mirror of
https://github.com/firestar5683/StarPilot.git
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system/ui: GPU-accelerated polygon rendering with anti-aliasing and gradients (#35357)
* Add GPU-accelerated polygon rendering with anti-aliased edges and gradient support * use np array * update ModelRenderer * ndarray * cleanup * improve shader * Revert "improve shader" This reverts commit 992247617a9947bceb365f7b056fed6ebed3793d. * improve shader for smoother edges
This commit is contained in:
@@ -0,0 +1,338 @@
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import pyray as rl
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import numpy as np
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from typing import Any
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FRAGMENT_SHADER = """
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#version 300 es
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precision mediump float;
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in vec2 fragTexCoord;
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out vec4 finalColor;
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uniform vec2 points[100];
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uniform int pointCount;
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uniform vec4 fillColor;
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uniform vec2 resolution;
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uniform bool useGradient;
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uniform vec2 gradientStart;
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uniform vec2 gradientEnd;
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uniform vec4 gradientColors[8];
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uniform float gradientStops[8];
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uniform int gradientColorCount;
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vec4 getGradientColor(vec2 pos) {
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vec2 gradientDir = gradientEnd - gradientStart;
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float gradientLength = length(gradientDir);
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if (gradientLength < 0.001) return gradientColors[0];
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vec2 normalizedDir = gradientDir / gradientLength;
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vec2 pointVec = pos - gradientStart;
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float projection = dot(pointVec, normalizedDir);
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float t = clamp(projection / gradientLength, 0.0, 1.0);
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for (int i = 0; i < gradientColorCount - 1; i++) {
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if (t >= gradientStops[i] && t <= gradientStops[i+1]) {
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float segmentT = (t - gradientStops[i]) / (gradientStops[i+1] - gradientStops[i]);
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return mix(gradientColors[i], gradientColors[i+1], segmentT);
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}
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}
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return gradientColors[gradientColorCount-1];
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}
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bool isPointInsidePolygon(vec2 p) {
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if (pointCount < 3) return false;
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if (pointCount == 3) {
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vec2 v0 = points[0];
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vec2 v1 = points[1];
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vec2 v2 = points[2];
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float d = (v1.y - v2.y) * (v0.x - v2.x) + (v2.x - v1.x) * (v0.y - v2.y);
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if (abs(d) < 0.0001) return false;
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float a = ((v1.y - v2.y) * (p.x - v2.x) + (v2.x - v1.x) * (p.y - v2.y)) / d;
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float b = ((v2.y - v0.y) * (p.x - v2.x) + (v0.x - v2.x) * (p.y - v2.y)) / d;
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float c = 1.0 - a - b;
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return (a >= 0.0 && b >= 0.0 && c >= 0.0);
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}
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bool inside = false;
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for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
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if (distance(points[i], points[j]) < 0.0001) continue;
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float dy = points[j].y - points[i].y;
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if (abs(dy) < 0.0001) continue;
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if (((points[i].y > p.y) != (points[j].y > p.y))) {
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float x_intersect = points[i].x + (points[j].x - points[i].x) * (p.y - points[i].y) / dy;
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if (p.x < x_intersect) {
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inside = !inside;
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}
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}
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}
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return inside;
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}
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float distanceToEdge(vec2 p) {
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float minDist = 1000.0;
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for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
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vec2 edge0 = points[j];
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vec2 edge1 = points[i];
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if (distance(edge0, edge1) < 0.0001) continue;
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vec2 v1 = p - edge0;
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vec2 v2 = edge1 - edge0;
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float l2 = dot(v2, v2);
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if (l2 < 0.0001) {
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float dist = length(v1);
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minDist = min(minDist, dist);
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continue;
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}
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float t = clamp(dot(v1, v2) / l2, 0.0, 1.0);
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vec2 projection = edge0 + t * v2;
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float dist = length(p - projection);
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minDist = min(minDist, dist);
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}
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return minDist;
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}
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float signedDistanceToPolygon(vec2 p) {
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float dist = distanceToEdge(p);
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bool inside = isPointInsidePolygon(p);
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return inside ? dist : -dist;
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}
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void main() {
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vec2 pixel = fragTexCoord * resolution;
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float signedDist = signedDistanceToPolygon(pixel);
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vec2 pixelGrad = vec2(dFdx(pixel.x), dFdy(pixel.y));
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float pixelSize = length(pixelGrad);
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float aaWidth = max(0.5, pixelSize * 1.0);
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float alpha = smoothstep(-aaWidth, aaWidth, signedDist);
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if (alpha > 0.0) {
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vec4 color;
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if (useGradient) {
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color = getGradientColor(fragTexCoord);
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} else {
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color = fillColor;
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}
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finalColor = vec4(color.rgb, color.a * alpha);
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} else {
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finalColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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"""
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# Default vertex shader
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VERTEX_SHADER = """
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#version 300 es
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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out vec2 fragTexCoord;
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uniform mat4 mvp;
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void main() {
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fragTexCoord = vertexTexCoord;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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"""
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class ShaderState:
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_instance: Any = None
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@classmethod
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def get_instance(cls):
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if cls._instance is None:
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cls._instance = cls()
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return cls._instance
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def __init__(self):
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if ShaderState._instance is not None:
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raise Exception("This class is a singleton. Use get_instance() instead.")
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self.initialized = False
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self.shader = None
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self.white_texture = None
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# Shader uniform locations
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self.locations = {
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'pointCount': None,
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'fillColor': None,
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'resolution': None,
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'points': None,
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'useGradient': None,
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'gradientStart': None,
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'gradientEnd': None,
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'gradientColors': None,
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'gradientStops': None,
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'gradientColorCount': None,
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'mvp': None,
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}
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def initialize(self):
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if self.initialized:
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return
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vertex_shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_SHADER)
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self.shader = vertex_shader
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# Create and cache white texture
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white_img = rl.gen_image_color(2, 2, rl.WHITE)
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self.white_texture = rl.load_texture_from_image(white_img)
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rl.set_texture_filter(self.white_texture, rl.TEXTURE_FILTER_BILINEAR)
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rl.unload_image(white_img)
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# Cache all uniform locations
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for uniform in self.locations.keys():
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self.locations[uniform] = rl.get_shader_location(self.shader, uniform)
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# Setup default MVP matrix
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mvp_ptr = rl.ffi.new("float[16]", [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])
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rl.set_shader_value_matrix(self.shader, self.locations['mvp'], rl.Matrix(*mvp_ptr))
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self.initialized = True
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def cleanup(self):
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if not self.initialized:
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return
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if self.white_texture:
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rl.unload_texture(self.white_texture)
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self.white_texture = None
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if self.shader:
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rl.unload_shader(self.shader)
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self.shader = None
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self.initialized = False
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def draw_polygon(points: np.ndarray, color=None, gradient=None):
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"""
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Draw a complex polygon using shader-based even-odd fill rule
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Args:
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points: List of (x,y) points defining the polygon
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color: Solid fill color (rl.Color)
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gradient: Dict with gradient parameters:
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{
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'start': (x1, y1), # Start point (normalized 0-1)
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'end': (x2, y2), # End point (normalized 0-1)
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'colors': [rl.Color], # List of colors at stops
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'stops': [float] # List of positions (0-1)
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}
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"""
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if len(points) < 3:
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return
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# Get shader state singleton
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state = ShaderState.get_instance()
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# Initialize shader if not already done
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if not state.initialized:
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state.initialize()
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# Find bounding box
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min_xy = np.min(points, axis=0)
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min_x, min_y = min_xy
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max_x, max_y = np.max(points, axis=0)
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width = max(1, max_x - min_x)
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height = max(1, max_y - min_y)
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# Transform points to shader space
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transformed_points = points - min_xy
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# Set basic shader uniforms using cached locations
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point_count_ptr = rl.ffi.new("int[]", [len(transformed_points)])
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rl.set_shader_value(state.shader, state.locations['pointCount'], point_count_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
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resolution_ptr = rl.ffi.new("float[]", [width, height])
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rl.set_shader_value(state.shader, state.locations['resolution'], resolution_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)
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# Set points
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flat_points = np.ascontiguousarray(transformed_points.flatten().astype(np.float32))
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points_ptr = rl.ffi.cast("float *", flat_points.ctypes.data)
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rl.set_shader_value_v(
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state.shader, state.locations['points'], points_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2, len(transformed_points)
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)
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# Set gradient or solid color based on what was provided
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if gradient:
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# Enable gradient
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use_gradient_ptr = rl.ffi.new("int[]", [1])
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rl.set_shader_value(state.shader, state.locations['useGradient'], use_gradient_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
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# Set gradient start/end
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start_ptr = rl.ffi.new("float[]", [gradient['start'][0], gradient['start'][1]])
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end_ptr = rl.ffi.new("float[]", [gradient['end'][0], gradient['end'][1]])
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rl.set_shader_value(state.shader, state.locations['gradientStart'], start_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)
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rl.set_shader_value(state.shader, state.locations['gradientEnd'], end_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2)
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# Set gradient colors
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colors = gradient['colors']
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color_count = min(len(colors), 8) # Max 8 colors
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colors_ptr = rl.ffi.new("float[]", color_count * 4)
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for i, c in enumerate(colors[:color_count]):
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colors_ptr[i * 4] = c.r / 255.0
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colors_ptr[i * 4 + 1] = c.g / 255.0
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colors_ptr[i * 4 + 2] = c.b / 255.0
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colors_ptr[i * 4 + 3] = c.a / 255.0
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rl.set_shader_value_v(
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state.shader, state.locations['gradientColors'], colors_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4, color_count
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)
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# Set gradient stops
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stops = gradient.get('stops', [i / (color_count - 1) for i in range(color_count)])
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stops_ptr = rl.ffi.new("float[]", color_count)
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for i, s in enumerate(stops[:color_count]):
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stops_ptr[i] = s
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rl.set_shader_value_v(
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state.shader, state.locations['gradientStops'], stops_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT, color_count
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)
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# Set color count
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color_count_ptr = rl.ffi.new("int[]", [color_count])
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rl.set_shader_value(state.shader, state.locations['gradientColorCount'], color_count_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
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else:
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# Disable gradient
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use_gradient_ptr = rl.ffi.new("int[]", [0])
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rl.set_shader_value(state.shader, state.locations['useGradient'], use_gradient_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
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# Set solid color
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if color is None:
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color = rl.WHITE
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fill_color_ptr = rl.ffi.new("float[]", [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0])
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rl.set_shader_value(state.shader, state.locations['fillColor'], fill_color_ptr, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4)
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# Draw with shader
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rl.begin_shader_mode(state.shader)
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rl.draw_texture_pro(
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state.white_texture,
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rl.Rectangle(0, 0, 2, 2),
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rl.Rectangle(int(min_x), int(min_y), int(width), int(height)),
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rl.Vector2(0, 0),
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0.0,
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rl.WHITE,
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)
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rl.end_shader_mode()
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def cleanup_shader_resources():
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state = ShaderState.get_instance()
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state.cleanup()
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@@ -4,6 +4,7 @@ import numpy as np
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import pyray as rl
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import pyray as rl
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from cereal import messaging, car
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from cereal import messaging, car
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from openpilot.common.params import Params
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from openpilot.common.params import Params
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from openpilot.system.ui.lib.shader_polygon import draw_polygon
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CLIP_MARGIN = 500
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CLIP_MARGIN = 500
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@@ -30,14 +31,14 @@ class ModelRenderer:
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self._experimental_mode = False
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self._experimental_mode = False
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self._blend_factor = 1.0
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self._blend_factor = 1.0
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self._prev_allow_throttle = True
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self._prev_allow_throttle = True
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self._lane_line_probs = [0.0] * 4
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self._lane_line_probs = np.zeros(4, dtype=np.float32)
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self._road_edge_stds = [0.0] * 2
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self._road_edge_stds = np.zeros(2, dtype=np.float32)
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self._path_offset_z = 1.22
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self._path_offset_z = 1.22
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# Initialize empty polygon vertices
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# Initialize empty polygon vertices
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self._track_vertices = []
|
self._track_vertices = np.empty((0, 2), dtype=np.float32)
|
||||||
self._lane_line_vertices = [[] for _ in range(4)]
|
self._lane_line_vertices = [np.empty((0, 2), dtype=np.float32) for _ in range(4)]
|
||||||
self._road_edge_vertices = [[] for _ in range(2)]
|
self._road_edge_vertices = [np.empty((0, 2), dtype=np.float32) for _ in range(2)]
|
||||||
self._lead_vertices = [None, None]
|
self._lead_vertices = [None, None]
|
||||||
|
|
||||||
# Transform matrix (3x3 for car space to screen space)
|
# Transform matrix (3x3 for car space to screen space)
|
||||||
@@ -145,29 +146,29 @@ class ModelRenderer:
|
|||||||
|
|
||||||
def _draw_lane_lines(self):
|
def _draw_lane_lines(self):
|
||||||
"""Draw lane lines and road edges"""
|
"""Draw lane lines and road edges"""
|
||||||
for i in range(4):
|
for i, vertices in enumerate(self._lane_line_vertices):
|
||||||
# Skip if no vertices
|
# Skip if no vertices
|
||||||
if not self._lane_line_vertices[i]:
|
if vertices.size == 0:
|
||||||
continue
|
continue
|
||||||
|
|
||||||
# Draw lane line
|
# Draw lane line
|
||||||
alpha = np.clip(self._lane_line_probs[i], 0.0, 0.7)
|
alpha = np.clip(self._lane_line_probs[i], 0.0, 0.7)
|
||||||
color = rl.Color(255, 255, 255, int(alpha * 255))
|
color = rl.Color(255, 255, 255, int(alpha * 255))
|
||||||
self._draw_polygon(self._lane_line_vertices[i], color)
|
draw_polygon(vertices, color)
|
||||||
|
|
||||||
for i in range(2):
|
for i, vertices in enumerate(self._road_edge_vertices):
|
||||||
# Skip if no vertices
|
# Skip if no vertices
|
||||||
if not self._road_edge_vertices[i]:
|
if vertices.size == 0:
|
||||||
continue
|
continue
|
||||||
|
|
||||||
# Draw road edge
|
# Draw road edge
|
||||||
alpha = np.clip(1.0 - self._road_edge_stds[i], 0.0, 1.0)
|
alpha = np.clip(1.0 - self._road_edge_stds[i], 0.0, 1.0)
|
||||||
color = rl.Color(255, 0, 0, int(alpha * 255))
|
color = rl.Color(255, 0, 0, int(alpha * 255))
|
||||||
self._draw_polygon(self._road_edge_vertices[i], color)
|
draw_polygon(vertices, color)
|
||||||
|
|
||||||
def _draw_path(self, sm, model, height):
|
def _draw_path(self, sm, model, height):
|
||||||
"""Draw the path polygon with gradient based on acceleration"""
|
"""Draw the path polygon with gradient based on acceleration"""
|
||||||
if not self._track_vertices:
|
if self._track_vertices.size == 0:
|
||||||
return
|
return
|
||||||
|
|
||||||
if self._experimental_mode:
|
if self._experimental_mode:
|
||||||
@@ -175,16 +176,29 @@ class ModelRenderer:
|
|||||||
acceleration = model.acceleration.x
|
acceleration = model.acceleration.x
|
||||||
max_len = min(len(self._track_vertices) // 2, len(acceleration))
|
max_len = min(len(self._track_vertices) // 2, len(acceleration))
|
||||||
|
|
||||||
# Create gradient colors for path sections
|
# Find midpoint index for polygon
|
||||||
for i in range(max_len):
|
mid_point = len(self._track_vertices) // 2
|
||||||
|
|
||||||
|
# For acceleration-based coloring, process segments separately
|
||||||
|
left_side = self._track_vertices[:mid_point]
|
||||||
|
right_side = self._track_vertices[mid_point:][::-1] # Reverse for proper winding
|
||||||
|
|
||||||
|
# Create segments for gradient coloring
|
||||||
|
segment_colors = []
|
||||||
|
gradient_stops = []
|
||||||
|
|
||||||
|
for i in range(max_len - 1):
|
||||||
|
if i >= len(left_side) - 1 or i >= len(right_side) - 1:
|
||||||
|
break
|
||||||
|
|
||||||
track_idx = max_len - i - 1 # flip idx to start from bottom right
|
track_idx = max_len - i - 1 # flip idx to start from bottom right
|
||||||
track_y = self._track_vertices[track_idx][1]
|
|
||||||
# Skip points out of frame
|
# Skip points out of frame
|
||||||
if track_y < 0 or track_y > height:
|
if left_side[track_idx][1] < 0 or left_side[track_idx][1] > height:
|
||||||
continue
|
continue
|
||||||
|
|
||||||
# Calculate color based on acceleration
|
# Calculate color based on acceleration
|
||||||
lin_grad_point = (height - track_y) / height
|
lin_grad_point = (height - left_side[track_idx][1]) / height
|
||||||
|
|
||||||
# speed up: 120, slow down: 0
|
# speed up: 120, slow down: 0
|
||||||
path_hue = max(min(60 + acceleration[i] * 35, 120), 0)
|
path_hue = max(min(60 + acceleration[i] * 35, 120), 0)
|
||||||
@@ -197,12 +211,22 @@ class ModelRenderer:
|
|||||||
# Use HSL to RGB conversion
|
# Use HSL to RGB conversion
|
||||||
color = self._hsla_to_color(path_hue / 360.0, saturation, lightness, alpha)
|
color = self._hsla_to_color(path_hue / 360.0, saturation, lightness, alpha)
|
||||||
|
|
||||||
# TODO: This is simplified - a full implementation would create a gradient fill
|
# Create quad segment
|
||||||
segment = self._track_vertices[track_idx : track_idx + 2] + self._track_vertices[-track_idx - 2 : -track_idx]
|
gradient_stops.append(lin_grad_point)
|
||||||
self._draw_polygon(segment, color)
|
segment_colors.append(color)
|
||||||
|
|
||||||
# Skip a point, unless next is last
|
if len(segment_colors) < 2:
|
||||||
i += 1 if i + 2 < max_len else 0
|
draw_polygon(self._track_vertices, rl.Color(255, 255, 255, 30))
|
||||||
|
return
|
||||||
|
|
||||||
|
# Create gradient specification
|
||||||
|
gradient = {
|
||||||
|
'start': (0.0, 1.0), # Bottom of path
|
||||||
|
'end': (0.0, 0.0), # Top of path
|
||||||
|
'colors': segment_colors,
|
||||||
|
'stops': gradient_stops,
|
||||||
|
}
|
||||||
|
draw_polygon(self._track_vertices, gradient=gradient)
|
||||||
else:
|
else:
|
||||||
# Draw with throttle/no throttle gradient
|
# Draw with throttle/no throttle gradient
|
||||||
allow_throttle = sm['longitudinalPlan'].allowThrottle or not self._longitudinal_control
|
allow_throttle = sm['longitudinalPlan'].allowThrottle or not self._longitudinal_control
|
||||||
@@ -226,7 +250,13 @@ class ModelRenderer:
|
|||||||
self._blend_colors(begin_colors[2], end_colors[2], self._blend_factor),
|
self._blend_colors(begin_colors[2], end_colors[2], self._blend_factor),
|
||||||
]
|
]
|
||||||
|
|
||||||
self._draw_polygon(self._track_vertices, colors[0])
|
gradient = {
|
||||||
|
'start': (0.0, 1.0), # Bottom of path
|
||||||
|
'end': (0.0, 0.0), # Top of path
|
||||||
|
'colors': colors,
|
||||||
|
'stops': [0.0, 1.0],
|
||||||
|
}
|
||||||
|
draw_polygon(self._track_vertices, gradient=gradient)
|
||||||
|
|
||||||
def _draw_lead(self, lead_data, vd, rect):
|
def _draw_lead(self, lead_data, vd, rect):
|
||||||
"""Draw lead vehicle indicator"""
|
"""Draw lead vehicle indicator"""
|
||||||
@@ -284,14 +314,14 @@ class ModelRenderer:
|
|||||||
|
|
||||||
return (x, y)
|
return (x, y)
|
||||||
|
|
||||||
def _map_line_to_polygon(self, line, y_off, z_off, max_idx, allow_invert=True):
|
def _map_line_to_polygon(self, line, y_off, z_off, max_idx, allow_invert=True)-> np.ndarray:
|
||||||
"""Convert a 3D line to a 2D polygon for drawing"""
|
"""Convert a 3D line to a 2D polygon for drawing"""
|
||||||
line_x = line.x
|
line_x = line.x
|
||||||
line_y = line.y
|
line_y = line.y
|
||||||
line_z = line.z
|
line_z = line.z
|
||||||
|
|
||||||
left_points = []
|
left_points: list[tuple[float, float]] = []
|
||||||
right_points = []
|
right_points: list[tuple[float, float]] = []
|
||||||
|
|
||||||
for i in range(max_idx + 1):
|
for i in range(max_idx + 1):
|
||||||
# Skip points with negative x (behind camera)
|
# Skip points with negative x (behind camera)
|
||||||
@@ -309,23 +339,10 @@ class ModelRenderer:
|
|||||||
left_points.append(left)
|
left_points.append(left)
|
||||||
right_points.append(right)
|
right_points.append(right)
|
||||||
|
|
||||||
if not left_points:
|
if not left_points or not right_points:
|
||||||
return []
|
return np.empty((0, 2), dtype=np.float32)
|
||||||
|
|
||||||
return left_points + right_points[::-1]
|
return np.array(left_points + right_points[::-1], dtype=np.float32)
|
||||||
|
|
||||||
def _draw_polygon(self, points, color):
|
|
||||||
# TODO: Enhance polygon drawing to support even-odd fill rule efficiently, as Raylib lacks native support.
|
|
||||||
# Use a faster triangulation algorithm (e.g., ear clipping) or GPU shader for
|
|
||||||
# efficient rendering of lane lines, road edges, and path polygons.
|
|
||||||
if len(points) <= 8:
|
|
||||||
rl.draw_triangle_fan(points, len(points), color)
|
|
||||||
else:
|
|
||||||
for i in range(1, len(points) - 1):
|
|
||||||
rl.draw_triangle(points[0], points[i], points[i + 1], color)
|
|
||||||
|
|
||||||
for i in range(len(points)):
|
|
||||||
rl.draw_line_ex(points[i], points[(i + 1) % len(points)], 1.5, color)
|
|
||||||
|
|
||||||
@staticmethod
|
@staticmethod
|
||||||
def _map_val(x, x0, x1, y0, y1):
|
def _map_val(x, x0, x1, y0, y1):
|
||||||
|
|||||||
Reference in New Issue
Block a user