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fix: [NGRM] - Strange artefacts in 2D maps #2134 (#2135)
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nilscb authored Jul 8, 2024
1 parent a2390e2 commit 0446493
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Showing 23 changed files with 69 additions and 10 deletions.
Binary file added example-data/ArtefactsMap/points.bin
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Binary file added example-data/ArtefactsMap/properties.bin
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Original file line number Diff line number Diff line change
Expand Up @@ -5,29 +5,33 @@ precision highp float;
in vec3 cameraPosition;
in vec4 position_commonspace;
in float property;
flat in float property;
in float property_interpolated;
flat in vec3 normal;
flat in int vertexIndex;
uniform sampler2D colormap;
uniform float valueRangeMin;
uniform float valueRangeMax;
uniform float colorMapRangeMin;
uniform float colorMapRangeMax;
uniform bool isColoringDiscrete;
uniform float colorMapSize;
uniform highp int coloringMode;
uniform vec3 colorMapClampColor;
uniform bool isClampColor;
uniform bool isColorMapClampColorTransparent;
// Calculate color from propertyValue using continuous colormap.
vec4 getContinuousPropertyColor (float propertyValue) {
vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
if (x < 0.0 - 1e-4 || x > 1.0 + 1e-4) {
if (x < 0.0 || x > 1.0) {
// Out of range. Use clampcolor.
if (isClampColor) {
color = vec4(colorMapClampColor.rgb, 1.0);
Expand All @@ -53,7 +57,7 @@ vec4 getDiscretePropertyColor (float propertyValue) {
vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
float tolerance = (1.0 / colorMapSize) * 0.5;
if (propertyValue < colorMapRangeMin - tolerance || propertyValue > colorMapRangeMax + tolerance) {
// Out of range. Use clampcolor.
if (isClampColor) {
Expand Down Expand Up @@ -90,8 +94,12 @@ void main(void) {
gl_FragColor = encodeVertexIndexToRGB(vertexIndex);
return;
}
vec4 color = getPropertyColor(property);
// Property values other than X,Y or Z are passed as "flat" i.e. constant over faces.
float propertyValue = coloringMode == 0 ? property : property_interpolated;
propertyValue = clamp(propertyValue, valueRangeMin, valueRangeMax);
vec4 color = getPropertyColor(propertyValue);
// Use two sided phong lighting. This has no effect if "material" property is not set.
vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
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Original file line number Diff line number Diff line change
Expand Up @@ -70,6 +70,8 @@ const defaultProps = {

interface IPropertyUniforms {
colormap: Texture2D;
valueRangeMin: number;
valueRangeMax: number;
colorMapRangeMin: number;
colorMapRangeMax: number;
colorMapClampColor: Color | undefined | boolean | number[];
Expand Down Expand Up @@ -362,6 +364,8 @@ export default class PrivateLayer extends Layer<PrivateLayerProps> {

return {
colormap,
valueRangeMin,
valueRangeMax,
colorMapRangeMin,
colorMapRangeMax,
colorMapClampColor,
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Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,8 @@ uniform int coloringMode;
// Outputs to fragment shader
out vec3 cameraPosition;
out vec4 position_commonspace;
out float property;
flat out float property;
out float property_interpolated;
flat out vec3 normal;
flat out int vertexIndex;
Expand All @@ -37,9 +38,9 @@ void main(void) {
switch(coloringMode) {
case 0: property = properties; break;
case 1: property = position.x; break;
case 2: property = position.y; break;
case 3: property = position.z; break;
case 1: property_interpolated = position.x; break;
case 2: property_interpolated = position.y; break;
case 3: property_interpolated = position.z; break;
default: property = properties; break;
}
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Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,9 @@ void main(void) {
vec4 color = vec4(1.0, 1.0, 1.0, 1.0);;
float propertyValue = property;
// This may happen due to GPU interpolation precision causing color artifacts.
propertyValue = clamp(propertyValue, valueRangeMin, valueRangeMax);
float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
if (x < 0.0 || x > 1.0) {
// Out of range. Use clampcolor.
Expand Down
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Original file line number Diff line number Diff line change
Expand Up @@ -72,6 +72,26 @@ const smallLayer = {
colorMapClampColor: [255, 0, 0],
};

const artefactsMapLayer = {
"@@type": "MapLayer",
id: "artefacts-map-layer",
meshData: "ArtefactsMap/points.bin",
frame: {
origin: [1134, 9317.966796875],
count: [81, 92],
increment: [101.04595712679287, -100.58940471369598],

rotDeg: 0.10652954894901544,
},
propertiesData: "ArtefactsMap/properties.bin",
gridLines: false,
material: false,
// black to white colors.
colorMapFunction: [0, 0, 0],
colorMapRange: [-0.01, 33], // actual range is [0, 34.764503479003906]
colorMapClampColor: [0, 255, 0],
};

// This layer has as many property values as depth values hence each cell will be interpolated in color.
const nodeCenteredPropertiesLayer = {
"@@type": "MapLayer",
Expand Down Expand Up @@ -322,6 +342,12 @@ const axes_small = {
bounds: [459790, 5929776, 0, 460590, 5930626, 30],
};

const axes_artefact_map = {
"@@type": "AxesLayer",
id: "axes_artefact_map",
bounds: [0, 0, 0, 10000, 10000, 30],
};

export const SmallMap: StoryObj<typeof SubsurfaceViewer> = {
args: {
id: "map",
Expand All @@ -339,6 +365,23 @@ export const SmallMap: StoryObj<typeof SubsurfaceViewer> = {
},
};

export const MapWithArtefacts: StoryObj<typeof SubsurfaceViewer> = {
args: {
id: "artefacts-map",
layers: [axes_artefact_map, artefactsMapLayer],
bounds: [0, 0, 10000, 10000] as BoundingBox2D,
views: default3DViews,
},
parameters: {
docs: {
...defaultStoryParameters.docs,
description: {
story: "Map with color artefacts.",
},
},
},
};

const axes_lite = {
"@@type": "AxesLayer",
id: "axes_small",
Expand Down
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