Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

2D layering fixes #2080

Merged
merged 6 commits into from
May 15, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 3 additions & 3 deletions crates/re_log_types/src/component_types/tensor.rs
Original file line number Diff line number Diff line change
Expand Up @@ -1359,7 +1359,7 @@ fn test_tensor_shape_utilities() {
assert!(tensor.is_vector());
assert!(tensor.is_shaped_like_an_image());
}
// Color/Grey 2x4 images
// Color/Gray 2x4 images
for shape in [
vec![4, 2],
vec![4, 2, 1],
Expand All @@ -1381,7 +1381,7 @@ fn test_tensor_shape_utilities() {
assert!(tensor.is_shaped_like_an_image());
}

// gray 1x4 images
// Gray 1x4 images
for shape in [
vec![4, 1],
vec![4, 1, 1],
Expand All @@ -1396,7 +1396,7 @@ fn test_tensor_shape_utilities() {
assert!(tensor.is_shaped_like_an_image());
}

// gray 4x1 images
// Gray 4x1 images
for shape in [
vec![1, 4],
vec![1, 4, 1],
Expand Down
4 changes: 3 additions & 1 deletion crates/re_renderer/src/view_builder.rs
Original file line number Diff line number Diff line change
Expand Up @@ -258,7 +258,9 @@ impl ViewBuilder {
pub const MAIN_TARGET_DEFAULT_DEPTH_STATE: Option<wgpu::DepthStencilState> =
Some(wgpu::DepthStencilState {
format: Self::MAIN_TARGET_DEPTH_FORMAT,
depth_compare: wgpu::CompareFunction::Greater,
// It's important to set the depth test to GreaterEqual, not to Greater.
// This way, we ensure that objects that are drawn later with the exact same depth value, can overwrite earlier ones!
depth_compare: wgpu::CompareFunction::GreaterEqual,
depth_write_enabled: true,
stencil: wgpu::StencilState {
front: wgpu::StencilFaceState::IGNORE,
Expand Down
92 changes: 53 additions & 39 deletions crates/re_viewer/src/ui/view_spatial/scene/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ use re_log_types::{
};
use re_renderer::{renderer::TexturedRect, Color32, OutlineMaskPreference, Size};
use re_viewer_context::{auto_color, AnnotationMap, Annotations, SceneQuery, ViewerContext};
use smallvec::smallvec;
use smallvec::SmallVec;

use crate::misc::{mesh_loader::LoadedMesh, SpaceViewHighlights, TransformCache};
Expand Down Expand Up @@ -41,6 +42,9 @@ pub struct Image {

/// Textured rectangle for the renderer.
pub textured_rect: TexturedRect,

/// Draw order value used.
pub draw_order: DrawOrder,
}

pub enum UiLabelTarget {
Expand Down Expand Up @@ -149,54 +153,64 @@ impl SceneSpatial {
}

// Push in default draw orders. All of them using the none hash.
entities_per_draw_order
.entry(DrawOrder::DEFAULT_BOX2D)
.or_default()
.push(DrawOrderTarget::DefaultBox2D);
entities_per_draw_order
.entry(DrawOrder::DEFAULT_IMAGE)
.or_default()
.push(DrawOrderTarget::DefaultImage);
entities_per_draw_order
.entry(DrawOrder::DEFAULT_LINES2D)
.or_default()
.push(DrawOrderTarget::DefaultLines2D);
entities_per_draw_order
.entry(DrawOrder::DEFAULT_POINTS2D)
.or_default()
.push(DrawOrderTarget::DefaultPoints);
entities_per_draw_order.insert(
DrawOrder::DEFAULT_BOX2D,
smallvec![DrawOrderTarget::DefaultBox2D],
);
entities_per_draw_order.insert(
DrawOrder::DEFAULT_IMAGE,
smallvec![DrawOrderTarget::DefaultImage],
);
entities_per_draw_order.insert(
DrawOrder::DEFAULT_LINES2D,
smallvec![DrawOrderTarget::DefaultLines2D],
);
entities_per_draw_order.insert(
DrawOrder::DEFAULT_POINTS2D,
smallvec![DrawOrderTarget::DefaultPoints],
);

// Determine re_renderer draw order from this.
//
// We give objects with the same `DrawOrder` still a different depth offset
// in order to avoid z-fighting artifacts when rendering in 3D.
// (for pure 2D this isn't necessary)
//
// We want to be as tightly around 0 as possible.
let mut offsets = EntityDepthOffsets::default();
let mut draw_order = -((entities_per_draw_order.len() / 2) as re_renderer::DepthOffset);
let num_entities_with_draw_order: usize = entities_per_draw_order
.values()
.map(|entities| entities.len())
.sum();
let mut draw_order = -((num_entities_with_draw_order / 2) as re_renderer::DepthOffset);
offsets.per_entity = entities_per_draw_order
.into_values()
.flat_map(move |targets| {
let pairs = targets
.flat_map(|targets| {
targets
.into_iter()
.filter_map(|target| match target {
DrawOrderTarget::Entity(entity) => Some((entity, draw_order)),
DrawOrderTarget::DefaultBox2D => {
offsets.box2d = draw_order;
None
}
DrawOrderTarget::DefaultLines2D => {
offsets.lines2d = draw_order;
None
}
DrawOrderTarget::DefaultImage => {
offsets.image = draw_order;
None
}
DrawOrderTarget::DefaultPoints => {
offsets.points = draw_order;
None
.filter_map(|target| {
draw_order += 1;
match target {
DrawOrderTarget::Entity(entity) => Some((entity, draw_order)),
DrawOrderTarget::DefaultBox2D => {
offsets.box2d = draw_order;
None
}
DrawOrderTarget::DefaultLines2D => {
offsets.lines2d = draw_order;
None
}
DrawOrderTarget::DefaultImage => {
offsets.image = draw_order;
None
}
DrawOrderTarget::DefaultPoints => {
offsets.points = draw_order;
None
}
}
})
.collect::<SmallVec<[_; 4]>>();
draw_order += 1;
pairs
.collect::<SmallVec<[_; 4]>>()
})
.collect();

Expand Down
42 changes: 25 additions & 17 deletions crates/re_viewer/src/ui/view_spatial/scene/scene_part/images.rs
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ use itertools::Itertools;
use re_data_store::{query_latest_single, EntityPath, EntityProperties};
use re_log_types::{
component_types::{ColorRGBA, InstanceKey, Tensor, TensorData, TensorDataMeaning},
Component, DecodedTensor, Transform,
Component, DecodedTensor, DrawOrder, Transform,
};
use re_query::{query_primary_with_history, EntityView, QueryError};
use re_renderer::{
Expand Down Expand Up @@ -113,21 +113,21 @@ fn handle_image_layering(scene: &mut SceneSpatial) {
);

fn is_plane_similar(a: macaw::Plane3, b: macaw::Plane3) -> bool {
a.normal.dot(b.normal) >= 0.99 && (a.d - b.d) >= 0.01
a.normal.dot(b.normal) > 0.99 && (a.d - b.d).abs() < 0.01
}
let has_same_depth_offset = rectangle_group.last().map_or(true, |last_image| {
last_image.textured_rect.options.depth_offset
== image.textured_rect.options.depth_offset
});

// Are the image planes too unsimilar? Then this is a new group.
if !rectangle_group.is_empty()
&& (!is_plane_similar(prev_plane, cur_plane) || !has_same_depth_offset)
{

// Use draw order, not depth offset since depth offset might change when draw order does not.
let has_same_draw_order = rectangle_group
.last()
.map_or(true, |last_image| last_image.draw_order == image.draw_order);

// If the planes are similar, add them to the same group, otherwise start a new group.
if has_same_draw_order && is_plane_similar(prev_plane, cur_plane) {
rectangle_group.push(image);
} else {
let previous_group = std::mem::replace(&mut rectangle_group, vec![image]);
return Some(previous_group);
}
rectangle_group.push(image);
}
if !rectangle_group.is_empty() {
Some(rectangle_group.drain(..).collect())
Expand All @@ -150,8 +150,9 @@ fn handle_image_layering(scene: &mut SceneSpatial) {
let opacity = if idx == 0 {
1.0
} else {
// avoid precision problems in framebuffer
1.0 / total_num_images.at_most(20) as f32
}; // avoid precision problems in framebuffer
};
image.textured_rect.options.multiplicative_tint = image
.textured_rect
.options
Expand Down Expand Up @@ -181,9 +182,10 @@ impl ImagesPart {
crate::profile_function!();

// Instance ids of tensors refer to entries inside the tensor.
for (tensor, color) in itertools::izip!(
for (tensor, color, draw_order) in itertools::izip!(
entity_view.iter_primary()?,
entity_view.iter_component::<ColorRGBA>()?
entity_view.iter_component::<ColorRGBA>()?,
entity_view.iter_component::<DrawOrder>()?
) {
crate::profile_scope!("loop_iter");
let Some(tensor) = tensor else { continue; };
Expand Down Expand Up @@ -251,6 +253,7 @@ impl ImagesPart {
ent_path: ent_path.clone(),
tensor,
textured_rect,
draw_order: draw_order.unwrap_or(DrawOrder::DEFAULT_IMAGE),
});
}
}
Expand Down Expand Up @@ -401,13 +404,18 @@ impl ScenePart for ImagesPart {
continue;
};

match query_primary_with_history::<Tensor, 3>(
match query_primary_with_history::<Tensor, 4>(
&ctx.log_db.entity_db.data_store,
&query.timeline,
&query.latest_at,
&props.visible_history,
ent_path,
[Tensor::name(), InstanceKey::name(), ColorRGBA::name()],
[
Tensor::name(),
InstanceKey::name(),
ColorRGBA::name(),
DrawOrder::name(),
],
)
.and_then(|entities| {
for entity in entities {
Expand Down
36 changes: 31 additions & 5 deletions examples/rust/api_demo/src/main.rs
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ use std::{
f32::consts::{PI, TAU},
};

use itertools::Itertools;
use rerun::{
components::{
AnnotationContext, AnnotationInfo, Box3D, ClassDescription, ClassId, ColorRGBA, DrawOrder,
Expand Down Expand Up @@ -284,23 +285,48 @@ fn demo_rects(rec_stream: &RecordingStream) -> anyhow::Result<()> {
Ok(())
}

fn colored_tensor<F: Fn(usize, usize) -> [u8; 3]>(
width: usize,
height: usize,
pos_to_color: F,
) -> ndarray::Array3<u8> {
let pos_to_color = &pos_to_color; // lambda borrow workaround.
ndarray::Array3::from_shape_vec(
(height, width, 3),
(0..height)
.flat_map(|y| (0..width).flat_map(move |x| pos_to_color(x, y)))
.collect_vec(),
)
.unwrap()
}

fn demo_2d_layering(rec_stream: &RecordingStream) -> anyhow::Result<()> {
use ndarray::prelude::*;

// Add several overlapping images
let img = Array::<u8, _>::from_elem((512, 512, 3).f(), 64);
// Add several overlapping images.
// Large dark gray in the background
let img = Array::<u8, _>::from_elem((512, 512, 1).f(), 64);
MsgSender::new("2d_layering/background")
.with_timepoint(sim_time(1.0))
.with_component(&[Tensor::try_from(img.as_standard_layout().view())?])?
.with_component(&[DrawOrder(0.0)])?
.send(rec_stream)?;
let img = Array::<u8, _>::from_elem((256, 256, 3).f(), 128);
MsgSender::new("2d_layering/middle")
// Smaller gradient in the middle
let img = colored_tensor(256, 256, |x, y| [x as u8, y as u8, 0]);
MsgSender::new("2d_layering/middle_red")
.with_timepoint(sim_time(1.0))
.with_component(&[Tensor::try_from(img.as_standard_layout().view())?])?
.with_component(&[DrawOrder(1.0)])?
.send(rec_stream)?;
// Slightly smaller red in the middle, on the same layer as the previous.
let img = colored_tensor(192, 192, |_, _| [0, 0, 255]);
MsgSender::new("2d_layering/middle_blue")
.with_timepoint(sim_time(1.0))
.with_component(&[Tensor::try_from(img.as_standard_layout().view())?])?
.with_component(&[DrawOrder(1.0)])?
.send(rec_stream)?;
let img = Array::<u8, _>::from_elem((128, 128, 3).f(), 255);
// Small white on top.
let img = Array::<u8, _>::from_elem((128, 128, 1).f(), 255);
MsgSender::new("2d_layering/top")
.with_timepoint(sim_time(1.0))
.with_component(&[Tensor::try_from(img.as_standard_layout().view())?])?
Expand Down