/* * Copyright (C) 2017 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "RenderTopView.h" #include "VideoTex.h" #include "glError.h" #include "shader.h" #include "shader_simpleTex.h" #include "shader_projectedTex.h" #include #include #include // Simple aliases to make geometric math using vectors more readable static const unsigned X = 0; static const unsigned Y = 1; static const unsigned Z = 2; //static const unsigned W = 3; // Since we assume no roll in these views, we can simplify the required math static android::vec3 unitVectorFromPitchAndYaw(float pitch, float yaw) { float sinPitch, cosPitch; sincosf(pitch, &sinPitch, &cosPitch); float sinYaw, cosYaw; sincosf(yaw, &sinYaw, &cosYaw); return android::vec3(cosPitch * -sinYaw, cosPitch * cosYaw, sinPitch); } // Helper function to set up a perspective matrix with independent horizontal and vertical // angles of view. static android::mat4 perspective(float hfov, float vfov, float near, float far) { const float tanHalfFovX = tanf(hfov * 0.5f); const float tanHalfFovY = tanf(vfov * 0.5f); android::mat4 p(0.0f); p[0][0] = 1.0f / tanHalfFovX; p[1][1] = 1.0f / tanHalfFovY; p[2][2] = - (far + near) / (far - near); p[2][3] = -1.0f; p[3][2] = - (2.0f * far * near) / (far - near); return p; } // Helper function to set up a view matrix for a camera given it's yaw & pitch & location // Yes, with a bit of work, we could use lookAt, but it does a lot of extra work // internally that we can short cut. static android::mat4 cameraLookMatrix(const ConfigManager::CameraInfo& cam) { float sinYaw, cosYaw; sincosf(cam.yaw, &sinYaw, &cosYaw); // Construct principal unit vectors android::vec3 vAt = unitVectorFromPitchAndYaw(cam.pitch, cam.yaw); android::vec3 vRt = android::vec3(cosYaw, sinYaw, 0.0f); android::vec3 vUp = -cross(vAt, vRt); android::vec3 eye = android::vec3(cam.position[X], cam.position[Y], cam.position[Z]); android::mat4 Result(1.0f); Result[0][0] = vRt.x; Result[1][0] = vRt.y; Result[2][0] = vRt.z; Result[0][1] = vUp.x; Result[1][1] = vUp.y; Result[2][1] = vUp.z; Result[0][2] =-vAt.x; Result[1][2] =-vAt.y; Result[2][2] =-vAt.z; Result[3][0] =-dot(vRt, eye); Result[3][1] =-dot(vUp, eye); Result[3][2] = dot(vAt, eye); return Result; } RenderTopView::RenderTopView(sp enumerator, const std::vector& camList, const ConfigManager& mConfig) : mEnumerator(enumerator), mConfig(mConfig) { // Copy the list of cameras we're to employ into our local storage. We'll create and // associate a streaming video texture when we are activated. mActiveCameras.reserve(camList.size()); for (unsigned i=0; irefresh(); } } // Iterate over all the cameras and project their images onto the ground plane for (auto&& cam: mActiveCameras) { renderCameraOntoGroundPlane(cam); } // Draw the car image renderCarTopView(); // Now that everythign is submitted, release our hold on the texture resource detachRenderTarget(); // Wait for the rendering to finish glFinish(); detachRenderTarget(); return true; } // // Responsible for drawing the car's self image in the top down view. // Draws in car model space (units of meters with origin at center of rear axel) // NOTE: We probably want to eventually switch to using a VertexArray based model system. // void RenderTopView::renderCarTopView() { // Compute the corners of our image footprint in car space const float carLengthInTexels = mConfig.carGraphicRearPixel() - mConfig.carGraphicFrontPixel(); const float carSpaceUnitsPerTexel = mConfig.getCarLength() / carLengthInTexels; const float textureHeightInCarSpace = mTexAssets.carTopView->height() * carSpaceUnitsPerTexel; const float textureAspectRatio = (float)mTexAssets.carTopView->width() / mTexAssets.carTopView->height(); const float pixelsBehindCarInImage = mTexAssets.carTopView->height() - mConfig.carGraphicRearPixel(); const float textureExtentBehindCarInCarSpace = pixelsBehindCarInImage * carSpaceUnitsPerTexel; const float btCS = mConfig.getRearLocation() - textureExtentBehindCarInCarSpace; const float tpCS = textureHeightInCarSpace + btCS; const float ltCS = 0.5f * textureHeightInCarSpace * textureAspectRatio; const float rtCS = -ltCS; GLfloat vertsCarPos[] = { ltCS, tpCS, 0.0f, // left top in car space rtCS, tpCS, 0.0f, // right top ltCS, btCS, 0.0f, // left bottom rtCS, btCS, 0.0f // right bottom }; // NOTE: We didn't flip the image in the texture, so V=0 is actually the top of the image GLfloat vertsCarTex[] = { 0.0f, 0.0f, // left top 1.0f, 0.0f, // right top 0.0f, 1.0f, // left bottom 1.0f, 1.0f // right bottom }; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsCarPos); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertsCarTex); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(mPgmAssets.simpleTexture); GLint loc = glGetUniformLocation(mPgmAssets.simpleTexture, "cameraMat"); glUniformMatrix4fv(loc, 1, false, orthoMatrix.asArray()); glBindTexture(GL_TEXTURE_2D, mTexAssets.carTopView->glId()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } // NOTE: Might be worth reviewing the ideas at // http://math.stackexchange.com/questions/1691895/inverse-of-perspective-matrix // to see if that simplifies the math, although we'll still want to compute the actual ground // interception points taking into account the pitchLimit as below. void RenderTopView::renderCameraOntoGroundPlane(const ActiveCamera& cam) { // How far is the farthest any camera should even consider projecting it's image? const float visibleSizeV = mConfig.getDisplayTopLocation() - mConfig.getDisplayBottomLocation(); const float visibleSizeH = visibleSizeV * sAspectRatio; const float maxRange = (visibleSizeH > visibleSizeV) ? visibleSizeH : visibleSizeV; // Construct the projection matrix (View + Projection) associated with this sensor // TODO: Consider just hard coding the far plane distance as it likely doesn't matter const android::mat4 V = cameraLookMatrix(cam.info); const android::mat4 P = perspective(cam.info.hfov, cam.info.vfov, cam.info.position[Z], maxRange); const android::mat4 projectionMatix = P*V; // Just draw the whole darn ground plane for now -- we're wasting fill rate, but so what? // A 2x optimization would be to draw only the 1/2 space of the window in the direction // the sensor is facing. A more complex solution would be to construct the intersection // of the sensor volume with the ground plane and render only that geometry. const float top = mConfig.getDisplayTopLocation(); const float bottom = mConfig.getDisplayBottomLocation(); const float wsHeight = top - bottom; const float wsWidth = wsHeight * sAspectRatio; const float right = wsWidth * 0.5f; const float left = -right; const android::vec3 topLeft(left, top, 0.0f); const android::vec3 topRight(right, top, 0.0f); const android::vec3 botLeft(left, bottom, 0.0f); const android::vec3 botRight(right, bottom, 0.0f); GLfloat vertsPos[] = { topLeft[X], topLeft[Y], topLeft[Z], topRight[X], topRight[Y], topRight[Z], botLeft[X], botLeft[Y], botLeft[Z], botRight[X], botRight[Y], botRight[Z], }; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsPos); glEnableVertexAttribArray(0); glDisable(GL_BLEND); glUseProgram(mPgmAssets.projectedTexture); GLint locCam = glGetUniformLocation(mPgmAssets.projectedTexture, "cameraMat"); glUniformMatrix4fv(locCam, 1, false, orthoMatrix.asArray()); GLint locProj = glGetUniformLocation(mPgmAssets.projectedTexture, "projectionMat"); glUniformMatrix4fv(locProj, 1, false, projectionMatix.asArray()); GLuint texId; if (cam.tex) { texId = cam.tex->glId(); } else { texId = mTexAssets.checkerBoard->glId(); } glBindTexture(GL_TEXTURE_2D, texId); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(0); }