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IfcOpenShell/src/ifcviewer/OverlayRenderer.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 WGPUOVERLAYRENDERER_H
#define WGPUOVERLAYRENDERER_H
#include <QHash>
#include <QString>
#include <Eigen/Dense>
#include <webgpu/webgpu.h>
#include <cstdint>
#include <vector>
// Per-frame snapshot of viewport state that every overlay needs. Built once
// at the top of render() and passed by const-ref to each encodeX() call so
// the overlay renderer never reaches back into the viewport.
struct OverlayFrame {
Eigen::Matrix4f view_proj = Eigen::Matrix4f::Identity();
Eigen::Vector3f camera_target = Eigen::Vector3f::Zero();
float camera_distance = 5.0f;
float camera_yaw_deg = 0.0f;
float camera_pitch_deg = 0.0f;
float camera_fov_y_deg = 45.0f;
int viewport_w_px = 0;
int viewport_h_px = 0;
int device_pixel_ratio = 1;
};
// One section plane as the visualizer consumes it. The viewport owns the
// authoritative state vector (the section tool mutates it); the overlay
// reads from a non-owning span every frame. Held by value because the
// struct is small and copies happen at most six times per frame.
struct SectionPlane {
Eigen::Vector3f n = Eigen::Vector3f::UnitZ(); // unit normal
float d = 0.0f; // -dot(n, origin)
Eigen::Vector3f origin = Eigen::Vector3f::Zero(); // surface point at the
// moment the plane was added
float visual_radius = 0.0f;
};
// All viewport overlays in one place: axis indicator (corner + pivot),
// section plane gizmos, and the marquee drag rect. Mirrors GL's
// OverlayRenderer split so ViewportWindow.cpp doesn't have to
// carry ~1.5k lines of pipeline plumbing.
//
// Lifecycle: init() once after the device is up, destroy() before the
// device dies. Pipelines are immutable after init; only per-frame
// uniforms get re-written.
//
// Threading: all calls are main-thread only — they touch the wgpu queue.
class OverlayRenderer {
public:
OverlayRenderer() = default;
~OverlayRenderer();
OverlayRenderer(const OverlayRenderer&) = delete;
OverlayRenderer& operator=(const OverlayRenderer&) = delete;
bool init(WGPUInstance instance, WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat surface_format, int sample_count);
void destroy();
// ---- Inside the main MSAA pass, after geometry ----
// Both share depth with the scene so they're correctly occluded.
// Orbit pivot indicator. `visible` is the viewport's UI gate (orbit
// drag / wheel-zoom afterglow). When false this is a cheap no-op.
void encodePivot(WGPURenderPassEncoder pass,
const OverlayFrame& f,
bool visible);
// Per-plane wireframe gizmo (2 × 2 m quad outline + arrow shaft +
// arrow head). Drawn at each plane's origin in its local basis;
// colour comes from Bonsai's decorator_color_error.
void encodeSectionGizmos(WGPURenderPassEncoder pass,
const OverlayFrame& f,
const std::vector<SectionPlane>& planes);
// Replace the highlight-triangle list. `world_xyz` is 3 floats per
// vertex, 3 vertices per triangle, in world space (post-composed-
// transform). Empty disables the overlay. Color is RGBA in [0, 1] —
// alpha < 1 gives the translucent patch shading the Area tool uses.
// Drawn inside the main MSAA pass so depth-test hides patches
// behind closer geometry; depth-write stays off so later overlays
// can still draw over the highlight.
void setHighlightTriangles(const std::vector<float>& world_xyz,
float r, float g, float b, float a);
void encodeHighlightTriangles(WGPURenderPassEncoder pass,
const OverlayFrame& f);
// One stylistic group of world-space line segments. Mirrors GL
// OverlayRenderer::LineGroup so callers can target either backend
// with one struct.
struct LineGroup {
std::vector<float> world_xyz; // 6 floats per segment (a, b)
float color[4] = {1, 1, 1, 1}; // inner color
float stroke_color[4] = {0, 0, 0, 1}; // halo (alpha 0 = no stroke)
float line_width = 1.5f; // inner full-width (px)
float stroke_extra = 0.5f; // halo per side (px)
float dash_period_px = 0.0f; // 0 = solid
float dash_on_ratio = 0.6f; // [0..1], only when period > 0
};
// Replace the overlay-line set. Each call CPU-expands every segment
// into six vertices (two triangles), uploads the concatenated
// expanded buffer once, and writes one uniform slot per group; the
// next encodeOverlayLines() draws them in order. Empty `groups`
// clears the set so subsequent encodes are no-ops.
void setOverlayLines(const std::vector<LineGroup>& groups);
// Encode the most-recently set line groups. One draw per group with
// a dynamic uniform offset; the shader handles stroke + dash from
// per-group uniforms. Drawn inside the main MSAA pass so the lines
// are depth-tested against geometry.
void encodeOverlayLines(WGPURenderPassEncoder pass,
const OverlayFrame& f);
// Replace the overlay-point set. World-space positions are CPU-
// expanded into screen-space quads at encode time. `pixel_size` is
// the inner-disc diameter (px); when `stroke_a > 0` each quad picks
// up a `stroke_extra`-pixel halo per side. Empty `world_xyz` clears
// the set. Mirrors GL OverlayRenderer::setOverlayPoints.
void setOverlayPoints(const std::vector<float>& world_xyz,
float r, float g, float b, float a,
float pixel_size,
float stroke_r, float stroke_g,
float stroke_b, float stroke_a,
float stroke_extra);
// Encode the most-recently set point list. Single draw covering all
// points; the shader does the sprite-distance pick + AA. Drawn
// inside the main MSAA pass so depth-test correctly hides points
// behind closer geometry.
void encodeOverlayPoints(WGPURenderPassEncoder pass,
const OverlayFrame& f);
// World-anchored text label. Mirrors GL OverlayRenderer::Label so
// measure-tool readouts can target either backend.
struct Label {
float world_pos[3];
QString text;
};
void setOverlayLabels(const std::vector<Label>& labels);
// Top-left HUD text (tool prompts, length / area readouts). Empty
// string hides it. Each newline starts a new line in the same rect.
void setHudText(const QString& text);
// Encode all currently-set labels + the HUD. Per-string textures are
// rasterised via QPainter into a small QImage on first sight and
// cached by content; per-frame work is just projection, vertex
// assembly, and one draw per visible label. Drawn on the resolved
// surface (no depth test, no MSAA), so labels stack on top of every
// overlay above.
void encodeLabels(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const OverlayFrame& f);
// ---- After the edge silhouette pass, on the resolved surface ----
// Corner axis gizmo (bottom-left, 110×110 px). Independent ortho
// projection — only the camera direction matters.
void encodeCornerAxis(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const OverlayFrame& f);
// Marquee box-select drag rect (translucent fill + thick outline).
// No-op when `active` is false.
void encodeMarquee(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const OverlayFrame& f,
Eigen::Vector2i start_logical_px,
Eigen::Vector2i current_logical_px,
bool active);
// Shared with the viewport's main FrameUniforms: same cap so the
// viewport's clip-plane array and the gizmo visualiser agree on
// how many planes can ever be active.
static constexpr int kMaxSectionPlanes = 6;
private:
bool buildAxisIndicator();
bool buildSectionVisualizer();
bool buildMarquee();
bool buildOverlayLines();
bool buildOverlayPoints();
bool buildHighlightTriangles();
bool buildLabels();
// Rasterise a single string at `font_pt` with dark-grey padded
// background + white text, upload as an RGBA8 texture, build the
// matching bind group. Width/height are the texture's physical-pixel
// dimensions and are also what encodeLabels uses to size the quad.
struct LabelTexture {
WGPUTexture texture = nullptr;
WGPUTextureView view = nullptr;
WGPUBindGroup bind_group = nullptr;
int width_px = 0;
int height_px = 0;
};
LabelTexture* getOrCreateLabelTexture(const QString& cache_key,
const QString& text,
int font_pt,
int dpr);
void releaseLabelTextures();
WGPUInstance instance_ = nullptr;
WGPUDevice device_ = nullptr;
WGPUQueue queue_ = nullptr;
WGPUTextureFormat surface_format_ = WGPUTextureFormat_Undefined;
int sample_count_ = 1;
// ---- Axis indicator (shared shape, three pipelines) ----
// Slot 0 = corner gizmo. Slots 1/2 = pivot visible/x-ray.
WGPUShaderModule axis_shader_module_ = nullptr;
WGPUBindGroupLayout axis_bgl_ = nullptr;
WGPUPipelineLayout axis_pipeline_layout_ = nullptr;
WGPURenderPipeline axis_pivot_pipeline_ = nullptr;
WGPURenderPipeline axis_pivot_xray_pipeline_ = nullptr;
WGPURenderPipeline axis_corner_pipeline_ = nullptr;
WGPUBuffer axis_vertex_buffer_ = nullptr;
WGPUBuffer axis_uniform_buffer_ = nullptr;
WGPUBindGroup axis_bind_group_ = nullptr;
static constexpr uint32_t kAxisUniformSlotSize = 256;
// ---- Section plane gizmos (1 pipeline, dynamic offset per plane) ----
WGPUShaderModule section_shader_module_ = nullptr;
WGPUBindGroupLayout section_bgl_ = nullptr;
WGPUPipelineLayout section_pipeline_layout_ = nullptr;
WGPURenderPipeline section_pipeline_ = nullptr;
WGPUBuffer section_vertex_buffer_ = nullptr;
WGPUBuffer section_uniform_buffer_ = nullptr;
WGPUBindGroup section_bind_group_ = nullptr;
static constexpr uint32_t kSectionUniformSlotSize = 256;
// ---- Marquee (fill + outline pipelines, one uniform buffer) ----
WGPUShaderModule marquee_shader_module_ = nullptr;
WGPUBindGroupLayout marquee_bgl_ = nullptr;
WGPUPipelineLayout marquee_pipeline_layout_ = nullptr;
WGPURenderPipeline marquee_pipeline_ = nullptr;
WGPURenderPipeline marquee_fill_pipeline_ = nullptr;
WGPUBuffer marquee_vertex_buffer_ = nullptr;
WGPUBuffer marquee_fill_vertex_buffer_ = nullptr;
WGPUBuffer marquee_uniform_buffer_ = nullptr;
WGPUBindGroup marquee_bind_group_ = nullptr;
// ---- Overlay lines (per-group dynamic offset, resizable buffers) ----
// Vertex buffer holds the concatenated expansion of every group's
// segments (8 floats × 6 verts per segment). Uniform buffer holds
// one 256-byte slot per group; the bind group binds a single 128-byte
// window that the encoder rebinds via dynamic offset.
WGPUShaderModule overlay_line_shader_module_ = nullptr;
WGPUBindGroupLayout overlay_line_bgl_ = nullptr;
WGPUPipelineLayout overlay_line_pipeline_layout_ = nullptr;
WGPURenderPipeline overlay_line_pipeline_ = nullptr;
WGPUBuffer overlay_line_vertex_buffer_ = nullptr;
uint64_t overlay_line_vertex_capacity_ = 0;
WGPUBuffer overlay_line_uniform_buffer_ = nullptr;
uint32_t overlay_line_uniform_slots_ = 0;
WGPUBindGroup overlay_line_bind_group_ = nullptr;
static constexpr uint32_t kOverlayLineUniformSlotSize = 256;
// Per-group draw record. setOverlayLines() populates one per
// LineGroup; encodeOverlayLines() iterates and issues one draw each.
struct OverlayLineDraw {
uint32_t first_vertex = 0;
uint32_t vertex_count = 0;
};
std::vector<OverlayLineDraw> overlay_line_draws_;
// ---- Overlay points (sprite-style, quad-expanded per point) ----
// Single draw per encode covering every point in the set. Vertex
// buffer holds 6 verts × 8 bytes per point (vec3 world + vec2 corner).
// Uniforms are global to the set (one inner + one stroke color).
WGPUShaderModule overlay_point_shader_module_ = nullptr;
WGPUBindGroupLayout overlay_point_bgl_ = nullptr;
WGPUPipelineLayout overlay_point_pipeline_layout_ = nullptr;
WGPURenderPipeline overlay_point_pipeline_ = nullptr;
WGPUBuffer overlay_point_vertex_buffer_ = nullptr;
uint64_t overlay_point_vertex_capacity_ = 0;
WGPUBuffer overlay_point_uniform_buffer_ = nullptr;
WGPUBindGroup overlay_point_bind_group_ = nullptr;
uint32_t overlay_point_vertex_count_ = 0;
// ---- Highlight triangles (translucent world-space triangle list) ----
// One pipeline + one uniform buffer (view_proj + RGBA tint). Vertex
// buffer grows on demand to fit the current set; empty set ⇒ encode
// is a no-op.
WGPUShaderModule highlight_shader_module_ = nullptr;
WGPUBindGroupLayout highlight_bgl_ = nullptr;
WGPUPipelineLayout highlight_pipeline_layout_ = nullptr;
WGPURenderPipeline highlight_pipeline_ = nullptr;
WGPUBuffer highlight_vertex_buffer_ = nullptr;
uint64_t highlight_vertex_capacity_ = 0;
WGPUBuffer highlight_uniform_buffer_ = nullptr;
WGPUBindGroup highlight_bind_group_ = nullptr;
uint32_t highlight_vertex_count_ = 0;
float highlight_color_[4] = {0, 0, 0, 0};
// ---- Labels + HUD text (textured quads, cached by content) ----
// One QPainter-rasterised QImage per unique text string, uploaded as
// an RGBA8 texture and re-used across frames. Per-frame work is
// projection + vertex assembly + draws; no allocation in the steady
// state. Bind groups are layout-shared across all label textures so
// every cache entry holds its own bind_group ready to bind.
WGPUShaderModule label_shader_module_ = nullptr;
WGPUBindGroupLayout label_bgl_ = nullptr;
WGPUPipelineLayout label_pipeline_layout_ = nullptr;
WGPURenderPipeline label_pipeline_ = nullptr;
WGPUSampler label_sampler_ = nullptr;
WGPUBuffer label_vertex_buffer_ = nullptr;
uint64_t label_vertex_capacity_ = 0;
QHash<QString, LabelTexture> label_tex_cache_;
std::vector<Label> labels_;
QString hud_text_;
};
#endif // WGPUOVERLAYRENDERER_H