8000 multiple selections on parcoords axes by monfera · Pull Request #2415 · plotly/plotly.js · GitHub
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multiple selections on parcoords axes #2415

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Merged
merged 26 commits into from
Mar 21, 2018
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9208cc3
- factored out brushing
monfera Feb 5, 2018
40b0c2b
- full refactor of shader code, DRY, optimizations etc.
monfera Mar 3, 2018
7f507c3
remove constraintrange from parcoords mocks
alexcjohnson Mar 6, 2018
d25d261
tweak the parcoords constraint grabber ranges
alexcjohnson Mar 9, 2018
367e294
parcoords constraint cleanup
alexcjohnson Mar 12, 2018
1030542
dimension.multiselect boolean attr
alexcjohnson Mar 12, 2018
c046397
Merge branch 'master' into parcoords-multiselect-squashed
alexcjohnson Mar 12, 2018
a4f4a5f
info_array dimensions='1-2'
alexcjohnson Mar 13, 2018
a78db76
finalize multiselect functionality
alexcjohnson Mar 15, 2018
01ba11e
:hocho: fdescribe
alexcjohnson Mar 15, 2018
68e9e48
lint axisbrush
alexcjohnson Mar 15, 2018
cb00901
fail -> failTest - fail is a jasmine global
alexcjohnson Mar 15, 2018
f2690ac
fix one more filter bug, refactor parcoords test to hopefully reuse c…
alexcjohnson Mar 15, 2018
ec44922
refactor more of parcoords test to use Plotly.react
alexcjohnson Mar 15, 2018
352a884
parentElement -> parentNode
alexcjohnson Mar 15, 2018
10000 57085e1
shorten parcoords snap tweening during tests
alexcjohnson Mar 15, 2018
fff668a
@flaky on ordinal constraint snap test
alexcjohnson Mar 15, 2018
6fe2d79
I give up... @noCI my new tests
alexcjohnson Mar 15, 2018
2911ae6
:hocho: parcoords memory leak
alexcjohnson Mar 16, 2018
fa1a436
parcoords create/update pattern
alexcjohnson Mar 16, 2018
0e75c5a
parcoords test cleanup
alexcjohnson Mar 16, 2018
a7bd686
click to select an ordinal value
alexcjohnson Mar 17, 2018
6432b89
cleanup, and remove some obsolete code
alexcjohnson Mar 17, 2018
03d8779
tweaked parcoords mocks
alexcjohnson Mar 19, 2018
f147644
Revert "tweaked parcoords mocks"
alexcjohnson Mar 19, 2018
c3cc927
fix bug introduced in cleanup
alexcjohnson Mar 19, 2018
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- full refactor of shader code, DRY, optimizations etc.
- added bitmask tests while retaining the original 1D 'bounding box' test
- removed SPLOM work seed
- due to lightening up some of the shaders, do less work on the JS side too
     -> baseline case (1 range): 1/3 times the work in the vertex shader
     -> new use (>1 ranges): still rather fast
  • Loading branch information
monfera committed Mar 5, 2018
commit 40b0c2bce9f8705e33c5badb6888131dcd74bf17
1 change: 0 additions & 1 deletion src/traces/parcoords/constants.js
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,6 @@ module.exports = {
tickDistance: 50,
canvasPixelRatio: 1,
blockLineCount: 5000,
scatter: false,
layers: ['contextLineLayer', 'focusLineLayer', 'pickLineLayer'],
axisTitleOffset: 28,
axisExtentOffset: 10,
Expand Down
82 changes: 64 additions & 18 deletions src/traces/parcoords/lines.js
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@
var glslify = require('glslify');
var c = require('./constants');
var vertexShaderSource = glslify('./shaders/vertex.glsl');
var contextShaderSource = glslify('./shaders/context_vertex.glsl');
var pickVertexShaderSource = glslify('./shaders/pick_vertex.glsl');
var fragmentShaderSource = glslify('./shaders/fragment.glsl');

Expand All @@ -19,6 +20,8 @@ var depthLimitEpsilon = 1e-6; // don't change; otherwise near/far plane lines ar
var gpuDimensionCount = 64;
var sectionVertexCount = 2;
var vec4NumberCount = 4;
var bitsPerByte = 8;
var channelCount = gpuDimensionCount / bitsPerByte; // == 8 bytes needed to have 64 bits

var contextColor = [119, 119, 119]; // middle gray to not drawn the focus; looks good on a black or white background

Expand Down Expand Up @@ -165,7 +168,7 @@ function valid(i, offset, panelCount) {
return i + offset <= panelCount;
}

module.exports = function(canvasGL, d, scatter) {
module.exports = function(canvasGL, d) {
var model = d.model,
vm = d.viewModel,
domain = model.domain;
Expand Down Expand Up @@ -263,7 +266,7 @@ module.exports = function(canvasGL, d, scatter) {

dither: false,

vert: pick ? pickVertexShaderSource : vertexShaderSource,
vert: pick ? pickVertexShaderSource : context ? contextShaderSource : vertexShaderSource,

frag: fragmentShaderSource,

Expand Down Expand Up @@ -291,8 +294,8 @@ module.exports = function(canvasGL, d, scatter) {
loD: regl.prop('loD'),
hiD: regl.prop('hiD'),
palette: paletteTexture,
colorClamp: regl.prop('colorClamp'),
scatter: regl.prop('scatter')
mask: regl.prop('maskTexture'),
colorClamp: regl.prop('colorClamp')
},
offset: regl.prop('offset'),
count: regl.prop('count')
Expand All @@ -307,7 +310,7 @@ module.exports = function(canvasGL, d, scatter) {

var previousAxisOrder = [];

function makeItem(i, ii, x, y, panelSizeX, canvasPanelSizeY, crossfilterDimensionIndex, scatter, I, leftmost, rightmost) {
function makeItem(i, ii, x, y, panelSizeX, canvasPanelSizeY, crossfilterDimensionIndex, I, leftmost, rightmost) {
var loHi, abcd, d, index;
var leftRight = [i, ii];
var filterEpsilon = c.verticalPadding / canvasPanelSizeY;
Expand All @@ -321,12 +324,16 @@ module.exports = function(canvasGL, d, scatter) {
for(d = 0; d < 16; d++) {
var dimP = d + 16 * abcd;
dims[loHi][abcd][d] = d + 16 * abcd === index ? 1 : 0;
lims[loHi][abcd][d] = (!context && valid(d, 16 * abcd, panelCount) ? initialDims[dimP === 0 ? 0 : 1 + ((dimP - 1) % (initialDims.length - 1))].brush.filter.getBounds()[loHi] : loHi) + (2 * loHi - 1) * filterEpsilon;
if(!context) {
lims[loHi][abcd][d] = (valid(d, 16 * abcd, panelCount) ? initialDims[dimP === 0 ? 0 : 1 + ((dimP - 1) % (initialDims.length - 1))].brush.filter.getBounds()[loHi] : loHi) + (2 * loHi - 1) * filterEpsilon;
}
}
}
}

return {
var mask, maskTexture;

var vm = {
key: crossfilterDimensionIndex,
resolution: [canvasWidth, canvasHeight],
viewBoxPosition: [x + overdrag, y],
Expand All @@ -343,17 +350,7 @@ module.exports = function(canvasGL, d, scatter) {
dim2C: dims[1][2],
dim2D: dims[1][3],

loA: lims[0][0],
loB: lims[0][1],
loC: lims[0][2],
loD: lims[0][3],
hiA: lims[1][0],
hiB: lims[1][1],
hiC: lims[1][2],
hiD: lims[1][3],

colorClamp: colorClamp,
scatter: scatter || 0,

scissorX: (I === leftmost ? 0 : x + overdrag) + (model.pad.l - overdrag) + model.layoutWidth * domain.x[0],
scissorWidth: (I === rightmost ? canvasWidth - x + overdrag : panelSizeX + 0.5) + (I === leftmost ? x + overdrag : 0),
Expand All @@ -365,6 +362,54 @@ module.exports = function(canvasGL, d, scatter) {
viewportWidth: canvasWidth,
viewportHeight: canvasHeight
};

if(!context) {
mask = Array.apply(null, new Array(canvasHeight * channelCount)).map(function() {
return 255;
});
for(var dimIndex = 0; dimIndex < dimensionCount; dimIndex++) {
var bitIndex = dimIndex % bitsPerByte;
var byteIndex = (dimIndex - bitIndex) / bitsPerByte;
var bitMask = Math.pow(2, bitIndex);
var dim = initialDims[dimIndex];
var ranges = dim.brush.filter.get();
if(ranges.length < 2) continue; // bail if the bounding box based filter is sufficient
var pi, pixelRange;
var boundingBox = dim.brush.filter.getBounds();
pixelRange = boundingBox.map(dim.unitScaleInOrder);
for(pi = Math.max(0, Math.floor(pixelRange[0])); pi <= Math.min(canvasHeight - 1, Math.ceil(pixelRange[1])); pi++) {
mask[pi * channelCoun E864 t + byteIndex] &= ~bitMask; // clear bits
}
for(var r = 0; r < ranges.length; r++) {
pixelRange = ranges[r].map(dim.unitScaleInOrder);
for(pi = Math.max(0, Math.floor(pixelRange[0])); pi <= Math.min(canvasHeight - 1, Math.ceil(pixelRange[1])); pi++) {
mask[pi * channelCount + byteIndex] |= bitMask;
}
}
}

maskTexture = regl.texture({
shape: [channelCount, canvasHeight], // 8 units x 8 bits = 64 bits, just sufficient for the almost 64 dimensions we support
format: 'alpha',
type: 'uint8',
mag: 'nearest',
min: 'nearest',
data: mask
});

vm.maskTexture = maskTexture;

vm.loA = lims[0][0];
vm.loB = lims[0][1];
vm.loC = lims[0][2];
vm.loD = lims[0][3];
vm.hiA = lims[1][0];
vm.hiB = lims[1][1];
vm.hiC = lims[1][2];
vm.hiD = lims[1][3];
}

return vm;
}

function renderGLParcoords(panels, setChanged, clearOnly) {
Expand Down Expand Up @@ -402,7 +447,7 @@ module.exports = function(canvasGL, d, scatter) {
var xTo = x + panelSizeX;
if(setChanged || !previousAxisOrder[i] || previousAxisOrder[i][0] !== x || previousAxisOrder[i][1] !== xTo) {
previousAxisOrder[i] = [x, xTo];
var item = makeItem(i, ii, x, y, panelSizeX, panelSizeY, dim1.crossfilterDimensionIndex, scatter || dim1.scatter ? 1 : 0, I, leftmost, rightmost);
var item = makeItem(i, ii, x, y, panelSizeX, panelSizeY, dim1.crossfilterDimensionIndex, I, leftmost, rightmost);
renderState.clearOnly = clearOnly;
renderBlock(regl, glAes, renderState, setChanged ? lines.blockLineCount : sampleCount, sampleCount, item);
}
Expand Down Expand Up @@ -435,6 +480,7 @@ module.exports = function(canvasGL, d, scatter) {
function destroy() {
canvasGL.style['pointer-events'] = 'none';
paletteTexture.destroy();
maskTexture.destroy();
}

return {
Expand Down
30 changes: 2 additions & 28 deletions src/traces/parcoords/parcoords.js
Original file line number Diff line number Diff line change
Expand Up @@ -223,7 +223,6 @@ function viewModel(state, callbacks, model) {
tickvals: dimension.tickvals,
ticktext: dimension.ticktext,
ordinal: !!dimension.tickvals,
scatter: c.scatter || dimension.scatter,
xIndex: i,
crossfilterDimensionIndex: i,
visibleIndex: dimension._index,
Expand Down Expand Up @@ -400,7 +399,7 @@ module.exports = function(root, svg, parcoordsLineLayers, styledData, layout, ca
var yAxis = parcoordsControlView.selectAll('.' + c.cn.yAxis)
.data(function(vm) {return vm.dimensions;}, keyFun);

function updatePanelLayoutParcoords(yAxis, vm) {
function updatePanelLayout(yAxis, vm) {
var panels = vm.panels || (vm.panels = []);
var yAxes = yAxis.each(function(d) {return d;})[vm.key].map(function(e) {return e.__data__;});
var panelCount = yAxes.length - 1;
Expand All @@ -421,31 +420,6 @@ module.exports = function(root, svg, parcoordsLineLayers, styledData, layout, ca
}
}

function updatePanelLayoutScatter(yAxis, vm) {
var panels = vm.panels || (vm.panels = []);
var yAxes = yAxis.each(function(d) {return d;})[vm.key].map(function(e) {return e.__data__;});
var panelCount = yAxes.length - 1;
var rowCount = panelCount;
for(var row = 0; row < panelCount; row++) {
for(var p = 0; p < panelCount; p++) {
var panel = panels[p + row * panelCount] || (panels[p + row * panelCount] = {});
var dim1 = yAxes[p];
var dim2 = yAxes[p + 1];
panel.dim1 = yAxes[row + 1];
panel.dim2 = dim2;
panel.canvasX = dim1.canvasX;
panel.panelSizeX = dim2.canvasX - dim1.canvasX;
panel.panelSizeY = vm.model.canvasHeight / rowCount;
panel.y = row * panel.panelSizeY;
panel.canvasY = vm.model.canvasHeight - panel.y - panel.panelSizeY;
}
}
}

function updatePanelLayout(yAxis, vm) {
return (c.scatter ? updatePanelLayoutScatter : updatePanelLayoutParcoords)(yAxis, vm);
}

yAxis.enter()
.append('g')
.classed(c.cn.yAxis, true);
Expand All @@ -457,7 +431,7 @@ module.exports = function(root, svg, parcoordsLineLayers, styledData, layout, ca
parcoordsLineLayer
.filter(function(d) {return !!d.viewModel;})
.each(function(d) {
d.lineLayer = lineLayerMaker(this, d, c.scatter);
d.lineLayer = lineLayerMaker(this, d);
d.viewModel[d.key] = d.lineLayer;
d.lineLayer.render(d.viewModel.panels, !d.context);
});
Expand Down
44 changes: 44 additions & 0 deletions src/traces/parcoords/shaders/context_vertex.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,44 @@
precision highp float;

attribute vec4 p0, p1, p2, p3,
p4, p5, p6, p7,
p8, p9, pa, pb,
pc, pd, pe;

attribute vec4 pf;

uniform mat4 dim1A, dim2A, dim1B, dim2B, dim1C, dim2C, dim1D, dim2D;

uniform vec2 resolution,
viewBoxPosition,
viewBoxSize;

uniform sampler2D palette;

uniform vec2 colorClamp;

varying vec4 fragColor;

#pragma glslify: unfilteredPosition = require("./unfiltered_position.glsl")

void main() {

float prominence = abs(pf[3]);

mat4 p[4];
p[0] = mat4(p0, p1, p2, p3);
p[1] = mat4(p4, p5, p6, p7);
p[2] = mat4(p8, p9, pa, pb);
p[3] = mat4(pc, pd, pe, abs(pf));

gl_Position = unfilteredPosition(
1.0 - prominence,
resolution, viewBoxPosition, viewBoxSize,
p,
sign(pf[3]),
dim1A, dim2A, dim1B, dim2B, dim1C, dim2C, dim1D, dim2D
);

float clampedColorIndex = clamp((prominence - colorClamp[0]) / (colorClamp[1] - colorClamp[0]), 0.0, 1.0);
fragColor = texture2D(palette, vec2((clampedColorIndex * 255.0 + 0.5) / 256.0, 0.5));
}
68 changes: 16 additions & 52 deletions src/traces/parcoords/shaders/pick_vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -14,69 +14,33 @@ uniform vec2 resolution,
viewBoxPosition,
viewBoxSize;

uniform sampler2D palette;
uniform sampler2D mask;

uniform vec2 colorClamp;

uniform float scatter;

varying vec4 fragColor;

vec4 zero = vec4(0, 0, 0, 0);
vec4 unit = vec4(1, 1, 1, 1);
vec2 xyProjection = vec2(1, 1);

mat4 mclamp(mat4 m, mat4 lo, mat4 hi) {
return mat4(clamp(m[0], lo[0], hi[0]),
clamp(m[1], lo[1], hi[1]),
clamp(m[2], lo[2], hi[2]),
clamp(m[3], lo[3], hi[3]));
}

bool mshow(mat4 p, mat4 lo, mat4 hi) {
return mclamp(p, lo, hi) == p;
}

float val(mat4 p, mat4 v) {
return dot(matrixCompMult(p, v) * unit, unit);
}
#pragma glslify: position = require("./position.glsl")

void main() {

float x = 0.5 * sign(pf[3]) + 0.5;
float prominence = abs(pf[3]);
float depth = 1.0 - prominence;

mat4 pA = mat4(p0, p1, p2, p3);
mat4 pB = mat4(p4, p5, p6, p7);
mat4 pC = mat4(p8, p9, pa, pb);
mat4 pD = mat4(pc, pd, pe, abs(pf));

float show = float(mshow(pA, loA, hiA) &&
mshow(pB, loB, hiB) &&
mshow(pC, loC, hiC) &&
mshow(pD, loD, hiD));

vec2 yy = show * vec2(val(pA, dim2A) + val(pB, dim2B) + val(pC, dim2C) + val(pD, dim2D),
val(pA, dim1A) + val(pB, dim1B) + val(pC, dim1C) + val(pD, dim1D));

vec2 dimensionToggle = vec2(x, 1.0 - x);

vec2 scatterToggle = vec2(scatter, 1.0 - scatter);

float y = dot(yy, dimensionToggle);
mat2 xy = mat2(viewBoxSize * yy + dimensionToggle, viewBoxSize * vec2(x, y));

vec2 viewBoxXY = viewBoxPosition + xy * scatterToggle;

float depthOrHide = depth + 2.0 * (1.0 - show);

gl_Position = vec4(
xyProjection * (2.0 * viewBoxXY / resolution - 1.0),
depthOrHide,
1.0
mat4 p[4];
p[0] = mat4(p0, p1, p2, p3);
p[1] = mat4(p4, p5, p6, p7);
p[2] = mat4(p8, p9, pa, pb);
p[3] = mat4(pc, pd, pe, abs(pf));

gl_Position = position(
1.0 - prominence,
resolution, viewBoxPosition, viewBoxSize,
p,
sign(pf[3]),
dim1A, dim2A, dim1B, dim2B, dim1C, dim2C, dim1D, dim2D,
loA, hiA, loB, hiB, loC, hiC, loD, hiD,
mask
);

// pick coloring
fragColor = vec4(pf.rgb, 1.0);
}
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