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 <math/mat4.h>
25 #include <math/vec3.h>
26 #include <android/hardware/camera/device/3.2/ICameraDevice.h>
27 #include <android-base/logging.h>
28
29 using ::android::hardware::camera::device::V3_2::Stream;
30
31
32 // Simple aliases to make geometric math using vectors more readable
33 static const unsigned X = 0;
34 static const unsigned Y = 1;
35 static const unsigned Z = 2;
36 //static const unsigned W = 3;
37
38
39 // Since we assume no roll in these views, we can simplify the required math
unitVectorFromPitchAndYaw(float pitch,float yaw)40 static android::vec3 unitVectorFromPitchAndYaw(float pitch, float yaw) {
41 float sinPitch, cosPitch;
42 sincosf(pitch, &sinPitch, &cosPitch);
43 float sinYaw, cosYaw;
44 sincosf(yaw, &sinYaw, &cosYaw);
45 return android::vec3(cosPitch * -sinYaw,
46 cosPitch * cosYaw,
47 sinPitch);
48 }
49
50
51 // Helper function to set up a perspective matrix with independent horizontal and vertical
52 // angles of view.
perspective(float hfov,float vfov,float near,float far)53 static android::mat4 perspective(float hfov, float vfov, float near, float far) {
54 const float tanHalfFovX = tanf(hfov * 0.5f);
55 const float tanHalfFovY = tanf(vfov * 0.5f);
56
57 android::mat4 p(0.0f);
58 p[0][0] = 1.0f / tanHalfFovX;
59 p[1][1] = 1.0f / tanHalfFovY;
60 p[2][2] = - (far + near) / (far - near);
61 p[2][3] = -1.0f;
62 p[3][2] = - (2.0f * far * near) / (far - near);
63 return p;
64 }
65
66
67 // Helper function to set up a view matrix for a camera given it's yaw & pitch & location
68 // Yes, with a bit of work, we could use lookAt, but it does a lot of extra work
69 // internally that we can short cut.
cameraLookMatrix(const ConfigManager::CameraInfo & cam)70 static android::mat4 cameraLookMatrix(const ConfigManager::CameraInfo& cam) {
71 float sinYaw, cosYaw;
72 sincosf(cam.yaw, &sinYaw, &cosYaw);
73
74 // Construct principal unit vectors
75 android::vec3 vAt = unitVectorFromPitchAndYaw(cam.pitch, cam.yaw);
76 android::vec3 vRt = android::vec3(cosYaw, sinYaw, 0.0f);
77 android::vec3 vUp = -cross(vAt, vRt);
78 android::vec3 eye = android::vec3(cam.position[X], cam.position[Y], cam.position[Z]);
79
80 android::mat4 Result(1.0f);
81 Result[0][0] = vRt.x;
82 Result[1][0] = vRt.y;
83 Result[2][0] = vRt.z;
84 Result[0][1] = vUp.x;
85 Result[1][1] = vUp.y;
86 Result[2][1] = vUp.z;
87 Result[0][2] =-vAt.x;
88 Result[1][2] =-vAt.y;
89 Result[2][2] =-vAt.z;
90 Result[3][0] =-dot(vRt, eye);
91 Result[3][1] =-dot(vUp, eye);
92 Result[3][2] = dot(vAt, eye);
93 return Result;
94 }
95
96
RenderTopView(sp<IEvsEnumerator> enumerator,const std::vector<ConfigManager::CameraInfo> & camList,const ConfigManager & mConfig)97 RenderTopView::RenderTopView(sp<IEvsEnumerator> enumerator,
98 const std::vector<ConfigManager::CameraInfo>& camList,
99 const ConfigManager& mConfig) :
100 mEnumerator(enumerator),
101 mConfig(mConfig) {
102
103 // Copy the list of cameras we're to employ into our local storage. We'll create and
104 // associate a streaming video texture when we are activated.
105 mActiveCameras.reserve(camList.size());
106 for (unsigned i=0; i<camList.size(); i++) {
107 mActiveCameras.emplace_back(camList[i]);
108 }
109 }
110
111
activate()112 bool RenderTopView::activate() {
113 // Ensure GL is ready to go...
114 if (!prepareGL()) {
115 LOG(ERROR) << "Error initializing GL";
116 return false;
117 }
118
119 // Load our shader programs
120 mPgmAssets.simpleTexture = buildShaderProgram(vtxShader_simpleTexture,
121 pixShader_simpleTexture,
122 "simpleTexture");
123 if (!mPgmAssets.simpleTexture) {
124 LOG(ERROR) << "Failed to build shader program";
125 return false;
126 }
127 mPgmAssets.projectedTexture = buildShaderProgram(vtxShader_projectedTexture,
128 pixShader_projectedTexture,
129 "projectedTexture");
130 if (!mPgmAssets.projectedTexture) {
131 LOG(ERROR) << "Failed to build shader program";
132 return false;
133 }
134
135
136 // Load the checkerboard text image
137 mTexAssets.checkerBoard.reset(createTextureFromPng(
138 "/system/etc/automotive/evs/LabeledChecker.png"));
139 if (!mTexAssets.checkerBoard) {
140 LOG(ERROR) << "Failed to load checkerboard texture";
141 return false;
142 }
143
144 // Load the car image
145 mTexAssets.carTopView.reset(createTextureFromPng(
146 "/system/etc/automotive/evs/CarFromTop.png"));
147 if (!mTexAssets.carTopView) {
148 LOG(ERROR) << "Failed to load carTopView texture";
149 return false;
150 }
151
152
153 // Set up streaming video textures for our associated cameras
154 for (auto&& cam: mActiveCameras) {
155 cam.tex.reset(createVideoTexture(mEnumerator,
156 cam.info.cameraId.c_str(),
157 nullptr,
158 sDisplay));
159 if (!cam.tex) {
160 LOG(ERROR) << "Failed to set up video texture for " << cam.info.cameraId
161 << " (" << cam.info.function << ")";
162 // TODO: For production use, we may actually want to fail in this case, but not yet...
163 // return false;
164 }
165 }
166
167 return true;
168 }
169
170
deactivate()171 void RenderTopView::deactivate() {
172 // Release our video textures
173 // We can't hold onto it because some other Render object might need the same camera
174 // TODO(b/131492626): investigate whether sharing video textures can save
175 // the time.
176 for (auto&& cam: mActiveCameras) {
177 cam.tex = nullptr;
178 }
179 }
180
181
drawFrame(const BufferDesc & tgtBuffer)182 bool RenderTopView::drawFrame(const BufferDesc& tgtBuffer) {
183 // Tell GL to render to the given buffer
184 if (!attachRenderTarget(tgtBuffer)) {
185 LOG(ERROR) << "Failed to attached render target";
186 return false;
187 }
188
189 // Set up our top down projection matrix from car space (world units, Xfwd, Yright, Zup)
190 // to view space (-1 to 1)
191 const float top = mConfig.getDisplayTopLocation();
192 const float bottom = mConfig.getDisplayBottomLocation();
193 const float right = mConfig.getDisplayRightLocation(sAspectRatio);
194 const float left = mConfig.getDisplayLeftLocation(sAspectRatio);
195
196 const float near = 10.0f; // arbitrary top of view volume
197 const float far = 0.0f; // ground plane is at zero
198
199 // We can use a simple, unrotated ortho view since the screen and car space axis are
200 // naturally aligned in the top down view.
201 // TODO: Not sure if flipping top/bottom here is "correct" or a double reverse...
202 // orthoMatrix = android::mat4::ortho(left, right, bottom, top, near, far);
203 orthoMatrix = android::mat4::ortho(left, right, top, bottom, near, far);
204
205
206 // Refresh our video texture contents. We do it all at once in hopes of getting
207 // better coherence among images. This does not guarantee synchronization, of course...
208 for (auto&& cam: mActiveCameras) {
209 if (cam.tex) {
210 cam.tex->refresh();
211 }
212 }
213
214 // Iterate over all the cameras and project their images onto the ground plane
215 for (auto&& cam: mActiveCameras) {
216 renderCameraOntoGroundPlane(cam);
217 }
218
219 // Draw the car image
220 renderCarTopView();
221
222 // Now that everythign is submitted, release our hold on the texture resource
223 detachRenderTarget();
224
225 // Wait for the rendering to finish
226 glFinish();
227 detachRenderTarget();
228 return true;
229 }
230
231
232 //
233 // Responsible for drawing the car's self image in the top down view.
234 // Draws in car model space (units of meters with origin at center of rear axel)
235 // NOTE: We probably want to eventually switch to using a VertexArray based model system.
236 //
renderCarTopView()237 void RenderTopView::renderCarTopView() {
238 // Compute the corners of our image footprint in car space
239 const float carLengthInTexels = mConfig.carGraphicRearPixel() - mConfig.carGraphicFrontPixel();
240 const float carSpaceUnitsPerTexel = mConfig.getCarLength() / carLengthInTexels;
241 const float textureHeightInCarSpace = mTexAssets.carTopView->height() * carSpaceUnitsPerTexel;
242 const float textureAspectRatio = (float)mTexAssets.carTopView->width() /
243 mTexAssets.carTopView->height();
244 const float pixelsBehindCarInImage = mTexAssets.carTopView->height() -
245 mConfig.carGraphicRearPixel();
246 const float textureExtentBehindCarInCarSpace = pixelsBehindCarInImage * carSpaceUnitsPerTexel;
247
248 const float btCS = mConfig.getRearLocation() - textureExtentBehindCarInCarSpace;
249 const float tpCS = textureHeightInCarSpace + btCS;
250 const float ltCS = 0.5f * textureHeightInCarSpace * textureAspectRatio;
251 const float rtCS = -ltCS;
252
253 GLfloat vertsCarPos[] = { ltCS, tpCS, 0.0f, // left top in car space
254 rtCS, tpCS, 0.0f, // right top
255 ltCS, btCS, 0.0f, // left bottom
256 rtCS, btCS, 0.0f // right bottom
257 };
258 // NOTE: We didn't flip the image in the texture, so V=0 is actually the top of the image
259 GLfloat vertsCarTex[] = { 0.0f, 0.0f, // left top
260 1.0f, 0.0f, // right top
261 0.0f, 1.0f, // left bottom
262 1.0f, 1.0f // right bottom
263 };
264 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsCarPos);
265 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertsCarTex);
266 glEnableVertexAttribArray(0);
267 glEnableVertexAttribArray(1);
268
269
270 glEnable(GL_BLEND);
271 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
272
273 glUseProgram(mPgmAssets.simpleTexture);
274 GLint loc = glGetUniformLocation(mPgmAssets.simpleTexture, "cameraMat");
275 glUniformMatrix4fv(loc, 1, false, orthoMatrix.asArray());
276 glBindTexture(GL_TEXTURE_2D, mTexAssets.carTopView->glId());
277
278 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
279
280
281 glDisable(GL_BLEND);
282
283 glDisableVertexAttribArray(0);
284 glDisableVertexAttribArray(1);
285 }
286
287
288 // NOTE: Might be worth reviewing the ideas at
289 // http://math.stackexchange.com/questions/1691895/inverse-of-perspective-matrix
290 // to see if that simplifies the math, although we'll still want to compute the actual ground
291 // interception points taking into account the pitchLimit as below.
renderCameraOntoGroundPlane(const ActiveCamera & cam)292 void RenderTopView::renderCameraOntoGroundPlane(const ActiveCamera& cam) {
293 // How far is the farthest any camera should even consider projecting it's image?
294 const float visibleSizeV = mConfig.getDisplayTopLocation() - mConfig.getDisplayBottomLocation();
295 const float visibleSizeH = visibleSizeV * sAspectRatio;
296 const float maxRange = (visibleSizeH > visibleSizeV) ? visibleSizeH : visibleSizeV;
297
298 // Construct the projection matrix (View + Projection) associated with this sensor
299 // TODO: Consider just hard coding the far plane distance as it likely doesn't matter
300 const android::mat4 V = cameraLookMatrix(cam.info);
301 const android::mat4 P = perspective(cam.info.hfov, cam.info.vfov, cam.info.position[Z], maxRange);
302 const android::mat4 projectionMatix = P*V;
303
304 // Just draw the whole darn ground plane for now -- we're wasting fill rate, but so what?
305 // A 2x optimization would be to draw only the 1/2 space of the window in the direction
306 // the sensor is facing. A more complex solution would be to construct the intersection
307 // of the sensor volume with the ground plane and render only that geometry.
308 const float top = mConfig.getDisplayTopLocation();
309 const float bottom = mConfig.getDisplayBottomLocation();
310 const float wsHeight = top - bottom;
311 const float wsWidth = wsHeight * sAspectRatio;
312 const float right = wsWidth * 0.5f;
313 const float left = -right;
314
315 const android::vec3 topLeft(left, top, 0.0f);
316 const android::vec3 topRight(right, top, 0.0f);
317 const android::vec3 botLeft(left, bottom, 0.0f);
318 const android::vec3 botRight(right, bottom, 0.0f);
319
320 GLfloat vertsPos[] = { topLeft[X], topLeft[Y], topLeft[Z],
321 topRight[X], topRight[Y], topRight[Z],
322 botLeft[X], botLeft[Y], botLeft[Z],
323 botRight[X], botRight[Y], botRight[Z],
324 };
325 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsPos);
326 glEnableVertexAttribArray(0);
327
328
329 glDisable(GL_BLEND);
330
331 glUseProgram(mPgmAssets.projectedTexture);
332 GLint locCam = glGetUniformLocation(mPgmAssets.projectedTexture, "cameraMat");
333 glUniformMatrix4fv(locCam, 1, false, orthoMatrix.asArray());
334 GLint locProj = glGetUniformLocation(mPgmAssets.projectedTexture, "projectionMat");
335 glUniformMatrix4fv(locProj, 1, false, projectionMatix.asArray());
336
337 GLuint texId;
338 if (cam.tex) {
339 texId = cam.tex->glId();
340 } else {
341 texId = mTexAssets.checkerBoard->glId();
342 }
343 glBindTexture(GL_TEXTURE_2D, texId);
344
345 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
346
347
348 glDisableVertexAttribArray(0);
349 }
350