpaint track_bg = nvgLinearGradient(s->vg, s->fb_w, s->fb_h, s->fb_w, s->fb_h * .4, COLOR_WHITE, COLOR_WHITE_ALPHA(0)); ui_draw_line(s, &pvd->v[0], pvd->cnt, nullptr, &track_bg); } static void draw_frame(UIState *s) { mat4 *out_mat; if (s->scene.frontview) { 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->stream.last_idx >= 0) { glBindTexture(GL_TEXTURE_2D, s->frame_texs[s->stream.last_idx]); #ifndef QCOM // this is handled in ion on QCOM glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, s->stream.bufs_info.width, s->stream.bufs_info.height, 0, GL_RGB, GL_UNSIGNED_BYTE, s->priv_hnds[s->stream.last_idx]); #endif } glUseProgram(s->frame_program); glUniform1i(s->frame_texture_loc, 0); glUniformMatrix4fv(s->frame_transform_loc, 1, GL_TRUE, out_mat->v); assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void*)0); glDisableVertexAttribArray(0); glBindVertexArray(0); } static void update_line_data(UIState *s, const cereal::ModelDataV2::XYZTData::Reader &line, float off, line_vertices_data *pvd, float max_distance) { // TODO check that this doesn't overflow max vertex buffer int max_idx; vertex_data *v = &pvd->v[0]; for (int i = 0; ((i < TRAJECTORY_SIZE) and (line.getX()[i] < fmax(MIN_DRAW_DISTANCE, max_distance))); i++) { v += car_space_to_full_frame(s, line.getX()[i], -line.getY()[i] - off, -line.getZ()[i] + 1.22, &v->x, &v->y); max_idx = i; } for (int i = max_idx - 1; i > 0; i--) { v += car_space_to_full_frame(s, line.getX()[i], -line.getY()[i] + off, -line.getZ()[i] + 1.22, &v->x, &v->y); } pvd->cnt = v - pvd->v; } static void ui_draw_vision_lane_lines(UIState *s) { const UIScene *scene = &s->scene; // paint lanelines line_vertices_data *pvd_ll = &s->lane_line_vertices[0]; for (int ll_idx = 0; ll_idx < 4; ll_idx++) { if(s->sm->updated("modelV2")) { update_line_data(s, scene->model.getLaneLines()[ll_idx], 0.025*scene->model.getLaneLineProbs()[ll_idx], pvd_ll + ll_idx, scene->max_distance); } NVGcolor color = nvgRGBAf(1.0, 1.0, 1.0, scene->lane_line_probs[ll_idx]); ui_draw_line(s, (pvd_ll + ll_idx)->v, (pvd_ll + ll_idx)->cnt, &color, nullptr); } // paint road edges line_vertices_data *pvd_re = &s->road_edge_vertices[0]; for (int re_idx = 0; re_idx < 2; re_idx++) { if(s->sm->updated("modelV2")) { update_line_data(s, scene->model.getRoadEdges()[re_idx], 0.025, pvd_re + re_idx, scene->max_distance); } NVGcolor color = nvgRGBAf(1.0, 0.0, 0.0, std::clamp(1.0-scene->road_edge_stds[re_idx], 0.0, 1.0)); ui_draw_line(s, (pvd_re + re_idx)->v, (pvd_re + re_idx)->cnt, &color, nullptr); } // paint path if(s->sm->updated("modelV2")) { update_track_data(s, scene->model.getPosition(), &s->track_vertices); } ui_draw_track(s, &s->track_vertices); } // Draw all world space objects. static void ui_draw_world(UIState *s) { const UIScene *scene = &s->scene; nvgSave(s->vg); // Don't draw on top of sidebar nvgScissor(s->vg, scene->viz_rect.x, scene->viz_rect.y, scene->viz_rect.w, scene->viz_rect.h); // 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); // 2) Apply same scaling as video nvgScale(s->vg, zoom, zoom); // 3) Put (0, 0) in top left corner of video nvgTranslate(s->vg, -intrinsic_matrix.v[2], -intrinsic_matrix.v[5]); // Draw lane edges and vision/mpc tracks ui_draw_vision_lane_lines(s); // Draw lead indicators if openpilot is handling longitudinal if (s->longitudinal_control) { if (scene->lead_data[0].getStatus()) { draw_lead(s, scene->lead_data[0]); } if (scene->lead_data[1].getStatus() && (std::abs(scene->lead_data[0].getDRel() - scene->lead_data[1].getDRel()) > 3.0)) { draw_lead(s, scene->lead_data[1]); } } nvgRestore(s->vg); } static void ui_draw_vision_maxspeed(UIState *s) { char maxspeed_str[32]; float maxspeed = s->scene.controls_state.getVCruise(); int maxspeed_calc = maxspeed * 0.6225 + 0.5; if (s->is_metric) { maxspeed_calc = maxspeed + 0.5; } bool is_cruise_set = (maxspeed != 0 && maxspeed != SET_SPEED_NA); int viz_maxspeed_w = 184; int viz_maxspeed_h = 202; int viz_maxspeed_x = s->scene.viz_rect.x + (bdr_s*2); int viz_maxspeed_y = s->scene.viz_rect.y + (bdr_s*1.5); int viz_maxspeed_xo = 180; viz_maxspeed_xo = 0; // Draw Background ui_draw_rect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, COLOR_BLACK_ALPHA(100), 30); // Draw Border NVGcolor color = COLOR_WHITE_ALPHA(100); ui_draw_rect(s->vg, viz_maxspeed_x, viz_maxspeed_y, viz_maxspeed_w, viz_maxspeed_h, color, 20, 10); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); const int text_x = viz_maxspeed_x + (viz_maxspeed_xo / 2) + (viz_maxspeed_w / 2); ui_draw_text(s->vg, text_x, 148, "MAX", 26 * 2.5, COLOR_WHITE_ALPHA(is_cruise_set ? 200 : 100), s->font_sans_regular); if (is_cruise_set) { snprintf(maxspeed_str, sizeof(maxspeed_str), "%d", maxspeed_calc); ui_draw_text(s->vg, text_x, 242, maxspeed_str, 48 * 2.5, COLOR_WHITE, s->font_sans_bold); } else { ui_draw_text(s->vg, text_x, 242, "N/A", 42 * 2.5, COLOR_WHITE_ALPHA(100), s->font_sans_semibold); } } static void ui_draw_vision_speed(UIState *s) { const Rect &viz_rect = s->scene.viz_rect; float v_ego = s->scene.controls_state.getVEgo(); float speed = v_ego * 2.2369363 + 0.5; if (s->is_metric){ speed = v_ego * 3.6 + 0.5; } const int viz_speed_w = 280; const int viz_speed_x = viz_rect.centerX() - viz_speed_w/2; char speed_str[32]; nvgBeginPath(s->vg); nvgRect(s->vg, viz_speed_x, viz_rect.y, viz_speed_w, header_h); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); snprintf(speed_str, sizeof(speed_str), "%d", (int)speed); ui_draw_text(s->vg, viz_rect.centerX(), 240, speed_str, 96*2.5, COLOR_WHITE, s->font_sans_bold); ui_draw_text(s->vg, viz_rect.centerX(), 320, s->is_metric?"km/h":"mph", 36*2.5, COLOR_WHITE_ALPHA(200), s->font_sans_regular); } static void ui_draw_vision_event(UIState *s) { const int viz_event_w = 220; const int viz_event_x = s->scene.viz_rect.right() - (viz_event_w + bdr_s*2); const int viz_event_y = s->scene.viz_rect.y + (bdr_s*1.5); if (s->scene.controls_state.getDecelForModel() && s->scene.controls_state.getEnabled()) { // draw winding road sign const int img_turn_size = 160*1.5; ui_draw_image(s->vg, viz_event_x - (img_turn_size / 4), viz_event_y + bdr_s - 25, img_turn_size, img_turn_size, s->img_turn, 1.0f); } else if (s->scene.controls_state.getEngageable()) { // draw steering wheel const int bg_wheel_size = 96; const int bg_wheel_x = viz_event_x + (viz_event_w-bg_wheel_size); const int bg_wheel_y = viz_event_y + (bg_wheel_size/2); const NVGcolor color = bg_colors[s->status]; ui_draw_circle_image(s->vg, bg_wheel_x, bg_wheel_y, bg_wheel_size, s->img_wheel, color, 1.0f, bg_wheel_y - 25); } } static void ui_draw_vision_face(UIState *s) { const int face_size = 96; const int face_x = (s->scene.viz_rect.x + face_size + (bdr_s * 2)); const int face_y = (s->scene.viz_rect.bottom() - footer_h + ((footer_h - face_size) / 2)); ui_draw_circle_image(s->vg, face_x, face_y, face_size, s->img_face, s->scene.dmonitoring_state.getFaceDetected()); } static void ui_draw_driver_view(UIState *s) { const UIScene *scene = &s->scene; s->scene.uilayout_sidebarcollapsed = true; const Rect &viz_rect = s->scene.viz_rect; const int ff_xoffset = 32; const int frame_x = viz_rect.x; const int frame_w = viz_rect.w; const int valid_frame_w = 4 * viz_rect.h / 3; const int box_y = viz_rect.y; const int box_h = viz_rect.h; const int valid_frame_x = frame_x + (frame_w - valid_frame_w) / 2 + ff_xoffset; // blackout NVGpaint gradient = nvgLinearGradient(s->vg, scene->is_rhd ? valid_frame_x : (valid_frame_x + valid_frame_w), box_y, scene->is_rhd ? (valid_frame_w - box_h / 2) : (valid_frame_x + box_h / 2), box_y, COLOR_BLACK, COLOR_BLACK_ALPHA(0)); ui_draw_rect(s->vg, scene->is_rhd ? valid_frame_x : (valid_frame_x + box_h / 2), box_y, valid_frame_w - box_h / 2, box_h, gradient); ui_draw_rect(s->vg, scene->is_rhd ? valid_frame_x : valid_frame_x + box_h / 2, box_y, valid_frame_w - box_h / 2, box_h, COLOR_BLACK_ALPHA(144)); // borders ui_draw_rect(s->vg, frame_x, box_y, valid_frame_x - frame_x, box_h, nvgRGBA(23, 51, 73, 255)); ui_draw_rect(s->vg, valid_frame_x + valid_frame_w, box_y, frame_w - valid_frame_w - (valid_frame_x - frame_x), box_h, nvgRGBA(23, 51, 73, 255)); // draw face box if (scene->dmonitoring_state.getFaceDetected()) { auto fxy_list = scene->driver_state.getFacePosition(); const float face_x = fxy_list[0]; const float face_y = fxy_list[1]; float fbox_x; float fbox_y = box_y + (face_y + 0.5) * box_h - 0.5 * 0.6 * box_h / 2;; if (!scene->is_rhd) { fbox_x = valid_frame_x + (1 - (face_x + 0.5)) * (box_h / 2) - 0.5 * 0.6 * box_h / 2; } else { fbox_x = valid_frame_x + valid_frame_w - box_h / 2 + (face_x + 0.5) * (box_h / 2) - 0.5 * 0.6 * box_h / 2; } if (std::abs(face_x) <= 0.35 && std::abs(face_y) <= 0.4) { ui_draw_rect(s->vg, fbox_x, fbox_y, 0.6 * box_h / 2, 0.6 * box_h / 2, nvgRGBAf(1.0, 1.0, 1.0, 0.8 - ((std::abs(face_x) > std::abs(face_y) ? std::abs(face_x) : std::abs(face_y))) * 0.6 / 0.375), 35, 10); } else { ui_draw_rect(s->vg, fbox_x, fbox_y, 0.6 * box_h / 2, 0.6 * box_h / 2, nvgRGBAf(1.0, 1.0, 1.0, 0.2), 35, 10); } } // draw face icon const int face_size = 85; const int x = (valid_frame_x + face_size + (bdr_s * 2)) + (scene->is_rhd ? valid_frame_w - box_h / 2:0); const int y = (box_y + box_h - face_size - bdr_s - (bdr_s * 1.5)); ui_draw_circle_image(s->vg, x, y, face_size, s->img_face, scene->dmonitoring_state.getFaceDetected()); } static void ui_draw_vision_header(UIState *s) { const Rect &viz_rect = s->scene.viz_rect; NVGpaint gradient = nvgLinearGradient(s->vg, viz_rect.x, viz_rect.y+(header_h-(header_h/2.5)), viz_rect.x, viz_rect.y+header_h, nvgRGBAf(0,0,0,0.45), nvgRGBAf(0,0,0,0)); ui_draw_rect(s->vg, viz_rect.x, viz_rect.y, 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_footer(UIState *s) { ui_draw_vision_face(s); } void ui_draw_vision_alert(UIState *s, cereal::ControlsState::AlertSize va_size, UIStatus va_color, const char* va_text1, const char* va_text2) { static std::map alert_size_map = { {cereal::ControlsState::AlertSize::NONE, 0}, {cereal::ControlsState::AlertSize::SMALL, 241}, {cereal::ControlsState::AlertSize::MID, 390}, {cereal::ControlsState::AlertSize::FULL, s->fb_h}}; const UIScene *scene = &s->scene; bool longAlert1 = strlen(va_text1) > 15; NVGcolor color = bg_colors[va_color]; color.a *= s->alert_blinking_alpha; int alr_s = alert_size_map[va_size]; const int alr_x = scene->viz_rect.x - bdr_s; const int alr_w = scene->viz_rect.w + (bdr_s*2); const int alr_h = alr_s+(va_size==cereal::ControlsState::AlertSize::NONE?0:bdr_s); const int alr_y = s->fb_h-alr_h; ui_draw_rect(s->vg, alr_x, alr_y, alr_w, alr_h, color); NVGpaint gradient = nvgLinearGradient(s->vg, alr_x, alr_y, alr_x, alr_y+alr_h, nvgRGBAf(0.0,0.0,0.0,0.05), nvgRGBAf(0.0,0.0,0.0,0.35)); ui_draw_rect(s->vg, alr_x, alr_y, alr_w, alr_h, gradient); nvgFillColor(s->vg, COLOR_WHITE); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE); if (va_size == cereal::ControlsState::AlertSize::SMALL) { ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+15, va_text1, 40*2.5, COLOR_WHITE, s->font_sans_semibold); } else if (va_size == cereal::ControlsState::AlertSize::MID) { ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2-45, va_text1, 48*2.5, COLOR_WHITE, s->font_sans_bold); ui_draw_text(s->vg, alr_x+alr_w/2, alr_y+alr_h/2+75, va_text2, 36*2.5, COLOR_WHITE, s->font_sans_regular); } else if (va_size == cereal::ControlsState::AlertSize::FULL) { nvgFontSize(s->vg, (longAlert1?72:96)*2.5); nvgFontFaceId(s->vg, s->font_sans_bold); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE); nvgTextBox(s->vg, alr_x, alr_y+(longAlert1?360:420), alr_w-60, va_text1, NULL); nvgFontSize(s->vg, 48*2.5); nvgFontFaceId(s->vg, s->font_sans_regular); nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BOTTOM); nvgTextBox(s->vg, alr_x, alr_h-(longAlert1?300:360), alr_w-60, va_text2, NULL); } } static void ui_draw_vision_frame(UIState *s) { const UIScene *scene = &s->scene; const Rect &viz_rect = scene->viz_rect; // 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(viz_rect.x, viz_rect.y, viz_rect.w, 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; // Draw augmented elements if (!scene->frontview && scene->world_objects_visible) { ui_draw_world(s); } // Set Speed, Current Speed, Status/Events if (!scene->frontview) { ui_draw_vision_header(s); } else { ui_draw_driver_view(s); } if (scene->alert_size != cereal::ControlsState::AlertSize::NONE) { ui_draw_vision_alert(s, scene->alert_size, s->status, scene->alert_text1.c_str(), scene->alert_text2.c_str()); } else if (!scene->frontview) { ui_draw_vision_footer(s); } } static void ui_draw_background(UIState *s) { 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) { s->scene.viz_rect = Rect{bdr_s * 3, bdr_s, s->fb_w - 4 * bdr_s, s->fb_h - 2 * bdr_s}; s->scene.ui_viz_ro = 0; if (!s->scene.uilayout_sidebarcollapsed) { s->scene.viz_rect.x = sbr_w + bdr_s; s->scene.viz_rect.w = s->fb_w - s->scene.viz_rect.x - bdr_s; s->scene.ui_viz_ro = -(sbr_w - 6 * bdr_s); } const bool draw_vision = s->started && s->active_app == cereal::UiLayoutState::App::NONE && s->status != STATUS_OFFROAD && s->vision_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); ui_draw_sidebar(s); if (draw_vision) { ui_draw_vision(s); } nvgEndFrame(s->vg); glDisable(GL_BLEND); } void ui_draw_image(NVGcontext *vg, float x, float y, float w, float h, int image, float alpha){ nvgBeginPath(vg); NVGpaint imgPaint = nvgImagePattern(vg, x, y, w, h, 0, image, alpha); nvgRect(vg, x, y, w, h); nvgFillPaint(vg, imgPaint); nvgFill(vg); } void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGcolor color, float r, int width) { nvgBeginPath(vg); r > 0 ? nvgRoundedRect(vg, x, y, w, h, r) : nvgRect(vg, x, y, w, h); if (width) { nvgStrokeColor(vg, color); nvgStrokeWidth(vg, width); nvgStroke(vg); } else { nvgFillColor(vg, color); nvgFill(vg); } } void ui_draw_rect(NVGcontext *vg, float x, float y, float w, float h, NVGpaint &paint, float r){ nvgBeginPath(vg); r > 0? nvgRoundedRect(vg, x, y, w, h, r) : nvgRect(vg, x, y, w, h); nvgFillPaint(vg, paint); nvgFill(vg); } 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" "}\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, }}; // frame from 4/3 to 16/9 display static const mat4 full_to_wide_frame_transform = {{ .75, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; void ui_nvg_init(UIState *s) { // init drawing #ifdef QCOM // on QCOM, we enable MSAA s->vg = nvgCreate(0); #else s->vg = nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG); #endif assert(s->vg); s->font_sans_regular = nvgCreateFont(s->vg, "sans-regular", "../assets/fonts/opensans_regular.ttf"); assert(s->font_sans_regular >= 0); s->font_sans_semibold = nvgCreateFont(s->vg, "sans-semibold", "../assets/fonts/opensans_semibold.ttf"); assert(s->font_sans_semibold >= 0); s->font_sans_bold = nvgCreateFont(s->vg, "sans-bold", "../assets/fonts/opensans_bold.ttf"); assert(s->font_sans_bold >= 0); s->img_wheel = nvgCreateImage(s->vg, "../assets/img_chffr_wheel.png", 1); assert(s->img_wheel != 0); s->img_turn = nvgCreateImage(s->vg, "../assets/img_trafficSign_turn.png", 1); assert(s->img_turn != 0); s->img_face = nvgCreateImage(s->vg, "../assets/img_driver_face.png", 1); assert(s->img_face != 0); s->img_button_settings = nvgCreateImage(s->vg, "../assets/images/button_settings.png", 1); assert(s->img_button_settings != 0); s->img_button_home = nvgCreateImage(s->vg, "../assets/images/button_home.png", 1); assert(s->img_button_home != 0); s->img_battery = nvgCreateImage(s->vg, "../assets/images/battery.png", 1); assert(s->img_battery != 0); s->img_battery_charging = nvgCreateImage(s->vg, "../assets/images/battery_charging.png", 1); assert(s->img_battery_charging != 0); for(int i=0;i<=5;++i) { char network_asset[32]; snprintf(network_asset, sizeof(network_asset), "../assets/images/network_%d.png", i); s->img_network[i] = nvgCreateImage(s->vg, network_asset, 1); assert(s->img_network[i] != 0); } // init gl s->frame_program = load_program(frame_vertex_shader, frame_fragment_shader); assert(s->frame_program); s->frame_pos_loc = glGetAttribLocation(s->frame_program, "aPosition"); s->frame_texcoord_loc = glGetAttribLocation(s->frame_program, "aTexCoord"); s->frame_texture_loc = glGetUniformLocation(s->frame_program, "uTexture"); s->frame_transform_loc = glGetUniformLocation(s->frame_program, "uTransform"); glViewport(0, 0, s->fb_w, s->fb_h); glDisable(GL_DEPTH_TEST); assert(glGetError() == GL_NO_ERROR); for(int i = 0; i < 2; i++) { float x1, x2, y1, y2; if (i == 1) { // flip horizontally so it looks like a mirror x1 = 0.0; x2 = 1.0; y1 = 1.0; y2 = 0.0; } else { x1 = 1.0; x2 = 0.0; y1 = 1.0; y2 = 0.0; } const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3}; const float frame_coords[4][4] = { {-1.0, -1.0, x2, y1}, //bl {-1.0, 1.0, x2, y2}, //tl { 1.0, 1.0, x1, y2}, //tr { 1.0, -1.0, x1, y1}, //br }; glGenVertexArrays(1, &s->frame_vao[i]); glBindVertexArray(s->frame_vao[i]); glGenBuffers(1, &s->frame_vbo[i]); glBindBuffer(GL_ARRAY_BUFFER, s->frame_vbo[i]); glBufferData(GL_ARRAY_BUFFER, sizeof(frame_coords), frame_coords, GL_STATIC_DRAW); glEnableVertexAttribArray(s->frame_pos_loc); glVertexAttribPointer(s->frame_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), (const void *)0); glEnableVertexAttribArray(s->frame_texcoord_loc); glVertexAttribPointer(s->frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), (const void *)(sizeof(float) * 2)); glGenBuffers(1, &s->frame_ibo[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->frame_ibo[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); } s->video_rect = Rect{bdr_s * 3, bdr_s, s->fb_w - 4 * bdr_s, s->fb_h - 2 * bdr_s}; float zx = zoom * 2 * intrinsic_matrix.v[2] / s->video_rect.w; float zy = 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, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, }}; s->front_frame_mat = matmul(device_transform, full_to_wide_frame_transform); s->rear_frame_mat = matmul(device_transform, frame_transform); for(int i = 0; i < UI_BUF_COUNT; i++) { s->khr[i] = 0; s->priv_hnds[i] = NULL; } }