src: implement ego tracking models, and port shaders from renderbug into here

This commit is contained in:
2025-09-22 13:16:39 +02:00
parent 29ba78d5b2
commit 19875f6ae5
18 changed files with 1191 additions and 184 deletions

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src/tasks/ui.rs Normal file
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use embassy_sync::channel::DynamicReceiver;
use embassy_time::{Duration, Instant, Timer};
use figments::{liber8tion::interpolate::{ease_in_out_quad, Fract8}, prelude::*};
use rgb::{Rgb, Rgba};
use log::*;
use crate::{display::BikeSpace, events::{DisplayControls, Notification, Scene}, shaders::*, tasks::render::Uniforms};
pub struct Ui<S: Surface> {
// Background layer provides an always-running background for everything to draw on
background: S,
// Tail and panels provide content
tail: S,
panels: S,
// Notification layer sits on top of the content, and is used for transient event notifications (gps lost, wifi found, etc)
notification:S,
// Headlight and brakelight layers can only be overpainted by the bootsplash overlay layer
headlight: S,
brakelight: S,
// The overlay covers everything and is used to implement a power-on and power-off animation.
overlay:S,
headlight_on: bool,
brakelight_on: bool,
display: &'static DisplayControls
}
impl<S: Surface<Uniforms = Uniforms, CoordinateSpace = BikeSpace, Pixel = Rgba<u8>>> Ui<S> {
pub fn new(surfaces: &mut impl Surfaces<S::CoordinateSpace, Surface = S>, display: &'static DisplayControls) -> Self {
Self {
background: SurfaceBuilder::build(surfaces)
.rect(Rectangle::everything())
.shader(Background::default())
.opacity(32)
.visible(false)
.finish().unwrap(),
tail: SurfaceBuilder::build(surfaces)
.rect(Rectangle::new_from_coordinates(0, 5, 255, 5))
.opacity(96)
.shader(Tail::default())
.visible(false)
.finish().unwrap(),
panels: SurfaceBuilder::build(surfaces)
.rect(Rectangle::new_from_coordinates(0, 1, 255, 4))
.opacity(128)
.shader(Panel::default())
.visible(false)
.finish().unwrap(),
notification: SurfaceBuilder::build(surfaces)
.rect(Rectangle::everything())
.shader(Background::default())
.visible(false)
.finish().unwrap(),
headlight: SurfaceBuilder::build(surfaces)
.rect(Rectangle::new_from_coordinates(0, 0, 255, 0))
.shader(Headlight::default())
.visible(false)
.finish().unwrap(),
brakelight: SurfaceBuilder::build(surfaces)
.rect(Brakelight::rectangle())
.shader(Brakelight::default())
.visible(false)
.finish().unwrap(),
overlay: SurfaceBuilder::build(surfaces)
.rect(Rectangle::everything())
.visible(true)
.opacity(0)
.shader(Thinking::default())
.finish().unwrap(),
headlight_on: false,
brakelight_on: false,
display
}
}
pub async fn flash_notification_color(&mut self, color: Rgb<u8>) {
self.notification.set_shader(Background::from_color(color));
self.notification.set_opacity(255);
self.notification.set_visible(true);
Self::animate_duration(Duration::from_secs(3), |pct| {
self.notification.set_opacity(255 * pct);
}).await;
self.notification.set_visible(false);
}
async fn animate_duration<F: FnMut(Fract8)>(duration: Duration, mut f: F) {
let start = Instant::now();
let end = start + duration;
let full_duration = duration.as_millis() as f64;
loop {
let now = Instant::now();
if now > end {
break
} else {
let pct = (now - start).as_millis() as f64 / full_duration;
let frac_pct = (255.0 * pct) as u8;
f(frac_pct);
Timer::after_millis(5).await;
}
}
}
pub async fn startup_fade_sequence(&mut self) {
info!("Running startup fade sequence");
// Start with a completely transparent overlay, which then fades in over 1 second
self.overlay.set_opacity(0);
self.overlay.set_visible(true);
Self::animate_duration(Duration::from_secs(1), |pct| {
self.overlay.set_opacity(ease_in_out_quad(pct));
}).await;
// When the overlay is fully opaque and all lower layers will be hidden, turn them on
self.apply_scene(Scene::Startup).await;
// Then fade out the overlay over 3 seconds, allowing the base animations to be shown
Self::animate_duration(Duration::from_secs(3), |pct| {
self.overlay.set_opacity(ease_in_out_quad(255 - pct));
}).await;
self.overlay.set_visible(false);
info!("Fade sequence completed");
}
pub async fn set_headlight_on(&mut self, is_on: bool) {
if self.headlight_on != is_on {
self.brakelight_on = is_on;
if is_on {
info!("Turning on headlight");
self.headlight.set_opacity(0);
self.headlight.set_visible(true);
Self::animate_duration(Duration::from_secs(1), |pct| {
self.headlight.set_opacity(pct);
}).await;
self.headlight.set_opacity(255);
} else {
info!("Turning off headlight");
Self::animate_duration(Duration::from_secs(1), |pct| {
self.headlight.set_opacity(255 - pct);
}).await;
self.headlight.set_visible(false);
}
}
}
pub async fn set_brakelight_on(&mut self, is_on: bool) {
if self.brakelight_on != is_on {
self.brakelight_on = is_on;
if is_on {
info!("Turning on brakelight");
self.brakelight.set_opacity(0);
self.brakelight.set_visible(true);
Self::animate_duration(Duration::from_millis(300), |pct| {
self.brakelight.set_opacity(pct);
}).await;
self.brakelight.set_opacity(255);
} else {
info!("Turning off brakelight");
Self::animate_duration(Duration::from_millis(300), |pct| {
self.brakelight.set_opacity(255 - pct);
}).await;
self.brakelight.set_visible(false);
}
}
}
// TODO: Brakelight should only be toggled when actually braking or stationary
pub async fn apply_scene(&mut self, next_scene: Scene) {
info!("Activating scene {next_scene:?}");
match next_scene {
Scene::Startup => {
self.display.on.store(true, core::sync::atomic::Ordering::Relaxed);
self.display.brightness.store(255, core::sync::atomic::Ordering::Relaxed);
self.background.set_visible(true);
self.tail.set_visible(true);
self.panels.set_visible(true);
},
Scene::ParkedIdle => {
// Ensure the display is on
self.display.on.store(true, core::sync::atomic::Ordering::Relaxed);
// Hide the content; only notifications will remain
self.background.set_visible(true);
self.tail.set_visible(false);
self.panels.set_visible(false);
Self::animate_duration(Duration::from_secs(1), |pct| {
self.display.brightness.store(128.scale8(255 - pct), core::sync::atomic::Ordering::Relaxed);
}).await;
},
Scene::ParkedLongTerm => {
// For long-term parking, we turn off the safety lights
self.set_headlight_on(false).await;
self.set_brakelight_on(false).await;
// Then we turn the display off completely
Self::animate_duration(Duration::from_secs(1), |pct| {
self.display.brightness.store(255 - pct, core::sync::atomic::Ordering::Relaxed);
}).await;
self.display.on.store(false, core::sync::atomic::Ordering::Relaxed);
}
_ => unimplemented!()
}
}
pub async fn on_event(&mut self, event: Notification) {
match event {
// Apply the scene when it is changed
Notification::SceneChange(scene) => self.apply_scene(scene).await,
// TODO: We probably also want some events to indicate when the ESP has no calibration data or otherwise needs re-calibrated and is waiting for the bike to stand still
Notification::CalibrationComplete => self.flash_notification_color(Rgb::new(0, 255, 0)).await,
Notification::GPSLost => self.flash_notification_color(Rgb::new(255, 0, 0)).await,
Notification::GPSAcquired => self.flash_notification_color(Rgb::new(0, 255, 255)).await,
Notification::WifiConnected => self.flash_notification_color(Rgb::new(0, 0, 255)).await,
Notification::WifiDisconnected => self.flash_notification_color(Rgb::new(128, 0, 255)).await,
// Toggling head and brake lights
Notification::SetBrakelight(is_on) => self.set_brakelight_on(is_on).await,
Notification::SetHeadlight(is_on) => self.set_headlight_on(is_on).await
// Other event ideas:
// - Bike has crashed, or is laid down
// - Unstable physics right before crashing?
// - Turning left/right
// - BPM sync with phone app
// - GPS data is being synchronized with nextcloud/whatever
// - A periodic flash when re-initializing MPU and GPS, to indicate there might be a problem?
// - Bluetooth/BLE connect/disconnect events
// - Bike is waking up from stationary?
}
}
}
#[embassy_executor::task]
pub async fn ui_main(events: DynamicReceiver<'static, Notification>, mut ui: Ui<BufferedSurface<Uniforms, BikeSpace, Rgba<u8>>>) {
// Run the fade sequence
ui.startup_fade_sequence().await;
// Briefly turn on the brakelight while the headlight turns on
ui.set_brakelight_on(true).await;
// Turn on the headlight when we are finished
ui.set_headlight_on(true).await;
// Turn off the brakelight
ui.set_brakelight_on(false).await;
loop {
ui.on_event(events.receive().await).await;
}
}