2026-06-04 19:34:51 +10:00
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#include "ViewportCore.h"
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2026-06-05 14:43:25 +10:00
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#include <algorithm>
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#include <cmath>
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2026-06-05 14:04:57 +10:00
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#include <cstring>
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#include <limits>
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#include <vector>
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2026-06-05 14:43:25 +10:00
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#include "CameraMath.h"
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2026-06-05 13:32:19 +10:00
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#include "InstanceCompose.h"
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2026-06-05 14:43:25 +10:00
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namespace {
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// Orbit camera around target_. World +Z up (BIM convention). Yaw is
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// rotation about Z (positive = anticlockwise looking down +Z); pitch
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// is elevation above the XY plane. Matches the GL viewport's
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// updateCamera convention so framing aligns between backends.
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Eigen::Vector3f orbitEye(const float target[3], float dist,
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float yaw_deg, float pitch_deg) {
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constexpr float kDeg2Rad = float(M_PI) / 180.0f;
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const float yaw = yaw_deg * kDeg2Rad;
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const float pit = pitch_deg * kDeg2Rad;
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const float cp = std::cos(pit), sp = std::sin(pit);
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const float cy = std::cos(yaw), sy = std::sin(yaw);
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return Eigen::Vector3f(target[0] + dist * cp * cy,
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target[1] + dist * cp * sy,
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target[2] + dist * sp);
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}
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} // namespace
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2026-06-04 19:34:51 +10:00
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ViewportCore::ViewportCore(ViewportHost* host) : host_(host) {}
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ViewportCore::~ViewportCore() = default;
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2026-06-05 13:32:19 +10:00
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2026-06-05 14:04:57 +10:00
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// Tear down a model's per-chunk GPU resources, free its pool slices,
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// and reset all the bookkeeping vectors so the slot can be reused.
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// Static because callers from outside this TU still live in
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// ViewportWindow.cpp; ModelGpuData.h's declaration keeps the
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// inter-TU contract.
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void releaseWgpuModelGpuData(ModelGpuData& m, BufferPool& pool) {
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for (auto& c : m.chunks) {
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if (c.bind_group) { wgpuBindGroupRelease(c.bind_group); c.bind_group = nullptr; }
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if (c.vertex_slice.valid()) {
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pool.free(c.vertex_slice);
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c.vertex_slice = {};
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}
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if (c.index_slice.valid()) {
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pool.free(c.index_slice);
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c.index_slice = {};
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}
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if (c.visible_draws_buffer) { wgpuBufferRelease(c.visible_draws_buffer); c.visible_draws_buffer = nullptr; }
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if (c.prefix_sums_buffer) { wgpuBufferRelease(c.prefix_sums_buffer); c.prefix_sums_buffer = nullptr; }
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if (c.per_chunk_uniform) { wgpuBufferRelease(c.per_chunk_uniform); c.per_chunk_uniform = nullptr; }
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}
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m.chunks.clear();
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m.mesh_chunk_idx.clear();
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m.mesh_chunk_local_base_vertex.clear();
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m.mesh_chunk_local_ebo_first_u32.clear();
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m.mesh_chunk_local_lod1_first_u32.clear();
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m.instance_chunk_idx.clear();
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m.instance_base_vertex.clear();
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m.instance_ebo_first_u32.clear();
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m.instance_lod1_first_u32.clear();
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if (m.mesh_storage) { wgpuBufferRelease(m.mesh_storage); m.mesh_storage = nullptr; }
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if (m.instance_storage) { wgpuBufferRelease(m.instance_storage); m.instance_storage = nullptr; }
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m.vertex_bytes = 0;
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m.index_count = 0;
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m.mesh_count = 0;
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m.instance_count = 0;
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m.meshes.clear();
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m.instances.clear();
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}
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// ---- Scene mutators -------------------------------------------------------
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void ViewportCore::removeModel(uint32_t model_id) {
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auto it = models_gpu_.find(model_id);
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if (it == models_gpu_.end()) return;
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releaseWgpuModelGpuData(it->second, pool_);
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models_gpu_.erase(it);
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host_->requestFrame();
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}
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void ViewportCore::resetScene() {
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for (auto& [mid, m] : models_gpu_) releaseWgpuModelGpuData(m, pool_);
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models_gpu_.clear();
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host_->requestFrame();
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}
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void ViewportCore::hideModel(uint32_t model_id) {
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auto it = models_gpu_.find(model_id);
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if (it == models_gpu_.end() || it->second.hidden) return;
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it->second.hidden = true;
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host_->requestFrame();
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}
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void ViewportCore::showModel(uint32_t model_id) {
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auto it = models_gpu_.find(model_id);
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if (it == models_gpu_.end() || !it->second.hidden) return;
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it->second.hidden = false;
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host_->requestFrame();
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}
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void ViewportCore::setFederatedFalseOrigin(const Eigen::Matrix4d& matrix_meters) {
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if (federated_false_origin_meters_ == matrix_meters) return;
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federated_false_origin_meters_ = matrix_meters;
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for (auto& kv : models_gpu_) recomposeAndUploadModel(kv.first);
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}
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void ViewportCore::setModelCoordinateOperation(uint32_t model_id,
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const Eigen::Matrix4d& matrix_meters) {
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auto it = models_gpu_.find(model_id);
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if (it == models_gpu_.end()) return;
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if (it->second.coordinate_operation_meters == matrix_meters) return;
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it->second.coordinate_operation_meters = matrix_meters;
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recomposeAndUploadModel(model_id);
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}
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void ViewportCore::setModelTransformation(uint32_t model_id,
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const Eigen::Matrix4d& matrix_meters) {
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auto it = models_gpu_.find(model_id);
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if (it == models_gpu_.end()) return;
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if (it->second.model_transformation_meters == matrix_meters) return;
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it->second.model_transformation_meters = matrix_meters;
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recomposeAndUploadModel(model_id);
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}
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2026-06-05 14:43:25 +10:00
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// ---- Camera math ----------------------------------------------------------
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void ViewportCore::buildViewProj(Eigen::Matrix4f& view_out,
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Eigen::Matrix4f& proj_out) const {
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const Eigen::Vector3f target(camera_target_[0], camera_target_[1], camera_target_[2]);
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const Eigen::Vector3f eye = orbitEye(camera_target_, camera_distance_,
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camera_yaw_deg_, camera_pitch_deg_);
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// Within 1° of straight-up/down, switch up from world +Z to world +Y
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// so lookAt's side vector doesn't degenerate (forward × up → 0).
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const Eigen::Vector3f up = (std::abs(camera_pitch_deg_) >= 89.0f)
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? Eigen::Vector3f(0.0f, 1.0f, 0.0f)
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: Eigen::Vector3f(0.0f, 0.0f, 1.0f);
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view_out = lookAtRH(eye, target, up);
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const float aspect = (configured_h_ > 0)
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? float(configured_w_) / float(configured_h_)
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: 1.0f;
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Eigen::Matrix4f p;
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if (projection_ortho_) {
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constexpr float kDeg2Rad = float(M_PI) / 180.0f;
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const float half_h = camera_distance_
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* std::tan(camera_fov_y_deg_ * 0.5f * kDeg2Rad);
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const float half_w = half_h * aspect;
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const float depth = camera_distance_ * 10.0f;
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p = orthoGL(-half_w, half_w, -half_h, half_h, -depth, depth);
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} else {
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p = perspectiveYFovGL(camera_fov_y_deg_, aspect, camera_near_, camera_far_);
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}
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Eigen::Matrix4f z_remap = Eigen::Matrix4f::Identity();
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z_remap(2, 2) = 0.5f;
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z_remap(2, 3) = 0.5f;
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proj_out = z_remap * p;
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}
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bool ViewportCore::computeSceneAabb(float mn[3], float mx[3]) const {
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bool any = false;
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for (int i = 0; i < 3; ++i) {
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mn[i] = std::numeric_limits<float>::infinity();
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mx[i] = -std::numeric_limits<float>::infinity();
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}
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for (const auto& [mid, m] : models_gpu_) {
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if (m.hidden) continue;
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for (const auto& inst : m.instances) {
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for (int i = 0; i < 3; ++i) {
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mn[i] = std::min(mn[i], inst.world_aabb_min[i]);
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mx[i] = std::max(mx[i], inst.world_aabb_max[i]);
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}
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any = true;
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}
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}
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return any;
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}
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float ViewportCore::chunkScreenAreaPx(const ModelGpuData::Chunk& c,
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const Eigen::Matrix4f& vp_mat) const {
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if (configured_w_ <= 0 || configured_h_ <= 0) return 0.0f;
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if (c.aabb_min[0] > c.aabb_max[0]) return 0.0f;
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const float full_area = float(configured_w_) * float(configured_h_);
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// Eye-inside-AABB → full viewport (matches GL contribution-cull
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// short-circuit). Any corner behind near plane → also full
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// viewport; 8 corners can't measure true on-screen extent once
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// any are behind, so over-prioritise rather than under-prioritise.
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const Eigen::Vector3f eye = orbitEye(camera_target_, camera_distance_,
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camera_yaw_deg_, camera_pitch_deg_);
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if (eye.x() >= c.aabb_min[0] && eye.x() <= c.aabb_max[0] &&
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eye.y() >= c.aabb_min[1] && eye.y() <= c.aabb_max[1] &&
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eye.z() >= c.aabb_min[2] && eye.z() <= c.aabb_max[2]) {
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return full_area;
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}
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float xmin = std::numeric_limits<float>::infinity();
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float ymin = std::numeric_limits<float>::infinity();
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float xmax = -std::numeric_limits<float>::infinity();
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float ymax = -std::numeric_limits<float>::infinity();
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int corners_in_front = 0;
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int corners_behind = 0;
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for (int i = 0; i < 8; ++i) {
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const Eigen::Vector4f corner_world(
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(i & 1) ? c.aabb_max[0] : c.aabb_min[0],
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(i & 2) ? c.aabb_max[1] : c.aabb_min[1],
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(i & 4) ? c.aabb_max[2] : c.aabb_min[2],
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1.0f);
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const Eigen::Vector4f clip = vp_mat * corner_world;
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if (clip.w() <= 1e-3f) { ++corners_behind; continue; }
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++corners_in_front;
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const float ndc_x = clip.x() / clip.w();
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const float ndc_y = clip.y() / clip.w();
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const float px_x = (ndc_x * 0.5f + 0.5f) * float(configured_w_);
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const float px_y = (ndc_y * 0.5f + 0.5f) * float(configured_h_);
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xmin = std::min(xmin, px_x);
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ymin = std::min(ymin, px_y);
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xmax = std::max(xmax, px_x);
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ymax = std::max(ymax, px_y);
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}
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if (corners_in_front == 0) return 0.0f;
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if (corners_behind > 0) return full_area;
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xmin = std::max(xmin, 0.0f);
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ymin = std::max(ymin, 0.0f);
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xmax = std::min(xmax, float(configured_w_));
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ymax = std::min(ymax, float(configured_h_));
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if (xmax <= xmin || ymax <= ymin) return 0.0f;
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return (xmax - xmin) * (ymax - ymin);
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}
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2026-06-05 14:04:57 +10:00
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void ViewportCore::recomposeAndUploadModel(uint32_t model_id) {
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if (!wgpu_initialized_) return;
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auto it = models_gpu_.find(model_id);
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if (it == models_gpu_.end()) return;
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ModelGpuData& m = it->second;
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if (m.instances.empty() || m.instance_storage == nullptr) return;
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std::vector<InstanceGpu> gpu(m.instances.size());
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for (size_t i = 0; i < m.instances.size(); ++i) {
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InstanceCpu& inst = m.instances[i];
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composeInstanceFromPlacement(inst, m);
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InstanceGpu& dst = gpu[i];
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std::memcpy(dst.transform, inst.transform, sizeof(dst.transform));
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dst.object_id = inst.object_id;
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dst.color_override_rgba8 = inst.color_override_rgba8;
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dst.mesh_id = inst.mesh_id;
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dst._pad1 = 0;
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}
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wgpuQueueWriteBuffer(queue_, m.instance_storage, 0,
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gpu.data(), gpu.size() * sizeof(InstanceGpu));
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// Per-chunk world AABBs are derived from instance world AABBs; they
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// drive chunk-level frustum cull and the streaming priority, so they
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// must follow the recompose. Reset to ±inf and re-fold every chunk's
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// instances. Streaming chunks that haven't yet been assigned
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// instance_ids (extremely rare path) just stay at ±inf and naturally
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|
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// fall out of frustum tests until the next load completes.
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|
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for (auto& c : m.chunks) {
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c.aabb_min[0] = c.aabb_min[1] = c.aabb_min[2] =
|
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std::numeric_limits<float>::infinity();
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c.aabb_max[0] = c.aabb_max[1] = c.aabb_max[2] =
|
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|
-std::numeric_limits<float>::infinity();
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|
|
|
|
for (uint32_t inst_idx : c.instance_ids) {
|
|
|
|
|
|
if (inst_idx >= m.instances.size()) continue;
|
|
|
|
|
|
const InstanceCpu& inst = m.instances[inst_idx];
|
|
|
|
|
|
for (int a = 0; a < 3; ++a) {
|
|
|
|
|
|
c.aabb_min[a] = std::min(c.aabb_min[a], inst.world_aabb_min[a]);
|
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|
|
|
|
c.aabb_max[a] = std::max(c.aabb_max[a], inst.world_aabb_max[a]);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
host_->requestFrame();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-05 13:54:28 +10:00
|
|
|
|
bool ViewportCore::findInstance(uint32_t object_id,
|
|
|
|
|
|
InstanceCompose::InstanceLookup& out) const {
|
|
|
|
|
|
return InstanceCompose::findInstanceInModels(object_id, models_gpu_, out);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool ViewportCore::firstGeometryPointWorldM(uint32_t model_id,
|
|
|
|
|
|
Eigen::Vector3d& out) const {
|
|
|
|
|
|
auto it = models_gpu_.find(model_id);
|
|
|
|
|
|
if (it == models_gpu_.end()) return false;
|
|
|
|
|
|
const ModelGpuData& m = it->second;
|
|
|
|
|
|
if (m.instances.empty()) return false;
|
|
|
|
|
|
|
|
|
|
|
|
const InstanceCpu& inst0 = m.instances[0];
|
|
|
|
|
|
if (inst0.mesh_id >= m.meshes.size()) return false;
|
|
|
|
|
|
const MeshInfo& mesh0 = m.meshes[inst0.mesh_id];
|
|
|
|
|
|
|
|
|
|
|
|
// Mesh-local AABB centre — a point that's actually on the geometry.
|
|
|
|
|
|
// Using AABB centre (vs. literal vertex 0) gives a centroid-like
|
|
|
|
|
|
// anchor rather than a corner, which is more representative of where
|
|
|
|
|
|
// the mesh "is" for the false-origin guess.
|
|
|
|
|
|
const Eigen::Vector3d local_center_m(
|
|
|
|
|
|
0.5 * (double(mesh0.local_aabb_min[0]) + double(mesh0.local_aabb_max[0])),
|
|
|
|
|
|
0.5 * (double(mesh0.local_aabb_min[1]) + double(mesh0.local_aabb_max[1])),
|
|
|
|
|
|
0.5 * (double(mesh0.local_aabb_min[2]) + double(mesh0.local_aabb_max[2])));
|
|
|
|
|
|
|
|
|
|
|
|
// placement_transformation is double[16] column-major in metres,
|
|
|
|
|
|
// pre-CoordinateOperation / FederatedFalseOrigin / ModelTransformation
|
|
|
|
|
|
// (same convention as InstanceLookup above).
|
|
|
|
|
|
using Mat4dCol = Eigen::Matrix<double, 4, 4, Eigen::ColMajor>;
|
|
|
|
|
|
const Eigen::Matrix4d P =
|
|
|
|
|
|
Eigen::Map<const Mat4dCol>(inst0.placement_transformation);
|
|
|
|
|
|
out = (P * local_center_m.homogeneous()).head<3>();
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-06-05 13:32:19 +10:00
|
|
|
|
void ViewportCore::composeInstanceFromPlacement(InstanceCpu& inst,
|
|
|
|
|
|
const ModelGpuData& m) const {
|
|
|
|
|
|
if (inst.mesh_id < m.meshes.size()) {
|
|
|
|
|
|
const MeshInfo& mi = m.meshes[inst.mesh_id];
|
|
|
|
|
|
InstanceCompose::composeInstance(
|
|
|
|
|
|
inst.placement_transformation,
|
|
|
|
|
|
federated_false_origin_meters_,
|
|
|
|
|
|
m.model_transformation_meters,
|
|
|
|
|
|
m.coordinate_operation_meters,
|
|
|
|
|
|
mi.local_aabb_min, mi.local_aabb_max,
|
|
|
|
|
|
inst.transform,
|
|
|
|
|
|
inst.world_aabb_min, inst.world_aabb_max);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Unknown mesh id: still compose the transform (downstream may
|
|
|
|
|
|
// use it for picking / readback even without geometry), but
|
|
|
|
|
|
// emit a degenerate world AABB so cull doesn't pick this up.
|
|
|
|
|
|
const float zero[3] = {0.0f, 0.0f, 0.0f};
|
|
|
|
|
|
InstanceCompose::composeInstance(
|
|
|
|
|
|
inst.placement_transformation,
|
|
|
|
|
|
federated_false_origin_meters_,
|
|
|
|
|
|
m.model_transformation_meters,
|
|
|
|
|
|
m.coordinate_operation_meters,
|
|
|
|
|
|
zero, zero,
|
|
|
|
|
|
inst.transform,
|
|
|
|
|
|
inst.world_aabb_min, inst.world_aabb_max);
|
|
|
|
|
|
for (int a = 0; a < 3; ++a) {
|
|
|
|
|
|
inst.world_aabb_min[a] = 0.0f;
|
|
|
|
|
|
inst.world_aabb_max[a] = 0.0f;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|