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Refactor handling of alpha #873
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Thanks! Will check this in detail later today, but I wanted to mention this: #754 We want to make alpha a separate graphic feature and thus an entirely independent Graphic property (in general we're trying to make the constructor as symmetric as possible with the settable properties, just like pygfx) . This would probably be a good time to do that? |
Good to know this was already on the agenda! Yeah I think it makes sense both from an API perspective, but also technically; changing a color is fine, but changing an alpha value might affect how you want to blend things. |
This seems a bit awkward. I foresee users would complain about having to do this.
From your list of options, this seems most straight forward.
After thinking about this for a while, I guess what I would expect from a 2D plotting library as a user:
I'm not sure if fastplotlib also does 3D plotting, but in that case I would expect it to behave as pygfx does naturally. By the way, I appreciate you calling for my thoughts, so I'm sharing them here, but I really have not been keeping up with fastplotlib's development for a while, so take it with a grain of salt. |
I'm leaning towards this as well.
When using an orthographic projection graphics are stacked in z.
Everything is 3D just like pygfx, perspective camera for everything. We just don't have a high level API for meshes yet, I've rarely used meshes myself so I hope someone else would be able to contributre a high level API for that. Or maybe meshes are so specific that the pygfx level of abstraction is the best for it, I don't know yet. |
Do you mean that the objects are offset in their Is it possible to clearly identify whether the current graphic is in a 2D or 3D scene? If that is the case we could indeed default to
Haha!. Some Pygfx users consider meshes the "normal object" and think all the non-meshes are special 😉 |
And what determines the stacking order? Insertion order? |
Yup!
Yup. Though the z can be set when added, or later at any time.
If camera.fov == 0 You can switch between them and it's something I do all the time when looking at low dimensional projections with lines and scatters. |
Tests pass again! (or am I missing something?) |
oh lol, all tests are skipped 😆 |
📚 Docs preview built and uploaded! https://www.fastplotlib.org/ver/alpha |
How are you feeling about this refactor @almarklein, now that you can experience the revamped transparency system as a user? |
I'm feeling pretty good about it in general. I felt rather disappointed that we cannot abstract the whole transparency thing away from the user. But after having done quite a bit of research on the topic I'm confident that even with the more advanced methods (which would consume more memory and/or be slower) it'd still not be fool proof. That's what it is. So the only way to go is to shove the problem on the user 😄 , but as gentle as possible, and providing multiple different options to deal with it. I think we've now now done that pretty well, providing pretty powerful options, but also easy-to-use shorthands with As for this PR in Fastplotlib, I think it helps a lot if we can determine/assume the scene to be 2D, so we can just use 'blend'. If no object writes depth, Pygfx will not create the depth buffer, so it'd be a bit lighter too. |
3D is used often, easiest way to check is if This will also need some refactoring of the graphic features, will add more thoughts soon |
You may want to consider introducing an Enum or a dict with a list of custom render queues, just so they're easier to organize and manage. |
Ok, the approach I implemented now:
The screenshot tests fail. obviously. What's the best way to update these? Same as in Pygfx?
What kind of changes? |
Context
Previously, Pygfx automatically distinguished between opaque and transparent fragments on a per-fragment level. With the new blending in Pygfx (current
main
), this distinction will have to be made per object. This means that somewhere a decision will have to be made whether an object is opaque or transparent.The PyGfx
material.alpha_mode
is the easy way to control this behavior. The two values that make the most sense for Fastplotlib are:material.opacity
is 1.This PR uses 'blend' for all WorldObjects. We can use
material.render_queue
to control the order of axes, grids, legends etc, with respect to other objects. This means that they do not write to the depth buffer.Using 'auto' would also work, but self-intersecting objects like noisy lines or scattered points would be prone to show artifacts in semi-transparent regions (e.g. the aa edge).
If we add support for 3D objects (e.g. meshes) these should probably use `alpha_mode='auto' or 'opaque'.
Places where users can introduce transparency
(Let me know if I missed one!)
alpha
argument.Ideas (at the start of this PR)
Some ideas, some compatible, some mutually exclusive:
alpha
value passed to the graphic could be used to setworld_object.material.opacity
.alpha < 1
. Easy to do either in fpl or pygfx. Covers quite some use-cases.alpha
and see that it works then. Then they can set it to 0.999 to fix it.alpha_mode
.alpha_mode
when values < 1 are present.alpha_mode="blend"
for smoother results of transparent objects.cc @Korijn because this is is a topic that touches both fpl and pygfx