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IfcOpenShell/src/ifcviewer/ViewportWindow.h
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/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef VIEWPORTWINDOW_H
#define VIEWPORTWINDOW_H
#include <QWindow>
#include <QOpenGLContext>
#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
#include <QTimer>
#include <QElapsedTimer>
#include <QMatrix4x4>
#include <QVector3D>
#include <vector>
#include <unordered_map>
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#include <cstdint>
#include <mutex>
#include <memory>
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#include "BvhAccel.h"
#include "InstancedGeometry.h"
#include "SidecarCache.h"
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// Per-model GPU state for the instanced render path.
//
// VBO: local-coord interleaved verts (pos3 + normal3 + color1_packed) — 28 B.
// EBO: mesh-local indices (uint32).
// meshes[]: per-unique-representation metadata; indexed by local_mesh_id.
// instances[]: CPU-side per-instance records; sorted by mesh_id at finalize.
// ssbo: InstanceGpu[]; populated at finalize.
//
// A model is drawable once `finalized == true`.
struct ModelGpuData {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ebo = 0;
GLuint ssbo = 0;
size_t vbo_capacity = 0;
size_t ebo_capacity = 0;
size_t vbo_used = 0;
size_t ebo_used = 0;
uint32_t vertex_count = 0; // total (across all meshes)
uint32_t total_triangles = 0;
std::vector<MeshInfo> meshes;
std::vector<InstanceCpu> instances; // unsorted until finalize
uint32_t ssbo_instance_count = 0;
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// Per-instance world AABB + BVH (built at finalize). The BVH is the
// same ordering as `instances`; bvh_items[i] corresponds to instances[i].
std::vector<BvhItem> bvh_items;
ModelBvh bvh;
// Dynamic visible-instance index buffer (std430, binding = 1).
// Re-uploaded each frame from frame_visible_scratch_.
GLuint visible_ssbo = 0;
size_t visible_ssbo_capacity = 0; // bytes
// Per-mesh visible-list offset/count, rebuilt each frame.
std::vector<uint32_t> mesh_vis_first;
std::vector<uint32_t> mesh_vis_count;
bool finalized = false;
bool hidden = false;
};
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class ViewportWindow : public QWindow {
Q_OBJECT
public:
explicit ViewportWindow(QWindow* parent = nullptr);
~ViewportWindow();
// Streaming ingress.
void uploadMeshChunk(const MeshChunk& chunk);
void uploadInstanceChunk(const InstanceChunk& chunk);
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// Called once all chunks for a model have arrived: sorts instances by
// mesh_id, assigns each mesh its contiguous range, and uploads the
// instance SSBO. The model becomes drawable.
void finalizeModel(uint32_t model_id);
void resetScene();
// Snapshot the finalised model into a SidecarData struct for caching.
// Vertices + indices are read back from the GPU; meshes/instances come
// from the CPU-side vectors. Leaves `elements` and `string_table` empty
// for the caller to fill in.
bool snapshotModel(uint32_t model_id, SidecarData& out) const;
// Restore a finalised model from a cached SidecarData struct. Replaces
// any existing state for model_id and marks it drawable.
void applyCachedModel(uint32_t model_id, SidecarData data);
void hideModel(uint32_t model_id);
void showModel(uint32_t model_id);
void removeModel(uint32_t model_id);
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void setSelectedObjectId(uint32_t id);
uint32_t pickObjectAt(int x, int y);
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struct FrameStats {
float fps;
float frame_time_ms;
uint32_t total_objects;
uint32_t visible_objects;
uint32_t total_triangles;
uint32_t visible_triangles;
uint32_t unique_meshes;
uint32_t instanced_draws;
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};
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signals:
void objectPicked(uint32_t object_id);
void initialized();
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void frameStatsUpdated(const ViewportWindow::FrameStats& stats);
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protected:
void exposeEvent(QExposeEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
bool event(QEvent* event) override;
private:
void initGL();
void render();
void renderPickPass();
void renderAxisGizmo();
void updateCamera();
void buildShaders();
void buildAxisGizmo();
void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
bool growModelVbo(ModelGpuData& m, size_t needed_total);
bool growModelEbo(ModelGpuData& m, size_t needed_total);
ModelGpuData& getOrCreateModel(uint32_t model_id);
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// Populate m.mesh_vis_first / mesh_vis_count and upload visible indices
// to m.visible_ssbo. Uses BVH when available, else linear scan.
void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4]);
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// Mouse interaction
void handleMousePress(QMouseEvent* event);
void handleMouseRelease(QMouseEvent* event);
void handleMouseMove(QMouseEvent* event);
void handleWheel(QWheelEvent* event);
QOpenGLContext* context_ = nullptr;
QOpenGLFunctions_4_5_Core* gl_ = nullptr;
QTimer render_timer_;
QElapsedTimer frame_clock_;
bool gl_initialized_ = false;
// Shaders
GLuint main_program_ = 0;
GLuint pick_program_ = 0;
GLuint axis_program_ = 0;
// Axis gizmo
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GLuint axis_vao_ = 0;
GLuint axis_vbo_ = 0;
// Per-model GPU data
std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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// Pick framebuffer
GLuint pick_fbo_ = 0;
GLuint pick_color_tex_ = 0;
GLuint pick_depth_rbo_ = 0;
int pick_width_ = 0;
int pick_height_ = 0;
// Per-frame stats
uint32_t visible_triangles_ = 0;
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uint32_t visible_objects_ = 0;
uint32_t instanced_draws_ = 0;
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// Reused scratch: visible-instance index lists per mesh, flattened into
// `visible_flat_` for upload. Both live in the parent object to avoid
// per-frame allocation.
std::vector<std::vector<uint32_t>> visible_by_mesh_;
std::vector<uint32_t> visible_flat_;
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// Camera
QVector3D camera_target_{0, 0, 0};
float camera_distance_ = 50.0f;
float camera_yaw_ = 45.0f;
float camera_pitch_ = 30.0f;
QMatrix4x4 view_matrix_;
QMatrix4x4 proj_matrix_;
// Mouse
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Qt::MouseButton active_button_ = Qt::NoButton;
QPoint last_mouse_pos_;
// Selection
uint32_t selected_object_id_ = 0;
// FPS smoothing
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int frame_count_ = 0;
float accumulated_time_ = 0.0f;
float last_fps_ = 0.0f;
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};
#endif // VIEWPORTWINDOW_H