Files
IfcOpenShell/src/ifcviewer/ViewportWindow.cpp
T

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

1140 lines
40 KiB
C++
Raw Normal View History

2026-04-11 16:30:10 +10:00
/********************************************************************************
* *
* 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/>. *
* *
********************************************************************************/
#include "ViewportWindow.h"
#include "SidecarCache.h"
2026-04-11 16:30:10 +10:00
#include <QMouseEvent>
#include <QWheelEvent>
#include <QSurfaceFormat>
#include <QtMath>
#include <QtOpenGL/QOpenGLVersionFunctionsFactory>
#include <cstring>
#include <cmath>
2026-04-11 16:30:10 +10:00
#include <algorithm>
#include <limits>
2026-04-11 16:30:10 +10:00
static const size_t INITIAL_VBO_SIZE = 64 * 1024 * 1024; // 64 MB
static const size_t INITIAL_EBO_SIZE = 32 * 1024 * 1024; // 32 MB
static const size_t MAX_BUFFER_SIZE = 4ull * 1024 * 1024 * 1024; // 4 GB
static const int VERTEX_STRIDE = 8; // pos(3) + normal(3) + object_id(1) + color(1 packed)
static const char* MAIN_VERTEX_SHADER = R"(
#version 450 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in float a_object_id;
layout(location = 3) in vec4 a_color;
uniform mat4 u_view_projection;
uniform uint u_selected_id;
out vec3 v_normal;
out vec3 v_position;
out vec4 v_color;
flat out uint v_object_id;
flat out uint v_selected;
void main() {
gl_Position = u_view_projection * vec4(a_position, 1.0);
v_normal = a_normal;
v_position = a_position;
v_color = a_color;
v_object_id = floatBitsToUint(a_object_id);
v_selected = (v_object_id == u_selected_id) ? 1u : 0u;
}
)";
static const char* MAIN_FRAGMENT_SHADER = R"(
#version 450 core
in vec3 v_normal;
in vec3 v_position;
in vec4 v_color;
flat in uint v_object_id;
flat in uint v_selected;
uniform vec3 u_light_dir;
out vec4 frag_color;
void main() {
vec3 n = normalize(v_normal);
float ndotl = max(dot(n, u_light_dir), 0.0);
float ambient = 0.25;
float diffuse = 0.75 * ndotl;
vec3 color = v_color.rgb * (ambient + diffuse);
if (v_selected == 1u) {
color = mix(color, vec3(0.2, 0.6, 1.0), 0.5);
}
frag_color = vec4(color, v_color.a);
}
)";
static const char* PICK_VERTEX_SHADER = R"(
#version 450 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in float a_object_id;
uniform mat4 u_view_projection;
flat out uint v_object_id;
void main() {
gl_Position = u_view_projection * vec4(a_position, 1.0);
v_object_id = floatBitsToUint(a_object_id);
}
)";
static const char* PICK_FRAGMENT_SHADER = R"(
#version 450 core
flat in uint v_object_id;
out uint frag_id;
void main() {
frag_id = v_object_id;
}
)";
static const char* AXIS_VERTEX_SHADER = R"(
#version 450 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
uniform mat4 u_mvp;
out vec3 v_color;
void main() {
gl_Position = u_mvp * vec4(a_position, 1.0);
v_color = a_color;
}
)";
static const char* AXIS_FRAGMENT_SHADER = R"(
#version 450 core
in vec3 v_color;
out vec4 frag_color;
void main() {
frag_color = vec4(v_color, 1.0);
}
)";
static GLuint compileShader(QOpenGLFunctions_4_5_Core* gl, GLenum type, const char* source) {
GLuint shader = gl->glCreateShader(type);
gl->glShaderSource(shader, 1, &source, nullptr);
gl->glCompileShader(shader);
GLint ok = 0;
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok) {
char log[1024];
gl->glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
qWarning("Shader compile error: %s", log);
}
return shader;
}
static GLuint linkProgram(QOpenGLFunctions_4_5_Core* gl, GLuint vert, GLuint frag) {
GLuint prog = gl->glCreateProgram();
gl->glAttachShader(prog, vert);
gl->glAttachShader(prog, frag);
gl->glLinkProgram(prog);
GLint ok = 0;
gl->glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (!ok) {
char log[1024];
gl->glGetProgramInfoLog(prog, sizeof(log), nullptr, log);
qWarning("Program link error: %s", log);
}
gl->glDeleteShader(vert);
gl->glDeleteShader(frag);
return prog;
}
ViewportWindow::ViewportWindow(QWindow* parent)
: QWindow(parent)
{
setSurfaceType(QWindow::OpenGLSurface);
QSurfaceFormat fmt;
fmt.setVersion(4, 5);
fmt.setProfile(QSurfaceFormat::CoreProfile);
fmt.setDepthBufferSize(24);
fmt.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
fmt.setSamples(4);
setFormat(fmt);
connect(&render_timer_, &QTimer::timeout, this, [this]() {
if (isExposed()) render();
});
render_timer_.setInterval(16); // ~60 fps
}
ViewportWindow::~ViewportWindow() {
if (bvh_build_thread_.joinable())
bvh_build_thread_.join();
2026-04-11 16:30:10 +10:00
if (context_) {
context_->makeCurrent(this);
if (gl_) {
for (auto& [mid, m] : models_gpu_) {
if (m.vao) gl_->glDeleteVertexArrays(1, &m.vao);
if (m.vbo) gl_->glDeleteBuffers(1, &m.vbo);
if (m.ebo) gl_->glDeleteBuffers(1, &m.ebo);
}
2026-04-11 16:30:10 +10:00
if (axis_vao_) gl_->glDeleteVertexArrays(1, &axis_vao_);
if (axis_vbo_) gl_->glDeleteBuffers(1, &axis_vbo_);
if (main_program_) gl_->glDeleteProgram(main_program_);
if (pick_program_) gl_->glDeleteProgram(pick_program_);
if (axis_program_) gl_->glDeleteProgram(axis_program_);
if (pick_fbo_) gl_->glDeleteFramebuffers(1, &pick_fbo_);
if (pick_color_tex_) gl_->glDeleteTextures(1, &pick_color_tex_);
if (pick_depth_rbo_) gl_->glDeleteRenderbuffers(1, &pick_depth_rbo_);
}
context_->doneCurrent();
}
}
void ViewportWindow::initGL() {
if (gl_initialized_) return;
context_ = new QOpenGLContext(this);
context_->setFormat(requestedFormat());
if (!context_->create()) {
qFatal("Failed to create OpenGL context");
return;
}
context_->makeCurrent(this);
gl_ = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_4_5_Core>(context_);
if (!gl_) {
qWarning("OpenGL 4.5 not available, falling back");
return;
}
buildShaders();
buildAxisGizmo();
gl_->glEnable(GL_DEPTH_TEST);
gl_->glEnable(GL_MULTISAMPLE);
gl_->glClearColor(0.18f, 0.20f, 0.22f, 1.0f);
2026-04-11 16:30:10 +10:00
gl_initialized_ = true;
frame_clock_.start();
render_timer_.start();
2026-04-11 16:30:10 +10:00
emit initialized();
}
2026-04-11 16:30:10 +10:00
void ViewportWindow::setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo) {
gl_->glVertexArrayVertexBuffer(vao, 0, vbo, 0, VERTEX_STRIDE * sizeof(float));
gl_->glVertexArrayElementBuffer(vao, ebo);
2026-04-11 16:30:10 +10:00
// position
gl_->glEnableVertexArrayAttrib(vao, 0);
gl_->glVertexArrayAttribFormat(vao, 0, 3, GL_FLOAT, GL_FALSE, 0);
gl_->glVertexArrayAttribBinding(vao, 0, 0);
2026-04-11 16:30:10 +10:00
// normal
gl_->glEnableVertexArrayAttrib(vao, 1);
gl_->glVertexArrayAttribFormat(vao, 1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float));
gl_->glVertexArrayAttribBinding(vao, 1, 0);
2026-04-11 16:30:10 +10:00
// object_id (passed as float, decoded in shader via floatBitsToUint)
gl_->glEnableVertexArrayAttrib(vao, 2);
gl_->glVertexArrayAttribFormat(vao, 2, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float));
gl_->glVertexArrayAttribBinding(vao, 2, 0);
2026-04-11 16:30:10 +10:00
// color (RGBA8 packed into the 4 bytes at offset 28; normalized to vec4)
gl_->glEnableVertexArrayAttrib(vao, 3);
gl_->glVertexArrayAttribFormat(vao, 3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 7 * sizeof(float));
gl_->glVertexArrayAttribBinding(vao, 3, 0);
2026-04-11 16:30:10 +10:00
}
void ViewportWindow::buildShaders() {
{
GLuint vs = compileShader(gl_, GL_VERTEX_SHADER, MAIN_VERTEX_SHADER);
GLuint fs = compileShader(gl_, GL_FRAGMENT_SHADER, MAIN_FRAGMENT_SHADER);
main_program_ = linkProgram(gl_, vs, fs);
}
{
GLuint vs = compileShader(gl_, GL_VERTEX_SHADER, PICK_VERTEX_SHADER);
GLuint fs = compileShader(gl_, GL_FRAGMENT_SHADER, PICK_FRAGMENT_SHADER);
pick_program_ = linkProgram(gl_, vs, fs);
}
{
GLuint vs = compileShader(gl_, GL_VERTEX_SHADER, AXIS_VERTEX_SHADER);
GLuint fs = compileShader(gl_, GL_FRAGMENT_SHADER, AXIS_FRAGMENT_SHADER);
axis_program_ = linkProgram(gl_, vs, fs);
}
}
void ViewportWindow::buildAxisGizmo() {
static const float axis_data[] = {
0.0f, 0.0f, 0.0f, 1.0f, 0.25f, 0.25f,
1.0f, 0.0f, 0.0f, 1.0f, 0.25f, 0.25f,
0.0f, 0.0f, 0.0f, 0.30f, 0.95f, 0.30f,
0.0f, 1.0f, 0.0f, 0.30f, 0.95f, 0.30f,
0.0f, 0.0f, 0.0f, 0.30f, 0.55f, 1.0f,
0.0f, 0.0f, 1.0f, 0.30f, 0.55f, 1.0f,
};
gl_->glCreateVertexArrays(1, &axis_vao_);
gl_->glCreateBuffers(1, &axis_vbo_);
gl_->glNamedBufferStorage(axis_vbo_, sizeof(axis_data), axis_data, 0);
gl_->glVertexArrayVertexBuffer(axis_vao_, 0, axis_vbo_, 0, 6 * sizeof(float));
gl_->glEnableVertexArrayAttrib(axis_vao_, 0);
gl_->glVertexArrayAttribFormat(axis_vao_, 0, 3, GL_FLOAT, GL_FALSE, 0);
gl_->glVertexArrayAttribBinding(axis_vao_, 0, 0);
gl_->glEnableVertexArrayAttrib(axis_vao_, 1);
gl_->glVertexArrayAttribFormat(axis_vao_, 1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float));
gl_->glVertexArrayAttribBinding(axis_vao_, 1, 0);
}
bool ViewportWindow::growModelVbo(ModelGpuData& m, size_t needed_total) {
size_t new_capacity = m.vbo_capacity;
while (new_capacity < needed_total) new_capacity *= 2;
2026-04-11 16:30:10 +10:00
if (new_capacity > MAX_BUFFER_SIZE) {
qWarning("VBO grow request (%zu MB) exceeds cap", new_capacity / (1024 * 1024));
2026-04-11 16:30:10 +10:00
return false;
}
GLuint new_vbo = 0;
gl_->glCreateBuffers(1, &new_vbo);
gl_->glNamedBufferStorage(new_vbo, new_capacity, nullptr, GL_DYNAMIC_STORAGE_BIT);
if (m.vbo_used > 0) {
gl_->glCopyNamedBufferSubData(m.vbo, new_vbo, 0, 0, m.vbo_used);
2026-04-11 16:30:10 +10:00
}
gl_->glDeleteBuffers(1, &m.vbo);
m.vbo = new_vbo;
m.vbo_capacity = new_capacity;
2026-04-11 16:30:10 +10:00
gl_->glVertexArrayVertexBuffer(m.vao, 0, m.vbo, 0, VERTEX_STRIDE * sizeof(float));
2026-04-11 16:30:10 +10:00
qInfo("Model VBO grew to %zu MB", m.vbo_capacity / (1024 * 1024));
2026-04-11 16:30:10 +10:00
return true;
}
bool ViewportWindow::growModelEbo(ModelGpuData& m, size_t needed_total) {
size_t new_capacity = m.ebo_capacity;
while (new_capacity < needed_total) new_capacity *= 2;
2026-04-11 16:30:10 +10:00
if (new_capacity > MAX_BUFFER_SIZE) {
qWarning("EBO grow request (%zu MB) exceeds cap", new_capacity / (1024 * 1024));
2026-04-11 16:30:10 +10:00
return false;
}
GLuint new_ebo = 0;
gl_->glCreateBuffers(1, &new_ebo);
gl_->glNamedBufferStorage(new_ebo, new_capacity, nullptr, GL_DYNAMIC_STORAGE_BIT);
if (m.ebo_used > 0) {
gl_->glCopyNamedBufferSubData(m.ebo, new_ebo, 0, 0, m.ebo_used);
2026-04-11 16:30:10 +10:00
}
gl_->glDeleteBuffers(1, &m.ebo);
m.ebo = new_ebo;
m.ebo_capacity = new_capacity;
2026-04-11 16:30:10 +10:00
gl_->glVertexArrayElementBuffer(m.vao, m.ebo);
2026-04-11 16:30:10 +10:00
qInfo("Model EBO grew to %zu MB", m.ebo_capacity / (1024 * 1024));
2026-04-11 16:30:10 +10:00
return true;
}
void ViewportWindow::uploadChunk(const UploadChunk& chunk) {
if (!gl_initialized_) return;
if (chunk.vertices.empty() || chunk.indices.empty()) return;
context_->makeCurrent(this);
// Get or create per-model GPU data.
auto it = models_gpu_.find(chunk.model_id);
if (it == models_gpu_.end()) {
ModelGpuData m;
gl_->glCreateVertexArrays(1, &m.vao);
gl_->glCreateBuffers(1, &m.vbo);
gl_->glCreateBuffers(1, &m.ebo);
m.vbo_capacity = INITIAL_VBO_SIZE;
m.ebo_capacity = INITIAL_EBO_SIZE;
gl_->glNamedBufferStorage(m.vbo, m.vbo_capacity, nullptr, GL_DYNAMIC_STORAGE_BIT);
gl_->glNamedBufferStorage(m.ebo, m.ebo_capacity, nullptr, GL_DYNAMIC_STORAGE_BIT);
setupVaoLayout(m.vao, m.vbo, m.ebo);
it = models_gpu_.emplace(chunk.model_id, std::move(m)).first;
}
auto& mgpu = it->second;
2026-04-11 16:30:10 +10:00
size_t vb_size = chunk.vertices.size() * sizeof(float);
size_t ib_size = chunk.indices.size() * sizeof(uint32_t);
if (mgpu.vbo_used + vb_size > mgpu.vbo_capacity) {
if (!growModelVbo(mgpu, mgpu.vbo_used + vb_size)) {
2026-04-11 16:30:10 +10:00
qWarning("VBO at cap, skipping chunk");
return;
}
}
if (mgpu.ebo_used + ib_size > mgpu.ebo_capacity) {
if (!growModelEbo(mgpu, mgpu.ebo_used + ib_size)) {
2026-04-11 16:30:10 +10:00
qWarning("EBO at cap, skipping chunk");
return;
}
}
uint32_t base_vertex = mgpu.vertex_count;
2026-04-11 16:30:10 +10:00
gl_->glNamedBufferSubData(mgpu.vbo, mgpu.vbo_used, vb_size, chunk.vertices.data());
2026-04-11 16:30:10 +10:00
// Remap chunk-local indices into model-local global indices.
2026-04-11 16:30:10 +10:00
std::vector<uint32_t> global_indices(chunk.indices.size());
for (size_t i = 0; i < chunk.indices.size(); ++i) {
global_indices[i] = chunk.indices[i] + base_vertex;
}
gl_->glNamedBufferSubData(mgpu.ebo, mgpu.ebo_used, ib_size, global_indices.data());
2026-04-11 16:30:10 +10:00
// Compute AABB from vertex positions in this chunk.
ObjectDrawInfo info;
info.index_offset = static_cast<uint32_t>(mgpu.ebo_used);
info.index_count = static_cast<uint32_t>(chunk.indices.size());
info.model_id = chunk.model_id;
const size_t num_verts = chunk.vertices.size() / VERTEX_STRIDE;
if (num_verts > 0) {
info.aabb_min[0] = info.aabb_min[1] = info.aabb_min[2] = std::numeric_limits<float>::max();
info.aabb_max[0] = info.aabb_max[1] = info.aabb_max[2] = -std::numeric_limits<float>::max();
for (size_t v = 0; v < num_verts; ++v) {
const float* pos = &chunk.vertices[v * VERTEX_STRIDE];
for (int a = 0; a < 3; ++a) {
if (pos[a] < info.aabb_min[a]) info.aabb_min[a] = pos[a];
if (pos[a] > info.aabb_max[a]) info.aabb_max[a] = pos[a];
}
}
} else {
info.aabb_min[0] = info.aabb_min[1] = info.aabb_min[2] = 0.0f;
info.aabb_max[0] = info.aabb_max[1] = info.aabb_max[2] = 0.0f;
}
mgpu.draw_info.push_back(info);
mgpu.active_draw_count = static_cast<uint32_t>(mgpu.draw_info.size()); // immediately drawable
mgpu.vbo_used += vb_size;
mgpu.ebo_used += ib_size;
mgpu.vertex_count += static_cast<uint32_t>(num_verts);
mgpu.total_triangles += static_cast<uint32_t>(chunk.indices.size() / 3);
}
2026-04-11 16:30:10 +10:00
void ViewportWindow::uploadBulk(uint32_t model_id,
std::vector<float> vertices,
std::vector<uint32_t> indices,
const std::vector<ObjectDrawInfo>& draw_info,
std::shared_ptr<BvhSet> bvh_set) {
if (!gl_initialized_) return;
if (vertices.empty() || indices.empty()) return;
context_->makeCurrent(this);
size_t vb_size = vertices.size() * sizeof(float);
size_t ib_size = indices.size() * sizeof(uint32_t);
// Allocate empty buffers at exact size — no data uploaded yet.
ModelGpuData m;
gl_->glCreateVertexArrays(1, &m.vao);
gl_->glCreateBuffers(1, &m.vbo);
gl_->glCreateBuffers(1, &m.ebo);
m.vbo_capacity = vb_size;
m.ebo_capacity = ib_size;
gl_->glNamedBufferStorage(m.vbo, vb_size, nullptr, GL_DYNAMIC_STORAGE_BIT);
gl_->glNamedBufferStorage(m.ebo, ib_size, nullptr, GL_DYNAMIC_STORAGE_BIT);
setupVaoLayout(m.vao, m.vbo, m.ebo);
m.vbo_used = vb_size;
m.ebo_used = ib_size;
m.vertex_count = static_cast<uint32_t>(vertices.size() / VERTEX_STRIDE);
m.draw_info = draw_info;
m.active_draw_count = 0; // nothing drawable yet
uint32_t total_tri = 0;
for (const auto& di : draw_info) total_tri += di.index_count / 3;
m.total_triangles = total_tri;
// Delete old model data if re-uploading.
auto it = models_gpu_.find(model_id);
if (it != models_gpu_.end()) {
gl_->glDeleteVertexArrays(1, &it->second.vao);
gl_->glDeleteBuffers(1, &it->second.vbo);
gl_->glDeleteBuffers(1, &it->second.ebo);
}
models_gpu_[model_id] = std::move(m);
// Queue progressive upload — data will stream in over subsequent frames.
PendingUpload pu;
pu.model_id = model_id;
pu.vertices = std::move(vertices);
pu.indices = std::move(indices);
pu.bvh_set = std::move(bvh_set);
pending_uploads_.push_back(std::move(pu));
qDebug("Bulk upload queued: model %u, %zu vertices, %zu indices, %zu objects",
model_id, vertices.size() / VERTEX_STRIDE, indices.size(), draw_info.size());
2026-04-11 16:30:10 +10:00
}
void ViewportWindow::resetScene() {
if (!gl_initialized_) return;
if (bvh_build_thread_.joinable())
bvh_build_thread_.join();
context_->makeCurrent(this);
for (auto& [mid, m] : models_gpu_) {
if (m.vao) gl_->glDeleteVertexArrays(1, &m.vao);
if (m.vbo) gl_->glDeleteBuffers(1, &m.vbo);
if (m.ebo) gl_->glDeleteBuffers(1, &m.ebo);
}
models_gpu_.clear();
model_bvhs_.clear();
pending_uploads_.clear();
2026-04-11 16:30:10 +10:00
selected_object_id_ = 0;
{
std::lock_guard<std::mutex> bvh_lock(bvh_result_mutex_);
pending_bvh_.reset();
}
}
static const size_t UPLOAD_CHUNK_BYTES = 48 * 1024 * 1024; // 48 MB per frame
void ViewportWindow::processPendingUploads() {
if (pending_uploads_.empty()) return;
auto& pu = pending_uploads_.front();
auto it = models_gpu_.find(pu.model_id);
if (it == models_gpu_.end()) {
pending_uploads_.pop_front();
return;
}
auto& mgpu = it->second;
size_t vbo_total = pu.vertices.size() * sizeof(float);
size_t ebo_total = pu.indices.size() * sizeof(uint32_t);
// Phase 1: Upload VBO in chunks.
if (pu.vbo_uploaded < vbo_total) {
size_t remaining = vbo_total - pu.vbo_uploaded;
size_t chunk = std::min(remaining, UPLOAD_CHUNK_BYTES);
gl_->glNamedBufferSubData(mgpu.vbo, pu.vbo_uploaded, chunk,
reinterpret_cast<const char*>(pu.vertices.data()) + pu.vbo_uploaded);
pu.vbo_uploaded += chunk;
if (pu.vbo_uploaded >= vbo_total) {
// VBO done — free CPU memory.
pu.vertices.clear();
pu.vertices.shrink_to_fit();
}
return; // yield to render loop
}
// Phase 2: Upload EBO in chunks. Objects become drawable as their range lands.
if (pu.ebo_uploaded < ebo_total) {
size_t remaining = ebo_total - pu.ebo_uploaded;
size_t chunk = std::min(remaining, UPLOAD_CHUNK_BYTES);
gl_->glNamedBufferSubData(mgpu.ebo, pu.ebo_uploaded, chunk,
reinterpret_cast<const char*>(pu.indices.data()) + pu.ebo_uploaded);
pu.ebo_uploaded += chunk;
// Advance active_draw_count: activate objects whose EBO range is fully uploaded.
while (mgpu.active_draw_count < mgpu.draw_info.size()) {
const auto& obj = mgpu.draw_info[mgpu.active_draw_count];
size_t obj_end = obj.index_offset + obj.index_count * sizeof(uint32_t);
if (obj_end <= pu.ebo_uploaded)
mgpu.active_draw_count++;
else
break;
}
if (pu.ebo_uploaded >= ebo_total) {
// EBO done — free CPU memory.
pu.indices.clear();
pu.indices.shrink_to_fit();
} else {
return; // yield to render loop
}
}
// Fully uploaded — activate BVH if present.
mgpu.active_draw_count = static_cast<uint32_t>(mgpu.draw_info.size());
if (pu.bvh_set) {
model_bvhs_[pu.model_id] = std::move(pu.bvh_set);
}
size_t total_vbo = 0, total_ebo = 0;
for (const auto& [mid, mg] : models_gpu_) {
total_vbo += mg.vbo_capacity;
total_ebo += mg.ebo_capacity;
}
qDebug("Progressive upload complete: model %u (this: vbo %.1f MB + ebo %.1f MB, "
"%u objects, %u triangles) scene total vram %.1f MB",
pu.model_id,
mgpu.vbo_capacity / (1024.0 * 1024.0),
mgpu.ebo_capacity / (1024.0 * 1024.0),
static_cast<uint32_t>(mgpu.draw_info.size()),
mgpu.total_triangles,
(total_vbo + total_ebo) / (1024.0 * 1024.0));
pending_uploads_.pop_front();
}
void ViewportWindow::hideModel(uint32_t model_id) {
auto it = models_gpu_.find(model_id);
if (it != models_gpu_.end()) it->second.hidden = true;
}
void ViewportWindow::showModel(uint32_t model_id) {
auto it = models_gpu_.find(model_id);
if (it != models_gpu_.end()) it->second.hidden = false;
}
void ViewportWindow::removeModel(uint32_t model_id) {
if (!gl_initialized_) return;
context_->makeCurrent(this);
// Cancel any pending upload for this model.
pending_uploads_.erase(
std::remove_if(pending_uploads_.begin(), pending_uploads_.end(),
[model_id](const PendingUpload& pu) { return pu.model_id == model_id; }),
pending_uploads_.end());
auto it = models_gpu_.find(model_id);
if (it != models_gpu_.end()) {
gl_->glDeleteVertexArrays(1, &it->second.vao);
gl_->glDeleteBuffers(1, &it->second.vbo);
gl_->glDeleteBuffers(1, &it->second.ebo);
models_gpu_.erase(it);
}
model_bvhs_.erase(model_id);
}
std::vector<uint32_t> ViewportWindow::readbackEbo(uint32_t model_id) const {
std::vector<uint32_t> ebo_data;
auto it = models_gpu_.find(model_id);
if (!gl_ || it == models_gpu_.end() || it->second.ebo_used == 0) return ebo_data;
const auto& m = it->second;
size_t num_indices = m.ebo_used / sizeof(uint32_t);
ebo_data.resize(num_indices);
gl_->glGetNamedBufferSubData(m.ebo, 0, m.ebo_used, ebo_data.data());
return ebo_data;
}
std::vector<float> ViewportWindow::readbackVbo(uint32_t model_id) const {
std::vector<float> vbo_data;
auto it = models_gpu_.find(model_id);
if (!gl_ || it == models_gpu_.end() || it->second.vbo_used == 0) return vbo_data;
const auto& m = it->second;
size_t num_floats = m.vbo_used / sizeof(float);
vbo_data.resize(num_floats);
gl_->glGetNamedBufferSubData(m.vbo, 0, m.vbo_used, vbo_data.data());
return vbo_data;
}
void ViewportWindow::buildBvhAsync(uint32_t model_id,
const std::string& ifc_path,
uint64_t ifc_file_size,
std::vector<PackedElementInfo> sidecar_elements,
std::string sidecar_string_table) {
if (bvh_build_thread_.joinable())
bvh_build_thread_.join();
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end()) return;
// Snapshot draw info; read back EBO + VBO on GL thread.
std::vector<ObjectDrawInfo> draw_snapshot = it->second.draw_info;
std::vector<uint32_t> ebo_snapshot = readbackEbo(model_id);
std::vector<float> vbo_snapshot;
if (!ifc_path.empty() && !sidecar_elements.empty()) {
vbo_snapshot = readbackVbo(model_id);
}
if (draw_snapshot.empty() || ebo_snapshot.empty()) return;
bvh_build_thread_ = std::thread([this,
model_id,
draw_info = std::move(draw_snapshot),
ebo_data = std::move(ebo_snapshot),
vbo_data = std::move(vbo_snapshot),
elements = std::move(sidecar_elements),
string_table = std::move(sidecar_string_table),
ifc_path, ifc_file_size]() {
auto bvh_set = buildBvhSet(draw_info);
EboReorderResult ebo_result = reorderEbo(*bvh_set, draw_info, ebo_data);
// Write full sidecar if requested.
if (!ifc_path.empty() && !elements.empty() && !vbo_data.empty()) {
SidecarData sd;
sd.vertices = vbo_data;
sd.indices = ebo_result.reordered_ebo;
sd.draw_info = ebo_result.reordered_draw_info;
sd.elements = std::move(elements);
sd.string_table = std::move(string_table);
sd.bvh_set = bvh_set;
writeSidecar(ifc_path, sd, ifc_file_size);
}
{
std::lock_guard<std::mutex> lock(bvh_result_mutex_);
pending_bvh_ = std::make_unique<PendingBvh>();
pending_bvh_->model_id = model_id;
pending_bvh_->bvh_set = std::move(bvh_set);
pending_bvh_->ebo_reorder = std::move(ebo_result);
}
});
}
void ViewportWindow::applyBvhResult() {
std::unique_ptr<PendingBvh> result;
{
std::lock_guard<std::mutex> lock(bvh_result_mutex_);
result = std::move(pending_bvh_);
}
if (!result) return;
auto it = models_gpu_.find(result->model_id);
if (it == models_gpu_.end()) return;
auto& mgpu = it->second;
// Re-upload the reordered EBO into this model's buffer.
if (!result->ebo_reorder.reordered_ebo.empty()) {
size_t ebo_bytes = result->ebo_reorder.reordered_ebo.size() * sizeof(uint32_t);
if (ebo_bytes <= mgpu.ebo_capacity) {
gl_->glNamedBufferSubData(mgpu.ebo, 0, ebo_bytes,
result->ebo_reorder.reordered_ebo.data());
}
}
// Swap draw info.
if (result->ebo_reorder.reordered_draw_info.size() == mgpu.draw_info.size()) {
mgpu.draw_info = std::move(result->ebo_reorder.reordered_draw_info);
}
model_bvhs_[result->model_id] = std::move(result->bvh_set);
qDebug("BVH activated for model %u", result->model_id);
2026-04-11 16:30:10 +10:00
}
void ViewportWindow::setSelectedObjectId(uint32_t id) {
selected_object_id_ = id;
}
uint32_t ViewportWindow::pickObjectAt(int x, int y) {
if (!gl_initialized_) return 0;
context_->makeCurrent(this);
int w = width() * devicePixelRatio();
int h = height() * devicePixelRatio();
if (pick_width_ != w || pick_height_ != h) {
if (pick_fbo_) gl_->glDeleteFramebuffers(1, &pick_fbo_);
if (pick_color_tex_) gl_->glDeleteTextures(1, &pick_color_tex_);
if (pick_depth_rbo_) gl_->glDeleteRenderbuffers(1, &pick_depth_rbo_);
gl_->glCreateFramebuffers(1, &pick_fbo_);
gl_->glCreateTextures(GL_TEXTURE_2D, 1, &pick_color_tex_);
gl_->glTextureStorage2D(pick_color_tex_, 1, GL_R32UI, w, h);
gl_->glNamedFramebufferTexture(pick_fbo_, GL_COLOR_ATTACHMENT0, pick_color_tex_, 0);
gl_->glCreateRenderbuffers(1, &pick_depth_rbo_);
gl_->glNamedRenderbufferStorage(pick_depth_rbo_, GL_DEPTH_COMPONENT24, w, h);
gl_->glNamedFramebufferRenderbuffer(pick_fbo_, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, pick_depth_rbo_);
pick_width_ = w;
pick_height_ = h;
}
renderPickPass();
int px = x * devicePixelRatio();
int py = (height() - y) * devicePixelRatio();
uint32_t pixel = 0;
gl_->glGetTextureSubImage(pick_color_tex_, 0, px, py, 0, 1, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, sizeof(pixel), &pixel);
return pixel;
}
void ViewportWindow::updateCamera() {
float yaw_rad = qDegreesToRadians(camera_yaw_);
float pitch_rad = qDegreesToRadians(camera_pitch_);
QVector3D eye;
eye.setX(camera_target_.x() + camera_distance_ * cosf(pitch_rad) * cosf(yaw_rad));
eye.setY(camera_target_.y() + camera_distance_ * cosf(pitch_rad) * sinf(yaw_rad));
eye.setZ(camera_target_.z() + camera_distance_ * sinf(pitch_rad));
view_matrix_.setToIdentity();
view_matrix_.lookAt(eye, camera_target_, QVector3D(0, 0, 1));
proj_matrix_.setToIdentity();
float aspect = width() > 0 ? float(width()) / float(height()) : 1.0f;
proj_matrix_.perspective(45.0f, aspect, 0.1f, camera_distance_ * 10.0f);
}
bool ViewportWindow::aabbInFrustum(const float aabb_min[3], const float aabb_max[3],
const float planes[6][4]) {
for (int p = 0; p < 6; ++p) {
float px = planes[p][0] >= 0.0f ? aabb_max[0] : aabb_min[0];
float py = planes[p][1] >= 0.0f ? aabb_max[1] : aabb_min[1];
float pz = planes[p][2] >= 0.0f ? aabb_max[2] : aabb_min[2];
float dist = planes[p][0] * px + planes[p][1] * py + planes[p][2] * pz + planes[p][3];
if (dist < 0.0f) return false;
}
return true;
}
void ViewportWindow::traverseBvh(const ModelBvh& mbvh, const ModelGpuData& mgpu,
const float planes[6][4]) {
if (mbvh.nodes.empty()) return;
uint32_t stack[64];
int sp = 0;
stack[sp++] = 0; // root
// Get the current model's draw command being built.
auto& cmd = frame_draw_cmds_.back();
while (sp > 0) {
uint32_t ni = stack[--sp];
const BvhNode& node = mbvh.nodes[ni];
if (!aabbInFrustum(node.aabb_min, node.aabb_max, planes))
continue;
if (node.count > 0) {
for (uint32_t i = 0; i < node.count; ++i) {
uint32_t oi = mbvh.object_indices[node.right_or_first + i];
const auto& obj = mgpu.draw_info[oi];
if (aabbInFrustum(obj.aabb_min, obj.aabb_max, planes)) {
cmd.counts.push_back(static_cast<GLsizei>(obj.index_count));
cmd.offsets.push_back(reinterpret_cast<const void*>(
static_cast<uintptr_t>(obj.index_offset)));
visible_triangles_ += obj.index_count / 3;
}
}
} else {
if (sp < 63) {
stack[sp++] = node.right_or_first;
stack[sp++] = ni + 1;
}
}
}
}
void ViewportWindow::buildVisibleList(const QMatrix4x4& vp) {
frame_draw_cmds_.clear();
2026-04-11 20:05:50 +10:00
visible_triangles_ = 0;
// Extract 6 frustum planes from the view-projection matrix.
float planes[6][4];
for (int i = 0; i < 4; ++i) {
planes[0][i] = vp(3, i) + vp(0, i); // left
planes[1][i] = vp(3, i) - vp(0, i); // right
planes[2][i] = vp(3, i) + vp(1, i); // bottom
planes[3][i] = vp(3, i) - vp(1, i); // top
planes[4][i] = vp(3, i) + vp(2, i); // near
planes[5][i] = vp(3, i) - vp(2, i); // far
}
for (int p = 0; p < 6; ++p) {
float len = std::sqrt(planes[p][0] * planes[p][0] +
planes[p][1] * planes[p][1] +
planes[p][2] * planes[p][2]);
if (len > 0.0f) {
float inv = 1.0f / len;
planes[p][0] *= inv;
planes[p][1] *= inv;
planes[p][2] *= inv;
planes[p][3] *= inv;
}
}
for (auto& [model_id, mgpu] : models_gpu_) {
if (mgpu.hidden || mgpu.active_draw_count == 0) continue;
frame_draw_cmds_.push_back({mgpu.vao, {}, {}});
auto& cmd = frame_draw_cmds_.back();
cmd.counts.reserve(mgpu.active_draw_count);
cmd.offsets.reserve(mgpu.active_draw_count);
bool fully_loaded = (mgpu.active_draw_count == mgpu.draw_info.size());
auto bvh_it = model_bvhs_.find(model_id);
// Only use BVH if model is fully uploaded; during progressive upload,
// fall back to linear scan of active objects.
if (fully_loaded && bvh_it != model_bvhs_.end() && bvh_it->second) {
const auto& bvh_set = *bvh_it->second;
auto mbvh_it = bvh_set.models.find(model_id);
if (mbvh_it != bvh_set.models.end()) {
traverseBvh(mbvh_it->second, mgpu, planes);
}
} else {
// Linear scan of active objects only.
for (uint32_t i = 0; i < mgpu.active_draw_count; ++i) {
const auto& obj = mgpu.draw_info[i];
if (aabbInFrustum(obj.aabb_min, obj.aabb_max, planes)) {
cmd.counts.push_back(static_cast<GLsizei>(obj.index_count));
cmd.offsets.push_back(reinterpret_cast<const void*>(
static_cast<uintptr_t>(obj.index_offset)));
visible_triangles_ += obj.index_count / 3;
}
}
}
if (cmd.counts.empty()) {
frame_draw_cmds_.pop_back();
}
}
}
2026-04-11 16:30:10 +10:00
void ViewportWindow::render() {
if (!gl_initialized_ || !isExposed()) return;
context_->makeCurrent(this);
applyBvhResult();
processPendingUploads();
2026-04-11 16:30:10 +10:00
updateCamera();
int w = width() * devicePixelRatio();
int h = height() * devicePixelRatio();
gl_->glViewport(0, 0, w, h);
gl_->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 vp = proj_matrix_ * view_matrix_;
gl_->glUseProgram(main_program_);
gl_->glUniformMatrix4fv(gl_->glGetUniformLocation(main_program_, "u_view_projection"), 1, GL_FALSE, vp.constData());
gl_->glUniform3f(gl_->glGetUniformLocation(main_program_, "u_light_dir"), 0.3f, 0.5f, 0.8f);
gl_->glUniform1ui(gl_->glGetUniformLocation(main_program_, "u_selected_id"), selected_object_id_);
buildVisibleList(vp);
for (const auto& cmd : frame_draw_cmds_) {
gl_->glBindVertexArray(cmd.vao);
gl_->glMultiDrawElements(GL_TRIANGLES,
cmd.counts.data(), GL_UNSIGNED_INT,
cmd.offsets.data(),
static_cast<GLsizei>(cmd.counts.size()));
2026-04-11 16:30:10 +10:00
}
renderAxisGizmo();
context_->swapBuffers(this);
2026-04-11 20:05:50 +10:00
// Compute FPS.
2026-04-11 20:05:50 +10:00
float dt = frame_clock_.restart() / 1000.0f;
accumulated_time_ += dt;
frame_count_++;
if (accumulated_time_ >= 1.0f) {
last_fps_ = static_cast<float>(frame_count_) / accumulated_time_;
frame_count_ = 0;
accumulated_time_ = 0.0f;
uint32_t total_obj = 0, total_tri = 0, vis_obj = 0;
size_t total_vram = 0, total_vbo = 0, total_ebo = 0;
size_t num_models = 0, num_hidden = 0;
for (const auto& [mid, m] : models_gpu_) {
num_models++;
if (m.hidden) { num_hidden++; continue; }
total_obj += static_cast<uint32_t>(m.draw_info.size());
total_tri += m.total_triangles;
total_vbo += m.vbo_capacity;
total_ebo += m.ebo_capacity;
}
total_vram = total_vbo + total_ebo;
for (const auto& cmd : frame_draw_cmds_) {
vis_obj += static_cast<uint32_t>(cmd.counts.size());
}
2026-04-11 20:05:50 +10:00
FrameStats stats;
stats.fps = last_fps_;
stats.frame_time_ms = 1000.0f / last_fps_;
stats.total_objects = total_obj;
stats.visible_objects = vis_obj;
stats.total_triangles = total_tri;
2026-04-11 20:05:50 +10:00
stats.visible_triangles = visible_triangles_;
emit frameStatsUpdated(stats);
double vis_obj_pct = total_obj > 0 ? 100.0 * vis_obj / total_obj : 0.0;
double vis_tri_pct = total_tri > 0 ? 100.0 * visible_triangles_ / total_tri : 0.0;
qDebug("[frame] %.1f fps %.2f ms obj %u/%u (%.1f%%) tri %u/%u (%.1f%%) "
"vram %.1f MB (vbo %.1f + ebo %.1f) models %zu (%zu hidden) draws %zu pending_uploads %zu",
last_fps_, 1000.0f / last_fps_,
vis_obj, total_obj, vis_obj_pct,
visible_triangles_, total_tri, vis_tri_pct,
total_vram / (1024.0 * 1024.0),
total_vbo / (1024.0 * 1024.0),
total_ebo / (1024.0 * 1024.0),
num_models, num_hidden,
frame_draw_cmds_.size(),
pending_uploads_.size());
2026-04-11 20:05:50 +10:00
}
2026-04-11 16:30:10 +10:00
}
void ViewportWindow::renderAxisGizmo() {
if (!axis_program_ || !axis_vao_) return;
const int dpr = devicePixelRatio();
const int gizmo_size = 110 * dpr;
const int margin = 10 * dpr;
gl_->glViewport(margin, margin, gizmo_size, gizmo_size);
gl_->glDisable(GL_DEPTH_TEST);
float yaw_rad = qDegreesToRadians(camera_yaw_);
float pitch_rad = qDegreesToRadians(camera_pitch_);
QVector3D eye_dir;
eye_dir.setX(cosf(pitch_rad) * cosf(yaw_rad));
eye_dir.setY(cosf(pitch_rad) * sinf(yaw_rad));
eye_dir.setZ(sinf(pitch_rad));
QMatrix4x4 gizmo_view;
gizmo_view.lookAt(eye_dir * 3.0f, QVector3D(0, 0, 0), QVector3D(0, 0, 1));
QMatrix4x4 gizmo_proj;
gizmo_proj.ortho(-1.4f, 1.4f, -1.4f, 1.4f, 0.1f, 10.0f);
QMatrix4x4 mvp = gizmo_proj * gizmo_view;
gl_->glUseProgram(axis_program_);
gl_->glUniformMatrix4fv(gl_->glGetUniformLocation(axis_program_, "u_mvp"), 1, GL_FALSE, mvp.constData());
gl_->glLineWidth(2.5f);
2026-04-11 16:30:10 +10:00
gl_->glBindVertexArray(axis_vao_);
gl_->glDrawArrays(GL_LINES, 0, 6);
gl_->glEnable(GL_DEPTH_TEST);
}
void ViewportWindow::renderPickPass() {
gl_->glBindFramebuffer(GL_FRAMEBUFFER, pick_fbo_);
gl_->glViewport(0, 0, pick_width_, pick_height_);
GLuint clear_val = 0;
gl_->glClearBufferuiv(GL_COLOR, 0, &clear_val);
gl_->glClear(GL_DEPTH_BUFFER_BIT);
QMatrix4x4 vp = proj_matrix_ * view_matrix_;
gl_->glUseProgram(pick_program_);
gl_->glUniformMatrix4fv(gl_->glGetUniformLocation(pick_program_, "u_view_projection"), 1, GL_FALSE, vp.constData());
// Reuse the visible list from the most recent render() call.
for (const auto& cmd : frame_draw_cmds_) {
gl_->glBindVertexArray(cmd.vao);
gl_->glMultiDrawElements(GL_TRIANGLES,
cmd.counts.data(), GL_UNSIGNED_INT,
cmd.offsets.data(),
static_cast<GLsizei>(cmd.counts.size()));
2026-04-11 16:30:10 +10:00
}
gl_->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void ViewportWindow::exposeEvent(QExposeEvent*) {
if (isExposed() && !gl_initialized_) {
initGL();
}
}
void ViewportWindow::resizeEvent(QResizeEvent*) {
if (gl_initialized_) render();
}
bool ViewportWindow::event(QEvent* e) {
switch (e->type()) {
case QEvent::MouseButtonPress:
handleMousePress(static_cast<QMouseEvent*>(e));
return true;
case QEvent::MouseButtonRelease:
handleMouseRelease(static_cast<QMouseEvent*>(e));
return true;
case QEvent::MouseMove:
handleMouseMove(static_cast<QMouseEvent*>(e));
return true;
case QEvent::Wheel:
handleWheel(static_cast<QWheelEvent*>(e));
return true;
default:
return QWindow::event(e);
}
}
void ViewportWindow::handleMousePress(QMouseEvent* e) {
active_button_ = e->button();
last_mouse_pos_ = e->pos();
}
void ViewportWindow::handleMouseRelease(QMouseEvent* e) {
if (active_button_ == Qt::LeftButton && (e->pos() - last_mouse_pos_).manhattanLength() < 5) {
uint32_t id = pickObjectAt(e->pos().x(), e->pos().y());
selected_object_id_ = id;
emit objectPicked(id);
}
active_button_ = Qt::NoButton;
}
void ViewportWindow::handleMouseMove(QMouseEvent* e) {
QPoint delta = e->pos() - last_mouse_pos_;
last_mouse_pos_ = e->pos();
if (active_button_ == Qt::MiddleButton) {
if (e->modifiers() & Qt::ShiftModifier) {
float pan_speed = camera_distance_ * 0.002f;
float yaw_rad = qDegreesToRadians(camera_yaw_);
float pitch_rad = qDegreesToRadians(camera_pitch_);
QVector3D right(-sinf(yaw_rad), cosf(yaw_rad), 0.0f);
QVector3D up(
-sinf(pitch_rad) * cosf(yaw_rad),
-sinf(pitch_rad) * sinf(yaw_rad),
cosf(pitch_rad));
camera_target_ -= right * delta.x() * pan_speed;
camera_target_ += up * delta.y() * pan_speed;
} else {
camera_yaw_ -= delta.x() * 0.3f;
camera_pitch_ += delta.y() * 0.3f;
camera_pitch_ = qBound(-89.0f, camera_pitch_, 89.0f);
}
}
}
void ViewportWindow::handleWheel(QWheelEvent* e) {
float factor = e->angleDelta().y() > 0 ? 0.9f : 1.1f;
camera_distance_ *= factor;
camera_distance_ = qMax(0.1f, camera_distance_);
}