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Merge branch 'master' into jk/datashader-aggmean
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jkrumbiegel authored Oct 15, 2024
2 parents 48e2b45 + 0033b7d commit 307d2fb
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1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -2,6 +2,7 @@

## [Unreleased]

- Changed image, heatmap and surface picking indices to correctly index the relevant matrix arguments. [#4459](https://github.com/MakieOrg/Makie.jl/pull/4459)
- Improved performance of `record` by avoiding unnecessary copying in common cases [#4475](https://github.com/MakieOrg/Makie.jl/pull/4475).
- Fix usage of `AggMean()` and other aggregations operating on 3d data for `datashader` [#4346](https://github.com/MakieOrg/Makie.jl/pull/4346).

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2 changes: 1 addition & 1 deletion GLMakie/assets/shader/heatmap.frag
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Expand Up @@ -52,5 +52,5 @@ vec4 get_color(sampler2D intensity, vec2 uv, vec2 color_norm, sampler1D color_ma

void main(){
vec4 color = get_color(intensity, o_uv, color_norm, color_map);
write2framebuffer(color, uvec2(o_objectid.x, 0));
write2framebuffer(color, uvec2(o_objectid.x, o_objectid.y));
}
2 changes: 1 addition & 1 deletion GLMakie/assets/shader/heatmap.vert
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Expand Up @@ -49,7 +49,7 @@ void main(){
vec2 index01 = vec2(index2D) / (vec2(dims)-1.0);

o_uv = vec2(index01.x, 1.0 - index01.y);
o_objectid = uvec2(objectid, index1D+1);
o_objectid = uvec2(objectid, 1 + index);

float x = texelFetch(position_x, index2D.x, 0).x;
float y = texelFetch(position_y, index2D.y, 0).x;
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11 changes: 11 additions & 0 deletions GLMakie/assets/shader/mesh.frag
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Expand Up @@ -7,6 +7,9 @@ struct Nothing{ //Nothing type, to encode if some variable doesn't contain any d
// Sets which shading procedures to use
{{shading}}

// Selects what is used to calculate the picked index
{{picking_mode}}

in vec3 o_world_normal;
in vec3 o_view_normal;
in vec4 o_color;
Expand Down Expand Up @@ -125,5 +128,13 @@ void main(){
#ifndef NO_SHADING
color.rgb = illuminate(normalize(o_world_normal), color.rgb);
#endif

#ifdef PICKING_INDEX_FROM_UV
ivec2 size = textureSize(image, 0);
ivec2 jl_idx = clamp(ivec2(o_uv * size), ivec2(0), size-1);
uint idx = uint(jl_idx.x + jl_idx.y * size.x);
write2framebuffer(color, uvec2(o_id.x, uint(1) + idx));
#else
write2framebuffer(color, o_id);
#endif
}
2 changes: 1 addition & 1 deletion GLMakie/assets/shader/surface.vert
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Expand Up @@ -163,7 +163,7 @@ void main()
vec3 pos;
{{position_calc}}

o_id = uvec2(objectid, index1D+1);
o_id = uvec2(objectid, 0); // calculated from uv in mesh.frag
o_InstanceID = 0;
// match up with mesh
o_uv = apply_uv_transform(uv_transform, vec2(index01.x, 1 - index01.y));
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2 changes: 1 addition & 1 deletion GLMakie/assets/shader/voxel.frag
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Expand Up @@ -146,7 +146,7 @@ void main()

// TODO: index into 3d array
ivec3 size = ivec3(textureSize(voxel_id, 0).xyz);
ivec3 idx = ivec3(o_uvw * size);
ivec3 idx = clamp(ivec3(o_uvw * size), ivec3(0), size-1);
int lin = 1 + idx.x + size.x * (idx.y + size.y * idx.z);

// draw
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1 change: 1 addition & 0 deletions GLMakie/src/drawing_primitives.jl
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Expand Up @@ -708,6 +708,7 @@ function draw_image(screen::Screen, scene::Scene, plot::Union{Heatmap, Image})
else
gl_attributes[:image] = Texture(pop!(gl_attributes, :color); minfilter=interp)
end
gl_attributes[:picking_mode] = "#define PICKING_INDEX_FROM_UV"
return draw_mesh(screen, gl_attributes)
end
end
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1 change: 1 addition & 0 deletions GLMakie/src/glshaders/mesh.jl
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Expand Up @@ -60,6 +60,7 @@ function draw_mesh(screen, data::Dict)
"lighting.frag",
view = Dict(
"shading" => light_calc(shading),
"picking_mode" => to_value(get(data, :picking_mode, "")),
"MAX_LIGHTS" => "#define MAX_LIGHTS $(screen.config.max_lights)",
"MAX_LIGHT_PARAMETERS" => "#define MAX_LIGHT_PARAMETERS $(screen.config.max_light_parameters)",
"buffers" => output_buffers(screen, to_value(transparency)),
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1 change: 1 addition & 0 deletions GLMakie/src/glshaders/surface.jl
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Expand Up @@ -153,6 +153,7 @@ function draw_surface(screen, main, data::Dict)
"position_calc" => position_calc(position, position_x, position_y, position_z, Texture),
"normal_calc" => normal_calc(normal, to_value(invert_normals)),
"shading" => light_calc(shading),
"picking_mode" => "#define PICKING_INDEX_FROM_UV",
"MAX_LIGHTS" => "#define MAX_LIGHTS $(screen.config.max_lights)",
"MAX_LIGHT_PARAMETERS" => "#define MAX_LIGHT_PARAMETERS $(screen.config.max_light_parameters)",
"buffers" => output_buffers(screen, to_value(transparency)),
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272 changes: 272 additions & 0 deletions GLMakie/test/picking.jl
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@@ -0,0 +1,272 @@
@testset "picking" begin
scene = Scene(size = (230, 370))
campixel!(scene)

sc1 = scatter!(scene, [20, NaN, 20], [20, NaN, 50], marker = Rect, markersize = 20)
sc2 = scatter!(scene, [50, 50, 20, 50], [20, 50, 80, 80], marker = Circle, markersize = 20, color = [:red, :red, :transparent, :red])
ms = meshscatter!(scene, [20, NaN, 50], [110, NaN, 110], markersize = 10)
l1 = lines!(scene, [20, 50, 50, 20, 20], [140, 140, 170, 170, 140], linewidth = 10)
l2 = lines!(scene, [20, 50, NaN, 20, 50], [200, 200, NaN, 230, 230], linewidth = 20, linecap = :round)
ls = linesegments!(scene, [20, 50, NaN, NaN, 20, 50], [260, 260, NaN, NaN, 290, 290], linewidth = 20, linecap = :square)
tp = text!(scene, Point2f[(15, 320), (NaN, NaN), (15, 350)], text = ["█ ●", "hi", ""], fontsize = 20, align = (:left, :center))
t = tp.plots[1]

i = image!(scene, 80..140, 20..50, rand(RGBf, 3, 2), interpolate = false)
s = surface!(scene, 80..140, 80..110, rand(3, 2), interpolate = false)
hm = heatmap!(scene, [80, 110, 140], [140, 170], [1 4; 2 5; 3 6])
# mesh coloring should match triangle placements
m = mesh!(scene, Point2f.([80, 80, 110, 110], [200, 230, 200, 230]), [1 2 3; 2 3 4], color = [1,1,1,2])
vx = voxels!(scene, [65, 155], [245, 305], [-1, 1], reshape([1,2,3,4,5,6], (3,2,1)), shading = NoShading)
vol = volume!(scene, 80..110, 320..350, -1..1, rand(2,2,2))

# reversed axis
i2 = image!(scene, 210..180, 20..50, rand(RGBf, 2, 2))
s2 = surface!(scene, 210..180, 80..110, rand(2, 2))
hm2 = heatmap!(scene, [210, 180], [140, 170], [1 2; 3 4])

scene

# render one frame to generate picking texture
colorbuffer(scene);

# verify that heatmap doesn't get optimized away
@test begin
screen = scene.current_screens[1]
robj = screen.renderlist[11][3] # text generates a text + line plot
shaders = robj.vertexarray.program.shader
names = [string(shader.name) for shader in shaders]
any(name -> endswith(name, "heatmap.vert"), names) && any(name -> endswith(name, "heatmap.frag"), names)
end

@testset "scatter" begin
@test pick(scene, Point2f(20, 20)) == (sc1, 1)
@test pick(scene, Point2f(30, 60)) == (sc1, 3)
@test pick(scene, Point2f(57, 58)) == (nothing, 0) # maybe fragile
@test pick(scene, Point2f(57, 13)) == (sc2, 1) # maybe fragile
@test pick(scene, Point2f(20, 80)) == (nothing, 0)
@test pick(scene, Point2f(50, 80)) == (sc2, 4)
end

@testset "meshscatter" begin
@test pick(scene, (20, 110)) == (ms, 1)
@test pick(scene, (44, 117)) == (ms, 3)
@test pick(scene, (57, 117)) == (nothing, 0)
end

@testset "lines" begin
# Bit less precise since joints aren't strictly one segment or the other
@test pick(scene, 22, 140) == (l1, 2)
@test pick(scene, 48, 140) == (l1, 2)
@test pick(scene, 50, 142) == (l1, 3)
@test pick(scene, 50, 168) == (l1, 3)
@test pick(scene, 48, 170) == (l1, 4)
@test pick(scene, 22, 170) == (l1, 4)
@test pick(scene, 20, 168) == (l1, 5)
@test pick(scene, 20, 142) == (l1, 5)

# more precise checks around borders (these maybe off by a pixel due to AA)
@test pick(scene, 20, 200) == (l2, 2)
@test pick(scene, 30, 210) == (l2, 2)
@test pick(scene, 30, 211) == (nothing, 0)
@test pick(scene, 60, 200) == (l2, 2)
@test pick(scene, 61, 200) == (nothing, 0)
@test pick(scene, 57, 207) == (l2, 2)
@test pick(scene, 57, 208) == (nothing, 0)
@test pick(scene, 40, 230) == (l2, 5) # nan handling
end

@testset "linesegments" begin
@test pick(scene, 8, 260) == (nothing, 0) # off by a pixel due to AA
@test pick(scene, 10, 260) == (ls, 2)
@test pick(scene, 30, 270) == (ls, 2)
@test pick(scene, 30, 271) == (nothing, 0)
@test pick(scene, 60, 260) == (ls, 2)
@test pick(scene, 61, 260) == (nothing, 0)

@test pick(scene, 8, 290) == (nothing, 0) # off by a pixel due to AA
@test pick(scene, 10, 290) == (ls, 6)
@test pick(scene, 30, 280) == (ls, 6)
@test pick(scene, 30, 278) == (nothing, 0) # off by a pixel due to AA
@test pick(scene, 60, 290) == (ls, 6)
@test pick(scene, 61, 290) == (nothing, 0)
end

@testset "text" begin
@test pick(scene, 15, 320) == (t, 1)
@test pick(scene, 13, 320) == (nothing, 0)
# edge checks, further outside due to AA
@test pick(scene, 20, 306) == (nothing, 0)
@test pick(scene, 20, 320) == (t, 1)
@test pick(scene, 20, 333) == (nothing, 0)
# space is counted
@test pick(scene, 43, 320) == (t, 3)
@test pick(scene, 48, 325) == (t, 3)
@test pick(scene, 49, 326) == (nothing, 0)
# characters at nan position are counted
@test pick(scene, 20, 350) == (t, 6)
end

@testset "image" begin
# outside border
for p in vcat(
[(x, y) for x in (79, 141) for y in (21, 49)],
[(x, y) for x in (81, 139) for y in (19, 51)]
)
@test pick(scene, p) == (nothing, 0)
end

# cell centered checks
@test pick(scene, 90, 30) == (i, 1)
@test pick(scene, 110, 30) == (i, 2)
@test pick(scene, 130, 30) == (i, 3)
@test pick(scene, 90, 40) == (i, 4)
@test pick(scene, 110, 40) == (i, 5)
@test pick(scene, 130, 40) == (i, 6)

# precise check (around cell intersection)
@test pick(scene, 100-1, 35-1) == (i, 1)
@test pick(scene, 100+1, 35-1) == (i, 2)
@test pick(scene, 100-1, 35+1) == (i, 4)
@test pick(scene, 100+1, 35+1) == (i, 5)

@test pick(scene, 120-1, 35-1) == (i, 2)
@test pick(scene, 120+1, 35-1) == (i, 3)
@test pick(scene, 120-1, 35+1) == (i, 5)
@test pick(scene, 120+1, 35+1) == (i, 6)

# reversed axis check
@test pick(scene, 200, 30) == (i2, 1)
@test pick(scene, 190, 30) == (i2, 2)
@test pick(scene, 200, 40) == (i2, 3)
@test pick(scene, 190, 40) == (i2, 4)
end

@testset "surface" begin
# outside border
for p in vcat(
[(x, y) for x in (79, 141) for y in (81, 109)],
[(x, y) for x in (81, 139) for y in (79, 111)]
)
@test pick(scene, p) == (nothing, 0)
end

# cell centered checks
@test pick(scene, 90, 90) == (s, 1)
@test pick(scene, 110, 90) == (s, 2)
@test pick(scene, 130, 90) == (s, 3)
@test pick(scene, 90, 100) == (s, 4)
@test pick(scene, 110, 100) == (s, 5)
@test pick(scene, 130, 100) == (s, 6)

# precise check (around cell intersection)
@test pick(scene, 95-1, 95-1) == (s, 1)
@test pick(scene, 95+1, 95-1) == (s, 2)
@test pick(scene, 95-1, 95+1) == (s, 4)
@test pick(scene, 95+1, 95+1) == (s, 5)

@test pick(scene, 125-1, 95-1) == (s, 2)
@test pick(scene, 125+1, 95-1) == (s, 3)
@test pick(scene, 125-1, 95+1) == (s, 5)
@test pick(scene, 125+1, 95+1) == (s, 6)

# reversed axis check
@test pick(scene, 200, 90) == (s2, 1)
@test pick(scene, 190, 90) == (s2, 2)
@test pick(scene, 200, 100) == (s2, 3)
@test pick(scene, 190, 100) == (s2, 4)
end

@testset "heatmap" begin
# outside border
for p in vcat(
[(x, y) for x in (64, 156) for y in (126, 184)],
[(x, y) for x in (66, 154) for y in (124, 186)]
)
@test pick(scene, p) == (nothing, 0)
end

# cell centered checks
@test pick(scene, 80, 140) == (hm, 1)
@test pick(scene, 110, 140) == (hm, 2)
@test pick(scene, 140, 140) == (hm, 3)
@test pick(scene, 80, 170) == (hm, 4)
@test pick(scene, 110, 170) == (hm, 5)
@test pick(scene, 140, 170) == (hm, 6)

# precise check (around cell intersection)
@test pick(scene, 94, 154) == (hm, 1)
@test pick(scene, 96, 154) == (hm, 2)
@test pick(scene, 94, 156) == (hm, 4)
@test pick(scene, 96, 156) == (hm, 5)

@test pick(scene, 124, 154) == (hm, 2)
@test pick(scene, 126, 154) == (hm, 3)
@test pick(scene, 124, 156) == (hm, 5)
@test pick(scene, 126, 156) == (hm, 6)

# reversed axis check
@test pick(scene, 210, 140) == (hm2, 1)
@test pick(scene, 180, 140) == (hm2, 2)
@test pick(scene, 210, 170) == (hm2, 3)
@test pick(scene, 180, 170) == (hm2, 4)
end

@testset "mesh" begin
@test pick(scene, 80, 200)[1] == m
@test pick(scene, 79, 200) == (nothing, 0)
@test pick(scene, 80, 199) == (nothing, 0)
@test pick(scene, 81, 201) == (m, 3)
@test pick(scene, 81, 225) == (m, 3)
@test pick(scene, 105, 201) == (m, 3)
@test pick(scene, 85, 229) == (m, 4)
@test pick(scene, 109, 205) == (m, 4)
@test pick(scene, 109, 229) == (m, 4)
@test pick(scene, 109, 229)[1] == m
@test pick(scene, 111, 230) == (nothing, 0)
@test pick(scene, 110, 231) == (nothing, 0)
end

@testset "voxel" begin
# outside border
for p in vcat(
[(x, y) for x in (64, 246) for y in (126, 184)],
[(x, y) for x in (66, 244) for y in (124, 186)]
)
@test pick(scene, p) == (nothing, 0)
end

# cell centered checks
@test pick(scene, 80, 260) == (vx, 1)
@test pick(scene, 110, 260) == (vx, 2)
@test pick(scene, 140, 260) == (vx, 3)
@test pick(scene, 80, 290) == (vx, 4)
@test pick(scene, 110, 290) == (vx, 5)
@test pick(scene, 140, 290) == (vx, 6)

# precise check (around cell intersection)
@test pick(scene, 94, 274) == (vx, 1)
@test pick(scene, 96, 274) == (vx, 2)
@test pick(scene, 94, 276) == (vx, 4)
@test pick(scene, 96, 276) == (vx, 5)

@test pick(scene, 124, 274) == (vx, 2)
@test pick(scene, 126, 274) == (vx, 3)
@test pick(scene, 124, 276) == (vx, 5)
@test pick(scene, 126, 276) == (vx, 6)
end

@testset "volume" begin
# volume doesn't produce indices because we can't resolve the depth of
# the pick
@test pick(scene, 80, 320)[1] == vol
@test pick(scene, 79, 320) == (nothing, 0)
@test pick(scene, 80, 319) == (nothing, 0)
@test pick(scene, 81, 321) == (vol, 0)
@test pick(scene, 81, 349) == (vol, 0)
@test pick(scene, 109, 321) == (vol, 0)
@test pick(scene, 109, 349) == (vol, 0)
@test pick(scene, 109, 349)[1] == vol
@test pick(scene, 111, 350) == (nothing, 0)
@test pick(scene, 110, 351) == (nothing, 0)
end
end
1 change: 1 addition & 0 deletions GLMakie/test/runtests.jl
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Expand Up @@ -25,6 +25,7 @@ end

# run the unit test suite
include("unit_tests.jl")
include("picking.jl")

@testset "Reference Tests" begin
@testset "refimages" begin
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