@mytec: stack done, rust next

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RFCP-RUST-MIGRATION-PLAN.md Normal file

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# Smooth RF coverage maps in WebGL: a production playbook
**Replace one line of shader code and your grid squares vanish.** The single highest-impact fix for pixelated RF coverage overlays is swapping hardware bilinear texture sampling for a **Catmull-Rom bicubic fragment shader**—9 texture fetches instead of 1, near-zero performance cost, and mathematically correct C1-continuous interpolation that passes through your actual RSRP values. Professional RF tools like Atoll and CloudRF sidestep the problem entirely by computing at every grid cell, but when you're rendering a sparse client-side grid (1,9756,675 points), shader-based interpolation is the correct approach. This report covers exactly how to implement it, what the industry does, and which open-source libraries can accelerate the work.
## How professional RF tools avoid the problem you're solving
Professional RF planning tools don't interpolate sparse data—they brute-force compute signal values at every pixel. **CloudRF** runs its SLEIPNIR propagation engine server-side at user-specified resolution (down to 1 m with LiDAR), outputs GeoTIFF or pre-colored PNG, and the client simply overlays the image via `L.imageOverlay` in Leaflet or drapes it on CesiumJS for 3D. There is no client-side interpolation. **Atoll** (Forsk) computes predictions at **550 m grid resolution** within its desktop GIS—smoothness comes from grid density, not post-processing. **SPLAT!** does the same with Longley-Rice/ITM, outputting PPM rasters where each pixel maps 1:1 to a DEM grid cell; its `-sc` flag adds smooth color gradients but no spatial interpolation.
The pattern is universal: propagation model → dense raster → colorize → overlay. Crowdsourced coverage services like **Ookla/Speedtest** (which uses Mapbox GL JS with WebGL rendering) and **OpenSignal** follow a different path: they aggregate sparse measurements into spatial bins, apply kernel density estimation or IDW smoothing server-side, then serve the result as raster tiles. The industry-standard interchange format is **Cloud-Optimized GeoTIFF (COG)** with bilinear or cubic resampling via GDAL at tile-generation time.
Your situation is fundamentally different from both. You have a moderate-density regular grid arriving from the backend, and you need the client to render it smoothly at arbitrary zoom. This makes shader-based interpolation the right tool—not denser computation, not server-side tiling.
## Catmull-Rom in a fragment shader: the production solution
The core insight is that your current pipeline—upload grid as float texture, sample with `GL_LINEAR`, apply colormap—is already 90% correct. Hardware bilinear interpolation produces C0 continuity (values match at grid edges, but derivatives don't), causing visible seams. **Catmull-Rom spline interpolation** provides C1 continuity (smooth first derivatives) while still passing through your exact data values, unlike B-spline bicubic which smooths/blurs peaks.
The 9-tap Catmull-Rom implementation, widely used in production (ported from TheRealMJP's gist with 108 GitHub stars), replaces your `texture2D()` call:
```glsl
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 samplePos = uv * texSize;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
vec2 f = samplePos - texPos1;
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f);
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
vec2 texPos0 = (texPos1 - 1.0) / texSize;
vec2 texPos3 = (texPos1 + 2.0) / texSize;
vec2 texPos12 = (texPos1 + offset12) / texSize;
vec4 result = vec4(0.0);
result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
return result;
}
```
**Performance is essentially free.** Benchmarks on a GTX 980 show 9-tap Catmull-Rom at 1920×1080 costs **~0.32 ms** versus ~0.30 ms for single-tap bilinear. Your ~80×85 texel coverage texture is trivial. The critical rule: **interpolate raw scalar RSRP values first, then apply the colormap**. If you interpolate after colorization, you get color-space artifacts (muddy intermediate colors between discrete bands).
For the absolute quickest improvement with zero extra texture fetches, Inigo Quilez's **smoothstep coordinate remapping trick** eliminates grid edges with a single line change:
```glsl
vec4 textureSmooth(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 p = uv * texSize + 0.5;
vec2 i = floor(p);
vec2 f = p - i;
f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); // quintic hermite
return texture2D(tex, (i + f - 0.5) / texSize);
}
```
This gives C2 continuity with a single texture read, though it introduces slight positional bias. For a quick visual test before implementing full Catmull-Rom, it's ideal.
## When to use IDW instead, and how the GPU handles it
Catmull-Rom works because your data sits on a **regular grid**. If your backend ever returns irregular point distributions (e.g., drive-test measurements, crowdsourced data), **Inverse Distance Weighting (IDW)** on the GPU becomes the right approach. The production technique uses WebGL's additive blending to parallelize across data points rather than looping in a shader:
For each data point, render a full-screen quad where the fragment shader computes `w = 1/dist^p` and outputs `(w × value, w, 0, 1)` into a framebuffer with `gl.blendFunc(gl.ONE, gl.ONE)`. After N passes (one per point), a final shader reads the accumulated texture and computes `interpolated_value = R_channel / G_channel`. This avoids the O(N) per-pixel loop that would choke a fragment shader at 7,000 points.
The open-source **`mapbox-gl-interpolate-heatmap`** library implements exactly this pattern, with a `framebufferFactor` parameter (typically 0.30.5) that renders the IDW computation at reduced resolution for performance, then upscales for display. The **`temperature-map-gl`** library from ham-systems provides the same approach in a minimal ~3 KB package.
**For your regular-grid case, IDW is strictly worse than Catmull-Rom**: it's slower (N draw calls vs. 9 texture fetches), creates bull's-eye artifacts around data points, and doesn't exploit grid structure. Reserve it for irregular data.
## Mapping library internals and the tiled raster alternative
If you want to move beyond a custom WebGL overlay, understanding how major mapping libraries handle this problem reveals useful architectural patterns:
**Mapbox GL JS** exposes `raster-resampling: 'linear'` (bilinear) or `'nearest'` for raster tile layers—standard GPU texture filtering, same limitation you're hitting. Its built-in heatmap layer uses Gaussian kernel density estimation with additive blending into an offscreen half-float texture, designed for point density visualization, **not scalar interpolation**. However, Mapbox v3's `raster-array` source with `raster-color` expressions enables client-side colorization of raw data tiles, which is directly applicable. **deck.gl** offers `BitmapLayer` with configurable `textureParameters` (set `magFilter: 'linear'`) and supports full custom shader injection via `fs:DECKGL_FILTER_COLOR` hooks, but its `HeatmapLayer` is again KDE-based, not interpolation-based.
For a **tiled architecture** (useful if your coverage areas grow large), the proven pipeline is:
- Backend computes RSRP grid → stores as GeoTIFF
- GDAL resamples with `cubicspline` or `lanczos`: `gdalwarp -r cubicspline -tr 10 10 input.tif upsampled.tif`
- `gdal2tiles.py` generates XYZ tile pyramid
- Client displays via `L.tileLayer` with standard bilinear filtering
The **IHME `leaflet.tilelayer.glcolorscale`** library offers a sophisticated variant: encode 32-bit float values into PNG RGBA channels server-side, decode in a WebGL fragment shader client-side, and apply dynamic color scales without re-tiling. Its companion `leaflet.tilelayer.gloperations` adds GPU-based convolution smoothing. This pattern preserves raw values for pixel queries while enabling dynamic color ramp changes.
## Handling boundaries, gaps, and color mapping
Three practical concerns beyond core interpolation deserve specific solutions. For **coverage boundaries**, apply `smoothstep` fading based on signal strength or a validity mask:
```glsl
float signalStrength = SampleTextureCatmullRom(u_data, uv, texSize).r;
float boundaryAlpha = smoothstep(-115.0, -105.0, signalStrength); // fade near noise floor
gl_FragColor = vec4(colormap(t), boundaryAlpha * u_opacity);
```
For **missing grid cells**, store a validity mask as a second texture channel (or use a sentinel value like -9999). Interpolate both the value and mask with Catmull-Rom; the interpolated mask naturally creates smooth alpha transitions at data boundaries without hard edges.
For **color mapping**, use a **1D texture lookup** rather than branching `if/else` chains in GLSL. Upload your RSRP→color ramp as a 256×1 RGBA texture, normalize your interpolated value to [0,1], and sample: `vec3 color = texture2D(u_colormap, vec2(t, 0.5)).rgb`. This is faster than arithmetic color functions and trivially supports any color ramp. The `glsl-colormap` package provides standard scientific palettes (viridis, jet, etc.) as pure GLSL functions if you prefer avoiding the extra texture.
## Recommended implementation path
The optimal architecture for your Electron + React + Leaflet stack, given 1,9756,675 grid points:
**Immediate fix (30 minutes):** Replace `texture2D(u_data, uv)` with the smoothstep trick in your existing fragment shader. This eliminates visible grid squares with zero performance cost and zero architectural changes.
**Production implementation (12 days):** Implement the 9-tap Catmull-Rom `SampleTextureCatmullRom()` function. Pack your RSRP grid into a float texture (R channel = RSRP value, G channel = validity mask). Apply Catmull-Rom to both channels. Use a 1D colormap texture for color mapping. Add smoothstep boundary fading. This produces results visually indistinguishable from CloudRF-quality coverage maps.
**If you outgrow the single-texture approach** (very large coverage areas, multiple overlapping cells): transition to the float-encoded tile pipeline using `leaflet.tilelayer.glcolorscale` or generate server-side tiles with GDAL cubic resampling. The tile pyramid handles LOD automatically and scales to arbitrarily large coverage areas.
## Conclusion
The gap between your current output and professional RF coverage visualization isn't architectural—it's a single shader function. Professional tools achieve smoothness through brute-force grid density (computing at every cell), but shader-based Catmull-Rom interpolation produces equivalent visual quality from sparse grids at negligible GPU cost. The 9-tap implementation requires **9 texture fetches** versus your current 1, adds C1 continuity that eliminates all visible grid edges, and preserves exact RSRP values at grid points—unlike Gaussian blur or B-spline smoothing, which distort the data. For truly irregular point data, GPU-accelerated IDW via additive blending is proven in production libraries like `mapbox-gl-interpolate-heatmap`. The critical implementation principle: always interpolate raw scalar values first, colorize second.

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@@ -889,11 +889,11 @@ export default function App() {
<select
value={coverageRenderer}
onChange={(e) => setCoverageRenderer(e.target.value as 'webgl-radial' | 'webgl-texture' | 'canvas')}
className="w-full px-3 py-2 border border-gray-300 dark:border-dark-border rounded-lg bg-white dark:bg-dark-card text-sm dark:text-dark-text"
className="w-full mt-1 px-2 py-1.5 text-sm bg-white dark:bg-dark-border border border-gray-300 dark:border-dark-border rounded-md text-gray-700 dark:text-dark-text"
>
<option value="webgl-radial">WebGL Radial (smooth)</option>
<option value="webgl-texture">WebGL Texture (fast)</option>
<option value="canvas">Canvas (fallback)</option>
<option value="webgl-radial" className="bg-white dark:bg-slate-800 text-gray-700 dark:text-white">WebGL Radial (smooth)</option>
<option value="webgl-texture" className="bg-white dark:bg-slate-800 text-gray-700 dark:text-white">WebGL Texture (fast)</option>
<option value="canvas" className="bg-white dark:bg-slate-800 text-gray-700 dark:text-white">Canvas (fallback)</option>
</select>
</div>
{coverageRenderer === 'canvas' && (

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@@ -195,6 +195,7 @@ export default function WebGLRadialCoverageLayer({
const boundsRef = useRef<Bounds | null>(null);
const initializedRef = useRef(false);
const lastPointsHashRef = useRef<string>('');
const instExtRef = useRef<ANGLE_instanced_arrays | null>(null);
// Track if points need to be re-rendered (expensive pass)
const needsPointRenderRef = useRef(true);
@@ -301,6 +302,8 @@ export default function WebGLRadialCoverageLayer({
// === Pass 1: Accumulate points into framebuffer (only when needed) ===
if (needsPointRenderRef.current) {
const t0 = performance.now();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 0);
@@ -310,13 +313,8 @@ export default function WebGLRadialCoverageLayer({
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE); // Additive blending
// Bind quad buffer for point rendering
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);
// Get attribute locations
const posLoc = gl.getAttribLocation(pointProgram, 'a_position');
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
// Get attribute locations for point data
const pointPosLoc = gl.getAttribLocation(pointProgram, 'a_pointPos');
const pointRsrpLoc = gl.getAttribLocation(pointProgram, 'a_pointRsrp');
const pointRadiusLoc = gl.getAttribLocation(pointProgram, 'a_pointRadius');
@@ -339,11 +337,71 @@ export default function WebGLRadialCoverageLayer({
const normalizedRadiusLat = (avgCellLat * radiusMultiplier) / latRange;
const normalizedRadiusLon = (avgCellLon * radiusMultiplier) / lonRange;
const normalizedRadius = Math.max(normalizedRadiusLat, normalizedRadiusLon);
log(2, 'Grid estimate:', { points: points.length, gridDim: gridDim.toFixed(1), densityBoost: densityBoost.toFixed(2), radiusMultiplier: radiusMultiplier.toFixed(1), normalizedRadius: normalizedRadius.toFixed(4) });
// Draw each point as a quad
const rsrpRange = maxRsrp - minRsrp;
const instExt = instExtRef.current;
const pointBuffer = pointBufferRef.current;
if (instExt && pointBuffer) {
// === INSTANCED RENDERING: 1 draw call for ALL points ===
// Build instance data buffer: [posX, posY, rsrp, radius] × N points
const instanceData = new Float32Array(points.length * 4);
for (let i = 0; i < points.length; i++) {
const p = points[i];
const normX = (p.lon - bounds.minLon) / lonRange;
const normY = (p.lat - bounds.minLat) / latRange;
const normRsrp = Math.max(0, Math.min(1, (p.rsrp - minRsrp) / rsrpRange));
instanceData[i * 4 + 0] = normX;
instanceData[i * 4 + 1] = normY;
instanceData[i * 4 + 2] = normRsrp;
instanceData[i * 4 + 3] = normalizedRadius;
}
gl.bindBuffer(gl.ARRAY_BUFFER, pointBuffer);
gl.bufferData(gl.ARRAY_BUFFER, instanceData, gl.DYNAMIC_DRAW);
// Bind quad buffer for a_position (per-vertex)
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
// Bind instance buffer for per-instance attributes
gl.bindBuffer(gl.ARRAY_BUFFER, pointBuffer);
const stride = 4 * 4; // 4 floats × 4 bytes
gl.enableVertexAttribArray(pointPosLoc);
gl.vertexAttribPointer(pointPosLoc, 2, gl.FLOAT, false, stride, 0);
instExt.vertexAttribDivisorANGLE(pointPosLoc, 1); // per-instance
gl.enableVertexAttribArray(pointRsrpLoc);
gl.vertexAttribPointer(pointRsrpLoc, 1, gl.FLOAT, false, stride, 8);
instExt.vertexAttribDivisorANGLE(pointRsrpLoc, 1); // per-instance
gl.enableVertexAttribArray(pointRadiusLoc);
gl.vertexAttribPointer(pointRadiusLoc, 1, gl.FLOAT, false, stride, 12);
instExt.vertexAttribDivisorANGLE(pointRadiusLoc, 1); // per-instance
// ONE draw call for ALL points!
instExt.drawArraysInstancedANGLE(gl.TRIANGLE_STRIP, 0, 4, points.length);
// Reset divisors
instExt.vertexAttribDivisorANGLE(pointPosLoc, 0);
instExt.vertexAttribDivisorANGLE(pointRsrpLoc, 0);
instExt.vertexAttribDivisorANGLE(pointRadiusLoc, 0);
gl.disableVertexAttribArray(posLoc);
gl.disableVertexAttribArray(pointPosLoc);
gl.disableVertexAttribArray(pointRsrpLoc);
gl.disableVertexAttribArray(pointRadiusLoc);
const t1 = performance.now();
log(2, 'Instanced render:', points.length, 'points in 1 call,', (t1 - t0).toFixed(1) + 'ms');
} else {
// === FALLBACK: per-point draw calls ===
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
for (const p of points) {
const normX = (p.lon - bounds.minLon) / lonRange;
const normY = (p.lat - bounds.minLat) / latRange;
@@ -357,6 +415,12 @@ export default function WebGLRadialCoverageLayer({
}
gl.disableVertexAttribArray(posLoc);
const t1 = performance.now();
log(2, 'Fallback render:', points.length, 'points in', points.length, 'calls,', (t1 - t0).toFixed(1) + 'ms');
}
log(3, 'Grid estimate:', { points: points.length, gridDim: gridDim.toFixed(1), densityBoost: densityBoost.toFixed(2), radiusMultiplier: radiusMultiplier.toFixed(1), normalizedRadius: normalizedRadius.toFixed(4) });
needsPointRenderRef.current = false;
}
@@ -426,6 +490,15 @@ export default function WebGLRadialCoverageLayer({
return;
}
// Check for instanced rendering support
const instExt = gl.getExtension('ANGLE_instanced_arrays');
if (instExt) {
log(2, 'Instanced rendering supported');
instExtRef.current = instExt;
} else {
log(1, 'Instanced rendering NOT supported, using fallback');
}
gl.enable(gl.BLEND);
// Create point program