2026-04-11 16:30:10 +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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#ifndef VIEWPORTWINDOW_H
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#define VIEWPORTWINDOW_H
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#include <QWindow>
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#include <QOpenGLContext>
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#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
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#include <QTimer>
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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#include <QVector3D>
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#include <deque>
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#include <vector>
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#include <unordered_set>
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#include <unordered_map>
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#include <cstdint>
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#include <mutex>
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#include <thread>
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#include <memory>
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#include <atomic>
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#include "BvhAccel.h"
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#include "SidecarCache.h"
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struct MaterialInfo {
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float r = 0.75f, g = 0.75f, b = 0.78f, a = 1.0f;
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};
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struct UploadChunk {
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// Interleaved per-vertex layout (8 floats / 32 bytes per vertex):
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// pos(3 float) + normal(3 float) + object_id(1 float bitcast from uint)
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// + color(1 float holding RGBA8 packed bytes, read on the GPU as
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// GL_UNSIGNED_BYTE * 4 normalized).
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std::vector<float> vertices;
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std::vector<uint32_t> indices; // local to this chunk's vertices
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uint32_t object_id = 0;
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uint32_t model_id = 0;
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};
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// Per-model GPU state: own VAO, VBO, EBO, draw info, BVH.
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struct ModelGpuData {
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GLuint vao = 0;
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GLuint vbo = 0;
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GLuint ebo = 0;
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size_t vbo_capacity = 0;
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size_t ebo_capacity = 0;
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size_t vbo_used = 0; // bytes
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size_t ebo_used = 0; // bytes
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uint32_t vertex_count = 0;
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uint32_t total_triangles = 0;
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std::vector<ObjectDrawInfo> draw_info;
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uint32_t active_draw_count = 0; // how many objects are drawable (progressive upload)
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bool hidden = false;
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};
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// Pending progressive upload — VBO first, then EBO.
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struct PendingUpload {
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uint32_t model_id = 0;
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std::vector<float> vertices;
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std::vector<uint32_t> indices;
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std::shared_ptr<BvhSet> bvh_set;
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size_t vbo_uploaded = 0; // bytes
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size_t ebo_uploaded = 0; // bytes
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};
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class ViewportWindow : public QWindow {
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Q_OBJECT
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public:
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explicit ViewportWindow(QWindow* parent = nullptr);
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~ViewportWindow();
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void uploadChunk(const UploadChunk& chunk);
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void resetScene();
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// Bulk upload pre-built geometry from a sidecar cache.
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// Creates a perfectly-sized per-model buffer set. No copy.
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void uploadBulk(uint32_t model_id,
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std::vector<float> vertices,
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std::vector<uint32_t> indices,
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const std::vector<ObjectDrawInfo>& draw_info,
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std::shared_ptr<BvhSet> bvh_set);
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void hideModel(uint32_t model_id);
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void showModel(uint32_t model_id);
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void removeModel(uint32_t model_id);
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// Build BVH and optionally write a sidecar cache.
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void buildBvhAsync(uint32_t model_id,
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const std::string& ifc_path = "",
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uint64_t ifc_file_size = 0,
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std::vector<PackedElementInfo> sidecar_elements = {},
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std::string sidecar_string_table = {});
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// Read snapshots of a model's GPU buffers into CPU vectors.
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std::vector<uint32_t> readbackEbo(uint32_t model_id) const;
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std::vector<float> readbackVbo(uint32_t model_id) const;
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void setSelectedObjectId(uint32_t id);
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uint32_t pickObjectAt(int x, int y);
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struct FrameStats {
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float fps;
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float frame_time_ms;
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uint32_t total_objects;
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uint32_t visible_objects;
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uint32_t total_triangles;
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uint32_t visible_triangles;
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};
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signals:
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void objectPicked(uint32_t object_id);
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void initialized();
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void frameStatsUpdated(const ViewportWindow::FrameStats& stats);
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protected:
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void exposeEvent(QExposeEvent* event) override;
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void resizeEvent(QResizeEvent* event) override;
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bool event(QEvent* event) override;
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private:
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void initGL();
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void render();
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void renderPickPass();
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void renderAxisGizmo();
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void updateCamera();
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void buildShaders();
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void buildAxisGizmo();
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void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
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bool growModelVbo(ModelGpuData& m, size_t needed_total);
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bool growModelEbo(ModelGpuData& m, size_t needed_total);
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void buildVisibleList(const QMatrix4x4& vp);
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void traverseBvh(const ModelBvh& mbvh, const ModelGpuData& mgpu,
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const float planes[6][4]);
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static bool aabbInFrustum(const float aabb_min[3], const float aabb_max[3],
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const float planes[6][4]);
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void applyBvhResult();
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void processPendingUploads();
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// Mouse interaction
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void handleMousePress(QMouseEvent* event);
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void handleMouseRelease(QMouseEvent* event);
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void handleMouseMove(QMouseEvent* event);
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void handleWheel(QWheelEvent* event);
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QOpenGLContext* context_ = nullptr;
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QOpenGLFunctions_4_5_Core* gl_ = nullptr;
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QTimer render_timer_;
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QElapsedTimer frame_clock_;
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bool gl_initialized_ = false;
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// Shaders
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GLuint main_program_ = 0;
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GLuint pick_program_ = 0;
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GLuint axis_program_ = 0;
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// Axis gizmo (separate VAO/VBO since vertex layout differs from scene)
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GLuint axis_vao_ = 0;
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GLuint axis_vbo_ = 0;
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// Per-model GPU data
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std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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std::mutex models_mutex_;
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// Pick framebuffer
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GLuint pick_fbo_ = 0;
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GLuint pick_color_tex_ = 0;
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GLuint pick_depth_rbo_ = 0;
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int pick_width_ = 0;
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int pick_height_ = 0;
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// Per-model BVH
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std::unordered_map<uint32_t, std::shared_ptr<const BvhSet>> model_bvhs_;
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// Progressive upload queue
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std::deque<PendingUpload> pending_uploads_;
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// Scratch buffers reused each frame to avoid allocation.
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struct ModelDrawCmd {
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GLuint vao;
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std::vector<GLsizei> counts;
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std::vector<const void*> offsets;
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};
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std::vector<ModelDrawCmd> frame_draw_cmds_;
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uint32_t visible_triangles_ = 0;
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// Camera
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QVector3D camera_target_{0, 0, 0};
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float camera_distance_ = 50.0f;
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float camera_yaw_ = 45.0f;
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float camera_pitch_ = 30.0f;
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QMatrix4x4 view_matrix_;
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QMatrix4x4 proj_matrix_;
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// Mouse state
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Qt::MouseButton active_button_ = Qt::NoButton;
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QPoint last_mouse_pos_;
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// Selection
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uint32_t selected_object_id_ = 0;
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bool pick_requested_ = false;
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int pick_x_ = 0, pick_y_ = 0;
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// BVH build (phase 2)
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struct PendingBvh {
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uint32_t model_id;
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std::shared_ptr<BvhSet> bvh_set;
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EboReorderResult ebo_reorder;
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};
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std::unique_ptr<PendingBvh> pending_bvh_;
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std::mutex bvh_result_mutex_;
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std::thread bvh_build_thread_;
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// Stats
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int frame_count_ = 0;
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float accumulated_time_ = 0.0f;
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float last_fps_ = 0.0f;
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};
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#endif // VIEWPORTWINDOW_H
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