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* Bird's Eye View couldd be lazily updated: when doing interaction-heavy operations (i.e. moving nodes, etc.) the Bird's Eye View might be a performance bottleneck, because it has to re-draw everything (even if at low detail); (note: I haven't actually benchmarked this. ) If this is problem, it should be setup up so that during such interaction Bird's Eye View can be allowed to lag behind the main view. | * Bird's Eye View could be lazily updated: when doing interaction-heavy operations (i.e. moving nodes, etc.) the Bird's Eye View might be a performance bottleneck, because it has to re-draw everything (even if at low detail); (note: I haven't actually benchmarked this. ) If this is problem, it should be setup up so that during such interaction Bird's Eye View can be allowed to lag behind the main view. |
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* NonRenderer -- don't actually draw the node -- might be useful for hiding the node | |
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* NonRenderer -- see above | |
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* {{{renderPreview()}} -- used not only in vizmapper GUI, but also in the editor GUI to provide the palette * {{{boundingPoligon()}}} -- required so that layout methods can take into account node size; and also for handling mouse events (so that the Presentation object can figure out which GraphObject got the event) |
* {{{renderPreview() }}} -- used not only in vizmapper GUI, but also in the editor GUI to provide the palette * {{{boundingPoligon() }}} -- required so that layout methods can take into account node size; and also for handling mouse events (so that the Presentation object can figure out which GraphObject got the event) |
This page collects my notes about the crazy "pluggable renderers" idea I posted to the cytoscape-staff mailling list.
The main idea is to gut the current rendering and vizmapping code so that visual attributes (the fact that there is such a thing as borderWidth or node color) are not mentioned in them anywhere and so that the rendering code doesn't know how to draw a node. Instead, provide an API so that these can be supplied in pluggable modules.
The current plan is to produce a proof-of-concept prototype by the cytoscape retreat in Toronto. (which means in one week)
The svn branch is at svn+ssh://grenache.ucsd.edu/cellar/common/svn/cytoscape3/branches/abeld-gsoc/dev/pluggable-renderers
currently done
So far I have been working from the inside out: (from the inner loop outwards)
node rendering is done in ShapeRenderer.java, seperate from the inner rendering loop.
- visual attributes about the node are stored dynamically (in a
DNodeView.visualAttributes HashMap), not in NodeDetails.
Immediate TODO
- start doing from "outside in": refactor how Calculators are loaded so that borderWidth calculator etc. is not loaded, since these will
be supplied by the NodeRenderer instance. Instead load NodeRenderer the way calculators are loaded now. (from a .props file)
- Refactor vizmapper so that borderWidth, etc. calculators are only added to the list of calculators when the renderer has been selected in the vizmapper.
- study how vizmapper bypass is done now
Implementation plan
- only do nodes at first, don't care about node labels or edges. The idea is to have nodes handled in a pluggable way and compare the pluggable architecture with the previous one. (Later the node labels should be handled by the node renderers, as well; Once the general architecture is working it should be pretty simple to copy that for the other visual attributes as well.)
- don't care about benchmarking, at first
- don't care about OSGi framework, at first
Do in following order:
refactor GraphGraphics and GraphRenderer to call separate NodeRenderers for rendering. No vizmap changes yet, and only original renderers/ nodeshapes kept
- refactor vizmapper to be able to use pluggable 'mappable visual attributes'. (Try to simplify vizmapper API at this step, creating and applying custom visual style are apparently not simple enough; see ["Visual Style Simplification"])
- Lift some noderenderers from other code (ideally the following: pie nodes, custom bitmap and custom vector graphic image)
- use OSGi for pluggability (this will be about simply figuring out OSGi and how to use it for renderers-as-service)
- do some benchmarks to show that all this didn't make rendering slow as molasses.
create UndirectedEdgeRenderer from current edge rendering, which has only endpoints and not separate target and source visual properties.
Things to figure out
- place in model / viewmodel / view division (I'll have to study the current plan for the viewmodel api)
- are currently used customGraphics used as a kind of decorators on
nodes? (I.e. are they used to replace or to add to nodes?) If yes, supporting such 'node decorators' might be needed.
- Stroke attributes, for example width and dash settings are set seperately, and should be usable for mapping attributes to seperately, but could be actually stored in a single Stroke object. How similar is this to setting colors, where an RGB triad is used, which is set in one dialog and stored as one java.awt.Color object? I think that to allow mapping attributes to width, it won't be possible to handle it as Stroke, but the visual attributes will have to be the parameters of the Stroke.
Notes about current rendering and vizmapping architecture
These are mostly notes and reminders for myself (but if I misunderstand something, feel free to correct it):
- good description of visual mapping framework: ["Visual_Mapping_System_Guide"]
- eclipse's "Open Call Hierarchy" is pretty neat
render.immed is only GraphGraphics, which is only a collection of methods It is only called from render.stateful GraphRenderer.renderGraph() which is basically the inner loop Basically these are the places where large refactorings will be done.
visual style is applied to individual nodes (NodeViews), but is stored in a central NodeDetails object. I.e. DNodeView forwards all data to DNodeDetails; as if a NodeView would be one 'row' in the table of NodeDetails. Then, when rendering, a row is read from NodeDetails since nodes are rendered one-by-one.
Pluggable renderers and pluggable vizmapper
Having truly modular renderers will require a more modular vizmapper: the VisualProperties that Attributes can be mapped to will have to be dynamic, defined by the Renderers. (Currently they are hard-coded in the vizmapper.)
Making vizmapper pluggable would, however be good not only for pluggable renderers, but for other PresentationViews as well, since it could allow other types of views (like Matrix view or such to use the same vizmapper architecture.)
In fact, having a pluggable vizmapper is sort-of-needed to allow plugin-developers to store all state in the ViewModel.
Possible impact on rendering speed
Since the plan is to make the rendering more modular, some thing will have to be done with dynamic lookup which is done with hard-coded methods currently. This means that rendering a node will most likely end up a bit slower. However, the overall speed of the renderer does not necessary have to be slower, since the current implementation does not use some possible optimizations that it could:
(Here I use 'rendering' for 'turning visual attributes into bitmaps' and 'repainting' for copying the bitmap images of nodes in the right place to show the network. The point is that if repainting is fast, it doesn't matter much if rendering is slow.)
(I hope that I am not mis-interpreting the behaviour of the current code in the description below.)
- cacheing of rendered nodes: rendering a node, especially if it has a text label, is much slower than copying the image of the node. Thus, (for a given zoom level) rendering should be only done once, to a cached image, and when drawing the graph simply that cached image has to be copied to the right place.
- when zooming the view, instead of re-rendering everything to redraw the graph, simply scale the exsisting view and then re-render it in an idle callback. (This is what evince does, for example.) This would mean that when doing a zoom, first the view would look blocky (since a bitmap image was scaled as fast as possible) then it would clear up. In effect this allows to sacrifice (temporary) visual correctness for responsiveness.
- There is no need to re-render the graph when panning it: the previously rendered image (of the visible part of the graph) simply has to be re-painted, in a different place and only the new part (which is now visible, but wasn't visible previously) has to be rendered. For figuring out what to render in this second part, the same code that currently only renders the visible part can be used.
- When moving a node, the nodes and edges that are not moved should not be re-rendered: the stationary nodes and edges can be simply treated as background, rendered once to an image, when the move begins and only repainted from this image. Currently the repaint speed, and thus the responsiveness of the gui, is slower when a node is moved in a large network than when in a small network and there is no intrinsic reason for that.
- LOD could also depend on interaction: If rerendering is needed often despite the tricks mentioned above, (for example, rerendering of some edges when it's endpoint node is moved) the LOD could be set lower (possibly for only those objects, since for the rest, which doesn't get rerendered, this is not needed.)
- rendering should be done in background, not in the main thread (if possible): see also Matthias Reimann's mail to cyto-staff list on 2008. jul. 2.
- Bird's Eye View could be lazily updated: when doing interaction-heavy operations (i.e. moving nodes, etc.) the Bird's Eye View might be a performance bottleneck, because it has to re-draw everything (even if at low detail); (note: I haven't actually benchmarked this. ) If this is problem, it should be setup up so that during such interaction Bird's Eye View can be allowed to lag behind the main view.
Note that all these could be implemented with the current rendering architecture, but the point is that with such optimizations, the responsiveness and repainting speed should not depend critically on the rendering speed of nodes and thus having pluggable renderers should not mean a sever drop in rendering speed.
Planned core NodeRenderers
NonRenderer -- don't actually draw the node -- might be useful for hiding the node
TrivialRenderer -- only circle shape, only one color, one size; basically no VisualProperty at all
SimpleShapeRenderer -- basically current node rendering: star-like shape, with fill color and transparency and a border around it. This Renderer should make it possible to dynamically extend the available Shapes (i.e. plugins can define new polygons to use as shapes.); this would be good example of allowing extensible plugins, i.e. plugins that themselves can user services defined by other plugins.
PieRenderer -- just copy over the implementation available elsewhere; Will be example for mapping a List to a VisualProperty.
- SVGRenderer -- should also be exensible with new svg objects
BitmapRenderer -- also usable for backward-compatibility with CustomGraphics API
Planned core EdgeRenderers
pluggable edge renderers would be a less usefull feature, but still, here are some ideas: (see also RichLineTypes rfc for ideas, etc.)
DirectedEdgeRenderer -- basically current renderer
UndirectedEdgeRenderer -- basically current renderer, but instead of separate Target.. and Source... VisualProperties, have only EdgeEnd... VisualProperties to enforce constraint that both ends of the edge must look the same.
RainbowEdge --- (?)
FancyStrokeRenderer -- see http://www.java2s.com/Code/Java/2D-Graphics-GUI/CustomStrokes.htm for ideas
NonRenderer -- see above
Things a NodeRenderer will have to provide
I.e. a high-level requirements of the API
render() for actual rendering
renderPreview() -- used not only in vizmapper GUI, but also in the editor GUI to provide the palette
boundingPoligon() -- required so that layout methods can take into account node size; and also for handling mouse events (so that the Presentation object can figure out which GraphObject got the event)
supportedVisualProperties()
Also: to support several levels of detail, maybe one NodeRenderer will actually have several render() methods (or have a NodeStyle object that has several NodeRenderer objects, one for each level of detail.) In this case from the above methods, only render() will be in NodeRenderer, the rest in NodeStyles.