1 /*
2 * Copyright (C) 2017 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include "RenderTopView.h"
18 #include "VideoTex.h"
19 #include "glError.h"
20 #include "shader.h"
21 #include "shader_simpleTex.h"
22 #include "shader_projectedTex.h"
23
24 #include <log/log.h>
25 #include <math/mat4.h>
26 #include <math/vec3.h>
27
28
29 // Simple aliases to make geometric math using vectors more readable
30 static const unsigned X = 0;
31 static const unsigned Y = 1;
32 static const unsigned Z = 2;
33 //static const unsigned W = 3;
34
35
36 // Since we assume no roll in these views, we can simplify the required math
unitVectorFromPitchAndYaw(float pitch,float yaw)37 static android::vec3 unitVectorFromPitchAndYaw(float pitch, float yaw) {
38 float sinPitch, cosPitch;
39 sincosf(pitch, &sinPitch, &cosPitch);
40 float sinYaw, cosYaw;
41 sincosf(yaw, &sinYaw, &cosYaw);
42 return android::vec3(cosPitch * -sinYaw,
43 cosPitch * cosYaw,
44 sinPitch);
45 }
46
47
48 // Helper function to set up a perspective matrix with independent horizontal and vertical
49 // angles of view.
perspective(float hfov,float vfov,float near,float far)50 static android::mat4 perspective(float hfov, float vfov, float near, float far) {
51 const float tanHalfFovX = tanf(hfov * 0.5f);
52 const float tanHalfFovY = tanf(vfov * 0.5f);
53
54 android::mat4 p(0.0f);
55 p[0][0] = 1.0f / tanHalfFovX;
56 p[1][1] = 1.0f / tanHalfFovY;
57 p[2][2] = - (far + near) / (far - near);
58 p[2][3] = -1.0f;
59 p[3][2] = - (2.0f * far * near) / (far - near);
60 return p;
61 }
62
63
64 // Helper function to set up a view matrix for a camera given it's yaw & pitch & location
65 // Yes, with a bit of work, we could use lookAt, but it does a lot of extra work
66 // internally that we can short cut.
cameraLookMatrix(const ConfigManager::CameraInfo & cam)67 static android::mat4 cameraLookMatrix(const ConfigManager::CameraInfo& cam) {
68 float sinYaw, cosYaw;
69 sincosf(cam.yaw, &sinYaw, &cosYaw);
70
71 // Construct principal unit vectors
72 android::vec3 vAt = unitVectorFromPitchAndYaw(cam.pitch, cam.yaw);
73 android::vec3 vRt = android::vec3(cosYaw, sinYaw, 0.0f);
74 android::vec3 vUp = -cross(vAt, vRt);
75 android::vec3 eye = android::vec3(cam.position[X], cam.position[Y], cam.position[Z]);
76
77 android::mat4 Result(1.0f);
78 Result[0][0] = vRt.x;
79 Result[1][0] = vRt.y;
80 Result[2][0] = vRt.z;
81 Result[0][1] = vUp.x;
82 Result[1][1] = vUp.y;
83 Result[2][1] = vUp.z;
84 Result[0][2] =-vAt.x;
85 Result[1][2] =-vAt.y;
86 Result[2][2] =-vAt.z;
87 Result[3][0] =-dot(vRt, eye);
88 Result[3][1] =-dot(vUp, eye);
89 Result[3][2] = dot(vAt, eye);
90 return Result;
91 }
92
93
RenderTopView(sp<IEvsEnumerator> enumerator,const std::vector<ConfigManager::CameraInfo> & camList,const ConfigManager & mConfig)94 RenderTopView::RenderTopView(sp<IEvsEnumerator> enumerator,
95 const std::vector<ConfigManager::CameraInfo>& camList,
96 const ConfigManager& mConfig) :
97 mEnumerator(enumerator),
98 mConfig(mConfig) {
99
100 // Copy the list of cameras we're to employ into our local storage. We'll create and
101 // associate a streaming video texture when we are activated.
102 mActiveCameras.reserve(camList.size());
103 for (unsigned i=0; i<camList.size(); i++) {
104 mActiveCameras.emplace_back(camList[i]);
105 }
106 }
107
108
activate()109 bool RenderTopView::activate() {
110 // Ensure GL is ready to go...
111 if (!prepareGL()) {
112 ALOGE("Error initializing GL");
113 return false;
114 }
115
116 // Load our shader programs
117 mPgmAssets.simpleTexture = buildShaderProgram(vtxShader_simpleTexture,
118 pixShader_simpleTexture,
119 "simpleTexture");
120 if (!mPgmAssets.simpleTexture) {
121 ALOGE("Failed to build shader program");
122 return false;
123 }
124 mPgmAssets.projectedTexture = buildShaderProgram(vtxShader_projectedTexture,
125 pixShader_projectedTexture,
126 "projectedTexture");
127 if (!mPgmAssets.projectedTexture) {
128 ALOGE("Failed to build shader program");
129 return false;
130 }
131
132
133 // Load the checkerboard text image
134 mTexAssets.checkerBoard.reset(createTextureFromPng(
135 "/system/etc/automotive/evs/LabeledChecker.png"));
136 if (!mTexAssets.checkerBoard) {
137 ALOGE("Failed to load checkerboard texture");
138 return false;
139 }
140
141 // Load the car image
142 mTexAssets.carTopView.reset(createTextureFromPng(
143 "/system/etc/automotive/evs/CarFromTop.png"));
144 if (!mTexAssets.carTopView) {
145 ALOGE("Failed to load carTopView texture");
146 return false;
147 }
148
149
150 // Set up streaming video textures for our associated cameras
151 for (auto&& cam: mActiveCameras) {
152 cam.tex.reset(createVideoTexture(mEnumerator, cam.info.cameraId.c_str(), sDisplay));
153 if (!cam.tex) {
154 ALOGE("Failed to set up video texture for %s (%s)",
155 cam.info.cameraId.c_str(), cam.info.function.c_str());
156 // TODO: For production use, we may actually want to fail in this case, but not yet...
157 // return false;
158 }
159 }
160
161 return true;
162 }
163
164
deactivate()165 void RenderTopView::deactivate() {
166 // Release our video textures
167 // We can't hold onto it because some other Render object might need the same camera
168 // TODO: If start/stop costs become a problem, we could share video textures
169 for (auto&& cam: mActiveCameras) {
170 cam.tex = nullptr;
171 }
172 }
173
174
drawFrame(const BufferDesc & tgtBuffer)175 bool RenderTopView::drawFrame(const BufferDesc& tgtBuffer) {
176 // Tell GL to render to the given buffer
177 if (!attachRenderTarget(tgtBuffer)) {
178 ALOGE("Failed to attached render target");
179 return false;
180 }
181
182 // Set up our top down projection matrix from car space (world units, Xfwd, Yright, Zup)
183 // to view space (-1 to 1)
184 const float top = mConfig.getDisplayTopLocation();
185 const float bottom = mConfig.getDisplayBottomLocation();
186 const float right = mConfig.getDisplayRightLocation(sAspectRatio);
187 const float left = mConfig.getDisplayLeftLocation(sAspectRatio);
188
189 const float near = 10.0f; // arbitrary top of view volume
190 const float far = 0.0f; // ground plane is at zero
191
192 // We can use a simple, unrotated ortho view since the screen and car space axis are
193 // naturally aligned in the top down view.
194 // TODO: Not sure if flipping top/bottom here is "correct" or a double reverse...
195 // orthoMatrix = android::mat4::ortho(left, right, bottom, top, near, far);
196 orthoMatrix = android::mat4::ortho(left, right, top, bottom, near, far);
197
198
199 // Refresh our video texture contents. We do it all at once in hopes of getting
200 // better coherence among images. This does not guarantee synchronization, of course...
201 for (auto&& cam: mActiveCameras) {
202 if (cam.tex) {
203 cam.tex->refresh();
204 }
205 }
206
207 // Iterate over all the cameras and project their images onto the ground plane
208 for (auto&& cam: mActiveCameras) {
209 renderCameraOntoGroundPlane(cam);
210 }
211
212 // Draw the car image
213 renderCarTopView();
214
215 // Wait for the rendering to finish
216 glFinish();
217
218 return true;
219 }
220
221
222 //
223 // Responsible for drawing the car's self image in the top down view.
224 // Draws in car model space (units of meters with origin at center of rear axel)
225 // NOTE: We probably want to eventually switch to using a VertexArray based model system.
226 //
renderCarTopView()227 void RenderTopView::renderCarTopView() {
228 // Compute the corners of our image footprint in car space
229 const float carLengthInTexels = mConfig.carGraphicRearPixel() - mConfig.carGraphicFrontPixel();
230 const float carSpaceUnitsPerTexel = mConfig.getCarLength() / carLengthInTexels;
231 const float textureHeightInCarSpace = mTexAssets.carTopView->height() * carSpaceUnitsPerTexel;
232 const float textureAspectRatio = (float)mTexAssets.carTopView->width() /
233 mTexAssets.carTopView->height();
234 const float pixelsBehindCarInImage = mTexAssets.carTopView->height() -
235 mConfig.carGraphicRearPixel();
236 const float textureExtentBehindCarInCarSpace = pixelsBehindCarInImage * carSpaceUnitsPerTexel;
237
238 const float btCS = mConfig.getRearLocation() - textureExtentBehindCarInCarSpace;
239 const float tpCS = textureHeightInCarSpace + btCS;
240 const float ltCS = 0.5f * textureHeightInCarSpace * textureAspectRatio;
241 const float rtCS = -ltCS;
242
243 GLfloat vertsCarPos[] = { ltCS, tpCS, 0.0f, // left top in car space
244 rtCS, tpCS, 0.0f, // right top
245 ltCS, btCS, 0.0f, // left bottom
246 rtCS, btCS, 0.0f // right bottom
247 };
248 // NOTE: We didn't flip the image in the texture, so V=0 is actually the top of the image
249 GLfloat vertsCarTex[] = { 0.0f, 0.0f, // left top
250 1.0f, 0.0f, // right top
251 0.0f, 1.0f, // left bottom
252 1.0f, 1.0f // right bottom
253 };
254 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsCarPos);
255 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertsCarTex);
256 glEnableVertexAttribArray(0);
257 glEnableVertexAttribArray(1);
258
259
260 glEnable(GL_BLEND);
261 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
262
263 glUseProgram(mPgmAssets.simpleTexture);
264 GLint loc = glGetUniformLocation(mPgmAssets.simpleTexture, "cameraMat");
265 glUniformMatrix4fv(loc, 1, false, orthoMatrix.asArray());
266 glBindTexture(GL_TEXTURE_2D, mTexAssets.carTopView->glId());
267
268 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
269
270
271 glDisable(GL_BLEND);
272
273 glDisableVertexAttribArray(0);
274 glDisableVertexAttribArray(1);
275 }
276
277
278 // NOTE: Might be worth reviewing the ideas at
279 // http://math.stackexchange.com/questions/1691895/inverse-of-perspective-matrix
280 // to see if that simplifies the math, although we'll still want to compute the actual ground
281 // interception points taking into account the pitchLimit as below.
renderCameraOntoGroundPlane(const ActiveCamera & cam)282 void RenderTopView::renderCameraOntoGroundPlane(const ActiveCamera& cam) {
283 // How far is the farthest any camera should even consider projecting it's image?
284 const float visibleSizeV = mConfig.getDisplayTopLocation() - mConfig.getDisplayBottomLocation();
285 const float visibleSizeH = visibleSizeV * sAspectRatio;
286 const float maxRange = (visibleSizeH > visibleSizeV) ? visibleSizeH : visibleSizeV;
287
288 // Construct the projection matrix (View + Projection) associated with this sensor
289 // TODO: Consider just hard coding the far plane distance as it likely doesn't matter
290 const android::mat4 V = cameraLookMatrix(cam.info);
291 const android::mat4 P = perspective(cam.info.hfov, cam.info.vfov, cam.info.position[Z], maxRange);
292 const android::mat4 projectionMatix = P*V;
293
294 // Just draw the whole darn ground plane for now -- we're wasting fill rate, but so what?
295 // A 2x optimization would be to draw only the 1/2 space of the window in the direction
296 // the sensor is facing. A more complex solution would be to construct the intersection
297 // of the sensor volume with the ground plane and render only that geometry.
298 const float top = mConfig.getDisplayTopLocation();
299 const float bottom = mConfig.getDisplayBottomLocation();
300 const float wsHeight = top - bottom;
301 const float wsWidth = wsHeight * sAspectRatio;
302 const float right = wsWidth * 0.5f;
303 const float left = -right;
304
305 const android::vec3 topLeft(left, top, 0.0f);
306 const android::vec3 topRight(right, top, 0.0f);
307 const android::vec3 botLeft(left, bottom, 0.0f);
308 const android::vec3 botRight(right, bottom, 0.0f);
309
310 GLfloat vertsPos[] = { topLeft[X], topLeft[Y], topLeft[Z],
311 topRight[X], topRight[Y], topRight[Z],
312 botLeft[X], botLeft[Y], botLeft[Z],
313 botRight[X], botRight[Y], botRight[Z],
314 };
315 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsPos);
316 glEnableVertexAttribArray(0);
317
318
319 glDisable(GL_BLEND);
320
321 glUseProgram(mPgmAssets.projectedTexture);
322 GLint locCam = glGetUniformLocation(mPgmAssets.projectedTexture, "cameraMat");
323 glUniformMatrix4fv(locCam, 1, false, orthoMatrix.asArray());
324 GLint locProj = glGetUniformLocation(mPgmAssets.projectedTexture, "projectionMat");
325 glUniformMatrix4fv(locProj, 1, false, projectionMatix.asArray());
326
327 GLuint texId;
328 if (cam.tex) {
329 texId = cam.tex->glId();
330 } else {
331 texId = mTexAssets.checkerBoard->glId();
332 }
333 glBindTexture(GL_TEXTURE_2D, texId);
334
335 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
336
337
338 glDisableVertexAttribArray(0);
339 }
340