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https://github.com/IfcOpenShell/IfcOpenShell.git
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BVH frustum culling, sidecar cache, per-model buffers, progressive upload
Phase 2 performance: BVH acceleration with median-split build, per-model trees, and EBO re-sorting for GPU cache coherence. Raw binary .ifcview sidecar stores full geometry + BVH for instant subsequent loads (skip tessellation entirely). Per-model GPU buffers (VAO/VBO/EBO per model) eliminate cross-model buffer copies on growth. Sidecar reads happen on a background thread. Bulk GPU uploads are progressive (48 MB/frame chunks) so the viewport stays interactive while multi-GB models stream in. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -28,23 +28,23 @@
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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 ObjectDrawInfo {
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uint32_t index_offset; // byte offset into EBO
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uint32_t index_count; // number of indices
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uint32_t model_id; // which model this object belongs to
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float aabb_min[3]; // world-space AABB
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float aabb_max[3];
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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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@@ -56,6 +56,32 @@ struct UploadChunk {
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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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@@ -65,10 +91,29 @@ public:
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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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@@ -99,9 +144,16 @@ private:
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void updateCamera();
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void buildShaders();
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void buildAxisGizmo();
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bool growVbo(size_t needed_total);
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bool growEbo(size_t needed_total);
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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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@@ -124,15 +176,9 @@ private:
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GLuint axis_vao_ = 0;
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GLuint axis_vbo_ = 0;
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// Geometry buffers - one big buffer pair
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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; // in bytes
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size_t ebo_used_ = 0; // in bytes
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uint32_t vertex_count_ = 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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@@ -141,16 +187,20 @@ private:
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int pick_width_ = 0;
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int pick_height_ = 0;
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// Per-object draw metadata for frustum culling.
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std::vector<ObjectDrawInfo> object_draw_info_;
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std::unordered_set<uint32_t> hidden_models_;
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std::unordered_set<uint32_t> removed_models_;
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uint32_t total_index_count_ = 0;
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std::mutex upload_mutex_;
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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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std::vector<GLsizei> visible_counts_;
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std::vector<const void*> visible_offsets_;
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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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@@ -169,9 +219,17 @@ private:
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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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uint32_t total_triangles_ = 0;
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uint32_t visible_triangles_ = 0;
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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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