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GPU instancing: streamer, viewport, shaders rewritten
Commit A of the instancing migration (Phase 3a). The streamer now runs the iterator with use-world-coords=false and dedupes by the geometry's representation id, emitting a MeshChunk once per unique geometry and an InstanceChunk per placement. The viewport keeps geometry in local coordinates (28 B/vertex, down from 32) and applies the per-instance transform in the vertex shader via an std430 SSBO indexed by gl_InstanceID + a per-draw uniform offset. After streaming finishes finalizeModel() stable-sorts instances by mesh_id, assigns each mesh a contiguous range, and uploads the SSBO; render then issues one glDrawElementsInstancedBaseVertex per mesh. BvhAccel is reshaped to operate on a generic BvhItem (world AABB + model_id) so it can drive instance-level culling, but the path is not wired in yet -- every instance is drawn every frame in this commit. Progressive-during-streaming rendering is likewise disabled: a model appears when its SSBO is uploaded, not incrementally. Sidecar cache is stubbed (reads miss, writes are no-ops); the v4 on-disk format with MeshInfo + InstanceGpu sections lands in Commit B. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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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 INSTANCEDGEOMETRY_H
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#define INSTANCEDGEOMETRY_H
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#include <cstdint>
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#include <string>
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#include <vector>
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// Per-vertex layout for instanced meshes, stored in local coordinates.
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// 28 bytes per vertex:
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// pos(3 float) -- 12 B
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// normal(3 float) -- 12 B
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// color(4 bytes RGBA8, read as GL_UNSIGNED_BYTE*4 normalized) -- 4 B
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static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 28;
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static constexpr int INSTANCED_VERTEX_STRIDE_FLOATS = 7;
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// Per-mesh metadata on the CPU side. Meshes own a slice of the model's
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// VBO and EBO (both local-coords/mesh-local indices).
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struct MeshInfo {
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uint32_t vbo_byte_offset = 0; // where this mesh's vertices start
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uint32_t vertex_count = 0;
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uint32_t ebo_byte_offset = 0; // where this mesh's indices start
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uint32_t index_count = 0;
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float local_aabb_min[3]{};
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float local_aabb_max[3]{};
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uint32_t first_instance = 0; // index into per-model instances array
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uint32_t instance_count = 0;
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};
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static_assert(sizeof(MeshInfo) == 48, "MeshInfo must be 48 bytes");
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// Per-instance record uploaded to an SSBO and read by the vertex shader.
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// Layout deliberately matches std430 expectations:
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// mat4 transform (64 B column-major)
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// uint object_id
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// uint color_override_rgba8 -- 0 = use baked vertex color, else override
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// uint _pad0, _pad1 -- align to 16 for std430
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struct alignas(16) InstanceGpu {
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float transform[16];
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uint32_t object_id = 0;
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uint32_t color_override_rgba8 = 0;
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uint32_t _pad0 = 0;
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uint32_t _pad1 = 0;
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};
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static_assert(sizeof(InstanceGpu) == 80, "InstanceGpu must be 80 bytes");
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// CPU-side per-instance data. The GPU record above is derived from this;
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// we also retain the world AABB for BVH construction and the mesh_id.
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struct InstanceCpu {
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uint32_t mesh_id = 0; // index into meshes array
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uint32_t object_id = 0;
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uint32_t color_override_rgba8 = 0;
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uint32_t model_id = 0;
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float transform[16]{};
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float world_aabb_min[3]{};
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float world_aabb_max[3]{};
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};
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// Chunks emitted by the streamer to the viewport (main thread).
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// Emitted the first time a representation id is seen. Carries the mesh
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// geometry in local coords. `local_mesh_id` is the streamer-assigned id
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// within this model.
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struct MeshChunk {
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uint32_t model_id = 0;
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uint32_t local_mesh_id = 0;
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std::vector<float> vertices; // 7 floats * N_verts (pos3+norm3+color1_packed)
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std::vector<uint32_t> indices;
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float local_aabb_min[3]{};
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float local_aabb_max[3]{};
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};
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// Emitted for every placement (every triangulation element from the
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// iterator). For the first instance of a mesh, the MeshChunk is emitted
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// just before this.
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struct InstanceChunk {
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uint32_t model_id = 0;
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uint32_t local_mesh_id = 0;
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uint32_t object_id = 0;
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uint32_t color_override_rgba8 = 0;
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float transform[16]{};
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float world_aabb_min[3]{};
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float world_aabb_max[3]{};
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};
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#endif // INSTANCEDGEOMETRY_H
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