BVH frustum culling over instances

Re-wires the BVH acceleration structure on top of the new instanced
renderer.  Per model, build a BVH over per-instance world AABBs at
finalize (and on sidecar apply).  Each frame, traverse the BVH against
the camera frustum to produce a visible-instance index list, bucket by
mesh_id, and upload to a per-model SSBO at binding=1.  The main and
pick vertex shaders do a double-indirection
`instances[visible[u_offset + gl_InstanceID]]` so draws only touch
instances that passed the frustum test.

Models with fewer than BVH_MIN_OBJECTS instances skip the BVH build
and fall back to a linear per-instance frustum test.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-04-12 20:23:50 +10:00
parent ababb49ae7
commit 1f17d73f3e
4 changed files with 204 additions and 12 deletions
+6
View File
@@ -119,6 +119,12 @@ ModelBvh buildModelBvh(const std::vector<BvhItem>& items,
} // anonymous namespace
ModelBvh buildModelBvhOne(const std::vector<BvhItem>& items, uint32_t model_id) {
std::vector<uint32_t> idxs(items.size());
for (uint32_t i = 0; i < items.size(); ++i) idxs[i] = i;
return buildModelBvh(items, idxs, model_id);
}
std::shared_ptr<BvhSet> buildBvhSet(const std::vector<BvhItem>& items) {
auto bvh_set = std::make_shared<BvhSet>();
+4
View File
@@ -63,4 +63,8 @@ struct BvhSet {
// vector — callers providing a single model's items will see 0..N-1.
std::shared_ptr<BvhSet> buildBvhSet(const std::vector<BvhItem>& items);
// Build a single-model BVH over `items`. model_id is stored on the result
// for identification; item_indices will be 0..items.size()-1.
ModelBvh buildModelBvhOne(const std::vector<BvhItem>& items, uint32_t model_id);
#endif // BVHACCEL_H
+169 -12
View File
@@ -68,6 +68,9 @@ struct InstanceRecord {
layout(std430, binding = 0) readonly buffer Instances {
InstanceRecord instances[];
};
layout(std430, binding = 1) readonly buffer VisibleIndices {
uint visible[];
};
uniform mat4 u_view_projection;
uniform uint u_instance_offset;
@@ -79,7 +82,8 @@ flat out uint v_object_id;
flat out uint v_selected;
void main() {
InstanceRecord inst = instances[u_instance_offset + uint(gl_InstanceID)];
uint iid = visible[u_instance_offset + uint(gl_InstanceID)];
InstanceRecord inst = instances[iid];
vec4 world = inst.transform * vec4(a_position, 1.0);
gl_Position = u_view_projection * world;
@@ -139,6 +143,9 @@ struct InstanceRecord {
layout(std430, binding = 0) readonly buffer Instances {
InstanceRecord instances[];
};
layout(std430, binding = 1) readonly buffer VisibleIndices {
uint visible[];
};
uniform mat4 u_view_projection;
uniform uint u_instance_offset;
@@ -146,7 +153,8 @@ uniform uint u_instance_offset;
flat out uint v_object_id;
void main() {
InstanceRecord inst = instances[u_instance_offset + uint(gl_InstanceID)];
uint iid = visible[u_instance_offset + uint(gl_InstanceID)];
InstanceRecord inst = instances[iid];
gl_Position = u_view_projection * inst.transform * vec4(a_position, 1.0);
v_object_id = inst.object_id;
}
@@ -211,6 +219,59 @@ static GLuint linkProgram(QOpenGLFunctions_4_5_Core* gl, GLuint vert, GLuint fra
// -----------------------------------------------------------------------------
static bool 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;
}
static void extractFrustumPlanes(const QMatrix4x4& vp, float planes[6][4]) {
for (int i = 0; i < 4; ++i) {
planes[0][i] = vp(3, i) + vp(0, i);
planes[1][i] = vp(3, i) - vp(0, i);
planes[2][i] = vp(3, i) + vp(1, i);
planes[3][i] = vp(3, i) - vp(1, i);
planes[4][i] = vp(3, i) + vp(2, i);
planes[5][i] = vp(3, i) - vp(2, i);
}
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;
}
}
}
// Build bvh_items (one per instance, 1:1 ordering) and a per-model BVH.
// Items with instances.size() < BVH_MIN_OBJECTS leave bvh empty — the
// render path falls back to drawing every instance.
static void buildBvhForModel(ModelGpuData& m, uint32_t model_id) {
m.bvh_items.clear();
m.bvh_items.reserve(m.instances.size());
for (const auto& inst : m.instances) {
BvhItem it;
std::memcpy(it.aabb_min, inst.world_aabb_min, sizeof(it.aabb_min));
std::memcpy(it.aabb_max, inst.world_aabb_max, sizeof(it.aabb_max));
it.model_id = inst.model_id;
m.bvh_items.push_back(it);
}
if (m.bvh_items.size() >= BVH_MIN_OBJECTS) {
m.bvh = buildModelBvhOne(m.bvh_items, model_id);
} else {
m.bvh = ModelBvh{};
}
}
ViewportWindow::ViewportWindow(QWindow* parent)
: QWindow(parent)
{
@@ -239,6 +300,7 @@ ViewportWindow::~ViewportWindow() {
if (m.vbo) gl_->glDeleteBuffers(1, &m.vbo);
if (m.ebo) gl_->glDeleteBuffers(1, &m.ebo);
if (m.ssbo) gl_->glDeleteBuffers(1, &m.ssbo);
if (m.visible_ssbo) gl_->glDeleteBuffers(1, &m.visible_ssbo);
}
if (axis_vao_) gl_->glDeleteVertexArrays(1, &axis_vao_);
if (axis_vbo_) gl_->glDeleteBuffers(1, &axis_vbo_);
@@ -512,6 +574,8 @@ void ViewportWindow::finalizeModel(uint32_t model_id) {
gl_->glNamedBufferStorage(m.ssbo, ssbo_bytes, gpu.data(), 0);
m.ssbo_instance_count = static_cast<uint32_t>(gpu.size());
buildBvhForModel(m, model_id);
m.finalized = true;
qDebug("Model %u finalized: %zu verts, %zu meshes, %zu instances, %.1f MB vram "
@@ -555,6 +619,7 @@ void ViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
if (existing->second.vbo) gl_->glDeleteBuffers(1, &existing->second.vbo);
if (existing->second.ebo) gl_->glDeleteBuffers(1, &existing->second.ebo);
if (existing->second.ssbo) gl_->glDeleteBuffers(1, &existing->second.ssbo);
if (existing->second.visible_ssbo) gl_->glDeleteBuffers(1, &existing->second.visible_ssbo);
models_gpu_.erase(existing);
}
@@ -606,6 +671,8 @@ void ViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
}
m.ssbo_instance_count = static_cast<uint32_t>(gpu.size());
buildBvhForModel(m, model_id);
m.finalized = true;
models_gpu_.emplace(model_id, std::move(m));
@@ -628,6 +695,7 @@ void ViewportWindow::resetScene() {
if (m.vbo) gl_->glDeleteBuffers(1, &m.vbo);
if (m.ebo) gl_->glDeleteBuffers(1, &m.ebo);
if (m.ssbo) gl_->glDeleteBuffers(1, &m.ssbo);
if (m.visible_ssbo) gl_->glDeleteBuffers(1, &m.visible_ssbo);
}
models_gpu_.clear();
selected_object_id_ = 0;
@@ -652,6 +720,7 @@ void ViewportWindow::removeModel(uint32_t model_id) {
if (it->second.vbo) gl_->glDeleteBuffers(1, &it->second.vbo);
if (it->second.ebo) gl_->glDeleteBuffers(1, &it->second.ebo);
if (it->second.ssbo) gl_->glDeleteBuffers(1, &it->second.ssbo);
if (it->second.visible_ssbo) gl_->glDeleteBuffers(1, &it->second.visible_ssbo);
models_gpu_.erase(it);
}
}
@@ -689,6 +758,74 @@ uint32_t ViewportWindow::pickObjectAt(int x, int y) {
return pixel;
}
void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6][4]) {
// Ensure per-mesh scratch sized.
if (visible_by_mesh_.size() < m.meshes.size()) visible_by_mesh_.resize(m.meshes.size());
for (size_t i = 0; i < m.meshes.size(); ++i) visible_by_mesh_[i].clear();
auto test_and_push = [&](uint32_t inst_idx) {
const InstanceCpu& inst = m.instances[inst_idx];
if (!aabbInFrustum(inst.world_aabb_min, inst.world_aabb_max, planes)) return;
if (inst.mesh_id < visible_by_mesh_.size())
visible_by_mesh_[inst.mesh_id].push_back(inst_idx);
};
if (!m.bvh.nodes.empty()) {
uint32_t stack[64];
int sp = 0;
stack[sp++] = 0;
while (sp > 0) {
uint32_t ni = stack[--sp];
const BvhNode& n = m.bvh.nodes[ni];
if (!aabbInFrustum(n.aabb_min, n.aabb_max, planes)) continue;
if (n.count > 0) {
for (uint32_t k = 0; k < n.count; ++k) {
uint32_t item_idx = m.bvh.item_indices[n.right_or_first + k];
test_and_push(item_idx);
}
} else {
// Left child = ni + 1, right child = n.right_or_first.
// Push right first so left is popped next (DFS order).
if (sp + 2 <= 64) {
stack[sp++] = n.right_or_first;
stack[sp++] = ni + 1;
}
}
}
} else {
for (uint32_t i = 0; i < m.instances.size(); ++i) test_and_push(i);
}
// Flatten into visible_flat_ and record per-mesh ranges.
visible_flat_.clear();
m.mesh_vis_first.assign(m.meshes.size(), 0);
m.mesh_vis_count.assign(m.meshes.size(), 0);
for (size_t mi = 0; mi < m.meshes.size(); ++mi) {
m.mesh_vis_first[mi] = static_cast<uint32_t>(visible_flat_.size());
m.mesh_vis_count[mi] = static_cast<uint32_t>(visible_by_mesh_[mi].size());
visible_flat_.insert(visible_flat_.end(),
visible_by_mesh_[mi].begin(),
visible_by_mesh_[mi].end());
}
// Grow/create visible SSBO as needed. Keep at least 4 bytes so the binding
// is always valid even when nothing is visible.
size_t bytes = std::max<size_t>(visible_flat_.size() * sizeof(uint32_t),
sizeof(uint32_t));
if (m.visible_ssbo == 0 || m.visible_ssbo_capacity < bytes) {
if (m.visible_ssbo) gl_->glDeleteBuffers(1, &m.visible_ssbo);
size_t new_cap = m.visible_ssbo_capacity ? m.visible_ssbo_capacity : 4096;
while (new_cap < bytes) new_cap *= 2;
gl_->glCreateBuffers(1, &m.visible_ssbo);
gl_->glNamedBufferStorage(m.visible_ssbo, new_cap, nullptr, GL_DYNAMIC_STORAGE_BIT);
m.visible_ssbo_capacity = new_cap;
}
if (!visible_flat_.empty()) {
gl_->glNamedBufferSubData(m.visible_ssbo, 0,
visible_flat_.size() * sizeof(uint32_t), visible_flat_.data());
}
}
void ViewportWindow::updateCamera() {
float yaw_rad = qDegreesToRadians(camera_yaw_);
float pitch_rad = qDegreesToRadians(camera_pitch_);
@@ -715,6 +852,8 @@ void ViewportWindow::render() {
gl_->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 vp = proj_matrix_ * view_matrix_;
float planes[6][4];
extractFrustumPlanes(vp, planes);
gl_->glUseProgram(main_program_);
GLint u_vp = gl_->glGetUniformLocation(main_program_, "u_view_projection");
@@ -731,21 +870,28 @@ void ViewportWindow::render() {
for (auto& [model_id, m] : models_gpu_) {
if (m.hidden || !m.finalized || !m.ssbo) continue;
cullAndUploadVisible(m, planes);
if (visible_flat_.empty()) continue;
gl_->glBindVertexArray(m.vao);
gl_->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m.ssbo);
gl_->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m.visible_ssbo);
for (const auto& mesh : m.meshes) {
if (mesh.instance_count == 0 || mesh.index_count == 0) continue;
gl_->glUniform1ui(u_inst_off, mesh.first_instance);
for (size_t mi = 0; mi < m.meshes.size(); ++mi) {
const auto& mesh = m.meshes[mi];
uint32_t vis_count = m.mesh_vis_count[mi];
if (vis_count == 0 || mesh.index_count == 0) continue;
gl_->glUniform1ui(u_inst_off, m.mesh_vis_first[mi]);
gl_->glDrawElementsInstancedBaseVertex(
GL_TRIANGLES,
static_cast<GLsizei>(mesh.index_count),
GL_UNSIGNED_INT,
reinterpret_cast<const void*>(static_cast<uintptr_t>(mesh.ebo_byte_offset)),
static_cast<GLsizei>(mesh.instance_count),
static_cast<GLsizei>(vis_count),
static_cast<GLint>(mesh.vbo_byte_offset / INSTANCED_VERTEX_STRIDE_BYTES));
visible_triangles_ += (mesh.index_count / 3) * mesh.instance_count;
visible_objects_ += mesh.instance_count;
visible_triangles_ += (mesh.index_count / 3) * vis_count;
visible_objects_ += vis_count;
++instanced_draws_;
}
}
@@ -810,6 +956,9 @@ void ViewportWindow::renderPickPass() {
gl_->glClear(GL_DEPTH_BUFFER_BIT);
QMatrix4x4 vp = proj_matrix_ * view_matrix_;
float planes[6][4];
extractFrustumPlanes(vp, planes);
gl_->glUseProgram(pick_program_);
GLint u_vp = gl_->glGetUniformLocation(pick_program_, "u_view_projection");
GLint u_inst_off = gl_->glGetUniformLocation(pick_program_, "u_instance_offset");
@@ -817,17 +966,25 @@ void ViewportWindow::renderPickPass() {
for (auto& [model_id, m] : models_gpu_) {
if (m.hidden || !m.finalized || !m.ssbo) continue;
cullAndUploadVisible(m, planes);
if (visible_flat_.empty()) continue;
gl_->glBindVertexArray(m.vao);
gl_->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m.ssbo);
for (const auto& mesh : m.meshes) {
if (mesh.instance_count == 0 || mesh.index_count == 0) continue;
gl_->glUniform1ui(u_inst_off, mesh.first_instance);
gl_->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m.visible_ssbo);
for (size_t mi = 0; mi < m.meshes.size(); ++mi) {
const auto& mesh = m.meshes[mi];
uint32_t vis_count = m.mesh_vis_count[mi];
if (vis_count == 0 || mesh.index_count == 0) continue;
gl_->glUniform1ui(u_inst_off, m.mesh_vis_first[mi]);
gl_->glDrawElementsInstancedBaseVertex(
GL_TRIANGLES,
static_cast<GLsizei>(mesh.index_count),
GL_UNSIGNED_INT,
reinterpret_cast<const void*>(static_cast<uintptr_t>(mesh.ebo_byte_offset)),
static_cast<GLsizei>(mesh.instance_count),
static_cast<GLsizei>(vis_count),
static_cast<GLint>(mesh.vbo_byte_offset / INSTANCED_VERTEX_STRIDE_BYTES));
}
}
+25
View File
@@ -34,6 +34,7 @@
#include <mutex>
#include <memory>
#include "BvhAccel.h"
#include "InstancedGeometry.h"
#include "SidecarCache.h"
@@ -63,6 +64,20 @@ struct ModelGpuData {
std::vector<InstanceCpu> instances; // unsorted until finalize
uint32_t ssbo_instance_count = 0;
// Per-instance world AABB + BVH (built at finalize). The BVH is the
// same ordering as `instances`; bvh_items[i] corresponds to instances[i].
std::vector<BvhItem> bvh_items;
ModelBvh bvh;
// Dynamic visible-instance index buffer (std430, binding = 1).
// Re-uploaded each frame from frame_visible_scratch_.
GLuint visible_ssbo = 0;
size_t visible_ssbo_capacity = 0; // bytes
// Per-mesh visible-list offset/count, rebuilt each frame.
std::vector<uint32_t> mesh_vis_first;
std::vector<uint32_t> mesh_vis_count;
bool finalized = false;
bool hidden = false;
};
@@ -135,6 +150,10 @@ private:
bool growModelEbo(ModelGpuData& m, size_t needed_total);
ModelGpuData& getOrCreateModel(uint32_t model_id);
// Populate m.mesh_vis_first / mesh_vis_count and upload visible indices
// to m.visible_ssbo. Uses BVH when available, else linear scan.
void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4]);
// Mouse interaction
void handleMousePress(QMouseEvent* event);
void handleMouseRelease(QMouseEvent* event);
@@ -171,6 +190,12 @@ private:
uint32_t visible_objects_ = 0;
uint32_t instanced_draws_ = 0;
// Reused scratch: visible-instance index lists per mesh, flattened into
// `visible_flat_` for upload. Both live in the parent object to avoid
// per-frame allocation.
std::vector<std::vector<uint32_t>> visible_by_mesh_;
std::vector<uint32_t> visible_flat_;
// Camera
QVector3D camera_target_{0, 0, 0};
float camera_distance_ = 50.0f;