Revert ContourMap texture-based rendering changes

Reverts:
- ContourMap: Smooth texture edges with weighted alpha blending (2dc7123d8)
- ContourMap: Increase texture resolution with bilinear interpolation (2e1e99602)
- ContourMap: Add texture-based rendering as default rendering mode (87ef7a01b)
This commit is contained in:
Magne Sjaastad committed 2026-03-12 17:31:56 +01:00
1 parent 2dc7123d8f
commit 4b43fcf0a7
6 files changed
+19 -305

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@@ -22,7 +22,6 @@
#include "RiaFontCache.h"
#include "ContourMap/RigContourMapGrid.h"
#include "ContourMap/RigContourMapProjection.h"
#include "ContourMap/RigContourPolygonsTools.h"
#include "RivMeshLinesSourceInfo.h"
@@ -40,19 +39,10 @@
#include "cvfPart.h"
#include "cvfPrimitiveSetIndexedUInt.h"
#include "cvfRay.h"
#include "cvfRenderStateBlending.h"
#include "cvfRenderStateTextureBindings.h"
#include "cvfSampler.h"
#include "cvfScalarMapper.h"
#include "cvfShaderProgram.h"
#include "cvfShaderProgramGenerator.h"
#include "cvfShaderSourceProvider.h"
#include "cvfTexture.h"
#include "cvfTextureImage.h"
#include "cvfViewport.h"
#include "cvfqtUtils.h"
#include <algorithm>
#include <cmath>
#include <QDebug>
@@ -66,12 +56,6 @@ RivContourMapProjectionPartMgr::RivContourMapProjectionPartMgr( caf::PdmObject*
m_pdmObject = pdmObject;
m_labelEffect = new cvf::Effect;
cvf::ShaderProgramGenerator gen( "Texturing", cvf::ShaderSourceProvider::instance() );
gen.addVertexCode( cvf::ShaderSourceRepository::vs_Standard );
gen.addFragmentCode( cvf::ShaderSourceRepository::src_Texture );
gen.addFragmentCode( cvf::ShaderSourceRepository::fs_Unlit );
m_textureShaderProg = gen.generate();
}
//--------------------------------------------------------------------------------------------------
@@ -601,208 +585,3 @@ bool RivContourMapProjectionPartMgr::lineOverlapsWithPreviousContourLevel( const
{
return RigContourPolygonsTools::lineOverlapsWithContourPolygons( lineCenter, previousLevel, tolerance );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivContourMapProjectionPartMgr::appendProjectionAsTexturedQuad( cvf::ModelBasicList* model,
const caf::DisplayCoordTransform* displayCoordTransform,
cvf::ScalarMapper* scalarMapper,
const RigContourMapProjection& contourMapProjection,
const RigContourMapGrid& contourMapGrid )
{
auto expandedBB = contourMapGrid.expandedBoundingBox();
cvf::Vec3dArray domainCoords;
domainCoords.reserve( 4 );
domainCoords.add( expandedBB.min() );
domainCoords.add( cvf::Vec3d( expandedBB.max().x(), expandedBB.min().y(), expandedBB.min().z() ) );
domainCoords.add( expandedBB.max() );
domainCoords.add( cvf::Vec3d( expandedBB.min().x(), expandedBB.max().y(), expandedBB.min().z() ) );
double zValueForContourMap = contourMapGrid.origin3d().z();
zValueForContourMap += 0.3 * zValueForContourMap;
cvf::Vec3dArray displayCoords;
displayCoords.reserve( 4 );
for ( int i = 0; i < 4; i++ )
{
auto displayCoord = displayCoordTransform->transformToDisplayCoord( domainCoords[i] );
displayCoord.z() = zValueForContourMap;
displayCoords.add( displayCoord );
}
auto textureImage = RivContourMapProjectionPartMgr::createTexture( &contourMapProjection, scalarMapper );
bool transparent = true;
auto part = createSingleTexturedQuadPart( displayCoords, textureImage, transparent );
part->setSourceInfo( new RivObjectSourceInfo( m_pdmObject.p() ) );
part->setPriority( RivPartPriority::BaseLevel );
model->addPart( part.p() );
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::DrawableGeo> RivContourMapProjectionPartMgr::createXYPlaneQuadGeoWithTexCoords( const cvf::Vec3dArray& cornerPoints )
{
cvf::ref<cvf::Vec3fArray> vertices = new cvf::Vec3fArray;
vertices->reserve( 4 );
for ( const auto& v : cornerPoints )
{
vertices->add( cvf::Vec3f( v ) );
}
cvf::ref<cvf::Vec2fArray> texCoords = new cvf::Vec2fArray;
texCoords->reserve( 4 );
texCoords->add( cvf::Vec2f( 0, 0 ) );
texCoords->add( cvf::Vec2f( 1, 0 ) );
texCoords->add( cvf::Vec2f( 1, 1 ) );
texCoords->add( cvf::Vec2f( 0, 1 ) );
cvf::ref<cvf::DrawableGeo> geo = new cvf::DrawableGeo;
geo->setVertexArray( vertices.p() );
geo->setTextureCoordArray( texCoords.p() );
cvf::ref<cvf::UIntArray> indices = new cvf::UIntArray;
indices->reserve( 6 );
for ( uint i : { 0u, 1u, 2u, 0u, 2u, 3u } )
{
indices->add( i );
}
cvf::ref<cvf::PrimitiveSetIndexedUInt> primSet = new cvf::PrimitiveSetIndexedUInt( cvf::PT_TRIANGLES );
primSet->setIndices( indices.p() );
geo->addPrimitiveSet( primSet.p() );
geo->computeNormals();
return geo;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::ref<cvf::Part> RivContourMapProjectionPartMgr::createSingleTexturedQuadPart( const cvf::Vec3dArray& cornerPoints,
cvf::ref<cvf::TextureImage> image,
bool transparent )
{
cvf::ref<cvf::Part> part = new cvf::Part;
cvf::ref<cvf::DrawableGeo> geo = createXYPlaneQuadGeoWithTexCoords( cornerPoints );
cvf::ref<cvf::Texture> texture = new cvf::Texture( image.p() );
cvf::ref<cvf::Sampler> sampler = new cvf::Sampler;
sampler->setMinFilter( cvf::Sampler::LINEAR );
sampler->setMagFilter( cvf::Sampler::NEAREST );
sampler->setWrapModeS( cvf::Sampler::CLAMP_TO_EDGE );
sampler->setWrapModeT( cvf::Sampler::CLAMP_TO_EDGE );
cvf::ref<cvf::RenderStateTextureBindings> textureBindings = new cvf::RenderStateTextureBindings;
textureBindings->addBinding( texture.p(), sampler.p(), "u_texture2D" );
cvf::ref<cvf::Effect> eff = new cvf::Effect;
eff->setRenderState( textureBindings.p() );
eff->setShaderProgram( m_textureShaderProg.p() );
if ( transparent )
{
part->setPriority( RivPartPriority::PartType::TransparentSeismic );
cvf::ref<cvf::RenderStateBlending> blending = new cvf::RenderStateBlending;
blending->configureTransparencyBlending();
eff->setRenderState( blending.p() );
}
part->setDrawable( geo.p() );
part->updateBoundingBox();
part->setEffect( eff.p() );
return part;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::TextureImage* RivContourMapProjectionPartMgr::createTexture( const RigContourMapProjection* contourMapProjection,
cvf::ScalarMapper* scalarMapper )
{
if ( !contourMapProjection || !scalarMapper ) return nullptr;
auto vertexSizeIJ = contourMapProjection->numberOfVerticesIJ();
int vertWidth = static_cast<int>( vertexSizeIJ.x() );
int vertHeight = static_cast<int>( vertexSizeIJ.y() );
// Scale up the texture and bilinearly interpolate to reduce block artefacts.
constexpr int scale = 4;
int width = vertWidth * scale;
int height = vertHeight * scale;
cvf::TextureImage* textureImage = new cvf::TextureImage();
textureImage->allocate( width, height );
auto dataValues = contourMapProjection->aggregatedVertexResultsFiltered();
for ( int py = 0; py < height; ++py )
{
for ( int px = 0; px < width; ++px )
{
// Map pixel centre to fractional vertex-space coordinates.
double fx = ( px + 0.5 ) / scale - 0.5;
double fy = ( py + 0.5 ) / scale - 0.5;
int x0 = static_cast<int>( std::floor( fx ) );
int y0 = static_cast<int>( std::floor( fy ) );
int x1 = x0 + 1;
int y1 = y0 + 1;
double tx = fx - x0;
double ty = fy - y0;
x0 = std::clamp( x0, 0, vertWidth - 1 );
x1 = std::clamp( x1, 0, vertWidth - 1 );
y0 = std::clamp( y0, 0, vertHeight - 1 );
y1 = std::clamp( y1, 0, vertHeight - 1 );
double v00 = dataValues[contourMapProjection->vertexIndex( x0, y0 )];
double v10 = dataValues[contourMapProjection->vertexIndex( x1, y0 )];
double v01 = dataValues[contourMapProjection->vertexIndex( x0, y1 )];
double v11 = dataValues[contourMapProjection->vertexIndex( x1, y1 )];
// Bilinear weights for each corner.
double w00 = ( 1.0 - tx ) * ( 1.0 - ty );
double w10 = tx * ( 1.0 - ty );
double w01 = ( 1.0 - tx ) * ty;
double w11 = tx * ty;
// Accumulate only valid (non-infinity) corners. The sum of their weights
// becomes the alpha, giving a smooth anti-aliased edge.
double validWeight = 0.0;
double weightedValue = 0.0;
auto accumulate = [&]( double v, double w )
{
if ( !std::isinf( v ) )
{
validWeight += w;
weightedValue += v * w;
}
};
accumulate( v00, w00 );
accumulate( v10, w10 );
accumulate( v01, w01 );
accumulate( v11, w11 );
if ( validWeight < 1e-10 )
{
textureImage->setPixel( px, py, cvf::Color4ub( 0, 0, 0, 0 ) );
continue;
}
double value = weightedValue / validWeight;
auto color = scalarMapper->mapToColor( value );
int alpha = static_cast<int>( validWeight * 255.0 + 0.5 );
textureImage->setPixel( px, py, cvf::Color4ub( color, alpha ) );
}
}
return textureImage;
}