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IQ.Pilot/selfdrive/ui/onroad/cameraview.py
2026-08-22 23:42:42 -05:00

367 lines
12 KiB
Python

import platform
import numpy as np
import pyray as rl
from msgq.visionipc import VisionIpcClient, VisionStreamType, VisionBuf
from openpilot.common.swaglog import cloudlog
from openpilot.system.hardware import EGL_DMA_BUF_SUPPORTED
from openpilot.system.ui.lib.application import gui_app
from openpilot.system.ui.lib.egl import init_egl, create_egl_image, destroy_egl_image, bind_egl_image_to_texture, EGLImage
from openpilot.system.ui.widgets import Widget
from openpilot.selfdrive.ui.ui_state import ui_state
CONNECTION_RETRY_INTERVAL = 0.2 # seconds between connection attempts
VERSION = """
#version 300 es
precision mediump float;
"""
if platform.system() == "Darwin":
VERSION = """
#version 330 core
"""
VERTEX_SHADER = VERSION + """
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
"""
# Choose fragment shader based on platform capabilities
if EGL_DMA_BUF_SUPPORTED:
FRAME_FRAGMENT_SHADER = """
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision mediump float;
in vec2 fragTexCoord;
uniform samplerExternalOES texture0;
out vec4 fragColor;
void main() {
vec4 color = texture(texture0, fragTexCoord);
fragColor = vec4(pow(color.rgb, vec3(1.0/1.28)), color.a);
}
"""
else:
FRAME_FRAGMENT_SHADER = VERSION + """
in vec2 fragTexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
out vec4 fragColor;
void main() {
float y = texture(texture0, fragTexCoord).r;
vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
fragColor = vec4(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x, 1.0);
}
"""
class CameraView(Widget):
def __init__(self, name: str, stream_type: VisionStreamType):
super().__init__()
self._name = name
# Primary stream
self.client = VisionIpcClient(name, stream_type, conflate=True)
self._stream_type = stream_type
self.available_streams: list[VisionStreamType] = []
# Target stream for switching
self._target_client: VisionIpcClient | None = None
self._target_stream_type: VisionStreamType | None = None
self._switching: bool = False
self._texture_needs_update = True
self.last_connection_attempt: float = 0.0
self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAME_FRAGMENT_SHADER)
self._texture1_loc: int = rl.get_shader_location(self.shader, "texture1") if not EGL_DMA_BUF_SUPPORTED else -1
self.frame: VisionBuf | None = None
self.texture_y: rl.Texture | None = None
self.texture_uv: rl.Texture | None = None
# EGL resources
self.egl_images: dict[int, EGLImage] = {}
self.egl_texture: rl.Texture | None = None
self._placeholder_color: rl.Color | None = None
# Initialize EGL for zero-copy rendering on comma 3/3X.
if EGL_DMA_BUF_SUPPORTED:
if not init_egl():
raise RuntimeError("Failed to initialize EGL")
# Create a 1x1 pixel placeholder texture for EGL image binding
temp_image = rl.gen_image_color(1, 1, rl.BLACK)
self.egl_texture = rl.load_texture_from_image(temp_image)
rl.unload_image(temp_image)
ui_state.add_offroad_transition_callback(self._offroad_transition)
def _offroad_transition(self):
# Reconnect if not first time going onroad
if ui_state.is_onroad() and self.frame is not None:
# Prevent old frames from showing when going onroad. Qt has a separate thread
# which drains the VisionIpcClient SubSocket for us. Re-connecting is not enough
# and only clears internal buffers, not the message queue.
self.frame = None
self.available_streams.clear()
if self.client:
del self.client
self.client = VisionIpcClient(self._name, self._stream_type, conflate=True)
def _set_placeholder_color(self, color: rl.Color):
"""Set a placeholder color to be drawn when no frame is available."""
self._placeholder_color = color
def switch_stream(self, stream_type: VisionStreamType) -> None:
if self._stream_type == stream_type:
return
if self._switching and self._target_stream_type == stream_type:
return
cloudlog.debug(f'Preparing switch from {self._stream_type} to {stream_type}')
if self._target_client:
del self._target_client
self._target_stream_type = stream_type
self._target_client = VisionIpcClient(self._name, stream_type, conflate=True)
self._switching = True
@property
def stream_type(self) -> VisionStreamType:
return self._stream_type
def close(self) -> None:
self._clear_textures()
# Clean up EGL texture
if EGL_DMA_BUF_SUPPORTED and self.egl_texture:
rl.unload_texture(self.egl_texture)
self.egl_texture = None
# Clean up shader
if self.shader and self.shader.id:
rl.unload_shader(self.shader)
self.frame = None
self.available_streams.clear()
self.client = None
def __del__(self):
self.close()
def _calc_frame_matrix(self, rect: rl.Rectangle) -> np.ndarray:
if not self.frame:
return np.eye(3)
# Calculate aspect ratios
widget_aspect_ratio = rect.width / rect.height
frame_aspect_ratio = self.frame.width / self.frame.height
# Calculate scaling factors to maintain aspect ratio
zx = min(frame_aspect_ratio / widget_aspect_ratio, 1.0)
zy = min(widget_aspect_ratio / frame_aspect_ratio, 1.0)
return np.array([
[zx, 0.0, 0.0],
[0.0, zy, 0.0],
[0.0, 0.0, 1.0]
])
def _render(self, rect: rl.Rectangle):
if self._switching:
self._handle_switch()
if not self._ensure_connection():
self._draw_placeholder(rect)
return
# Try to get a new buffer without blocking
buffer = self.client.recv(timeout_ms=0)
if buffer:
self._texture_needs_update = True
self.frame = buffer
elif not self.client.is_connected():
# ensure we clear the displayed frame when the connection is lost
self.frame = None
if not self.frame:
self._draw_placeholder(rect)
return
transform = self._calc_frame_matrix(rect)
src_rect = rl.Rectangle(0, 0, float(self.frame.width), float(self.frame.height))
# Flip driver camera horizontally
if self._stream_type == VisionStreamType.VISION_STREAM_DRIVER:
src_rect.width = -src_rect.width
# Calculate scale
scale_x = rect.width * transform[0, 0] # zx
scale_y = rect.height * transform[1, 1] # zy
# Calculate base position (centered)
x_offset = rect.x + (rect.width - scale_x) / 2
y_offset = rect.y + (rect.height - scale_y) / 2
x_offset += transform[0, 2] * rect.width / 2
y_offset += transform[1, 2] * rect.height / 2
dst_rect = rl.Rectangle(x_offset, y_offset, scale_x, scale_y)
# Render with appropriate method
if EGL_DMA_BUF_SUPPORTED:
self._render_egl(src_rect, dst_rect)
else:
self._render_textures(src_rect, dst_rect)
def _draw_placeholder(self, rect: rl.Rectangle):
if self._placeholder_color:
rl.draw_rectangle_rec(rect, self._placeholder_color)
def _render_egl(self, src_rect: rl.Rectangle, dst_rect: rl.Rectangle) -> None:
"""Render using EGL for direct buffer access"""
if self.frame is None or self.egl_texture is None:
return
idx = self.frame.idx
egl_image = self.egl_images.get(idx)
# Create EGL image if needed
if egl_image is None:
egl_image = create_egl_image(self.frame.width, self.frame.height, self.frame.stride, self.frame.fd, self.frame.uv_offset)
if egl_image:
self.egl_images[idx] = egl_image
else:
return
# Update texture dimensions to match current frame
self.egl_texture.width = self.frame.width
self.egl_texture.height = self.frame.height
# Bind the EGL image to our texture
bind_egl_image_to_texture(self.egl_texture.id, egl_image)
# Render with shader
rl.begin_shader_mode(self.shader)
rl.draw_texture_pro(self.egl_texture, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
rl.end_shader_mode()
def _render_textures(self, src_rect: rl.Rectangle, dst_rect: rl.Rectangle) -> None:
"""Render using texture copies"""
if not self.texture_y or not self.texture_uv or self.frame is None:
return
# Update textures with new frame data
if self._texture_needs_update:
y_data = self.frame.data[: self.frame.uv_offset]
uv_data = self.frame.data[self.frame.uv_offset:]
rl.update_texture(self.texture_y, rl.ffi.cast("void *", y_data.ctypes.data))
rl.update_texture(self.texture_uv, rl.ffi.cast("void *", uv_data.ctypes.data))
self._texture_needs_update = False
# Render with shader
rl.begin_shader_mode(self.shader)
rl.set_shader_value_texture(self.shader, self._texture1_loc, self.texture_uv)
rl.draw_texture_pro(self.texture_y, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
rl.end_shader_mode()
def _ensure_connection(self) -> bool:
if not self.client.is_connected():
self.frame = None
self.available_streams.clear()
# Throttle connection attempts
current_time = rl.get_time()
if current_time - self.last_connection_attempt < CONNECTION_RETRY_INTERVAL:
return False
self.last_connection_attempt = current_time
if not self.client.connect(False) or not self.client.num_buffers:
return False
cloudlog.debug(f"Connected to {self._name} stream: {self._stream_type}, buffers: {self.client.num_buffers}")
self._initialize_textures()
self.available_streams = self.client.available_streams(self._name, block=False)
return True
def _handle_switch(self) -> None:
"""Check if target stream is ready and switch immediately."""
if not self._target_client or not self._switching:
return
# Try to connect target if needed
if not self._target_client.is_connected():
if not self._target_client.connect(False) or not self._target_client.num_buffers:
return
cloudlog.debug(f"Target stream connected: {self._target_stream_type}")
# Check if target has frames ready
target_frame = self._target_client.recv(timeout_ms=0)
if target_frame:
self.frame = target_frame # Update current frame to target frame
self._complete_switch()
def _complete_switch(self) -> None:
"""Instantly switch to target stream."""
cloudlog.debug(f"Switching to {self._target_stream_type}")
# Clean up current resources
if self.client:
del self.client
# Switch to target
self.client = self._target_client
self._stream_type = self._target_stream_type
self._texture_needs_update = True
# Reset state
self._target_client = None
self._target_stream_type = None
self._switching = False
# Initialize textures for new stream
self._initialize_textures()
def _initialize_textures(self):
self._clear_textures()
if not EGL_DMA_BUF_SUPPORTED:
self.texture_y = rl.load_texture_from_image(rl.Image(None, int(self.client.stride),
int(self.client.height), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE))
self.texture_uv = rl.load_texture_from_image(rl.Image(None, int(self.client.stride // 2),
int(self.client.height // 2), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA))
def _clear_textures(self):
if self.texture_y and self.texture_y.id:
rl.unload_texture(self.texture_y)
self.texture_y = None
if self.texture_uv and self.texture_uv.id:
rl.unload_texture(self.texture_uv)
self.texture_uv = None
# Clean up EGL resources
if EGL_DMA_BUF_SUPPORTED:
for data in self.egl_images.values():
destroy_egl_image(data)
self.egl_images = {}
if __name__ == "__main__":
gui_app.init_window("camera view")
road = CameraView("camerad", VisionStreamType.VISION_STREAM_ROAD)
for _ in gui_app.render():
road.render(rl.Rectangle(0, 0, gui_app.width, gui_app.height))