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ifcviewer: upload per-instance world AABBs to a GPU SSBO
Scaffolding for Phase 3E (GPU compute cull). After finalizeModel / applyCachedModel, pack each InstanceCpu's world AABB + mesh_id + reflection bit into a std430-friendly 32 B record and push it to a per-model aabb_ssbo. No consumer yet — the CPU cull still drives rendering — but the next commits will point a compute shader at this buffer and have it produce the visible list + indirect commands directly on the GPU. Cost: 32 B per instance, ~18 MB for the 569 k-instance test scene. One-shot upload at finalize time; streaming-time appends aren't mirrored (the CPU cull doesn't need the SSBO, and finalizeModel rebuilds the whole thing in one go).
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@@ -94,6 +94,14 @@ struct ModelGpuData {
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std::vector<BvhItem> bvh_items;
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ModelBvh bvh;
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// Per-instance world AABB on the GPU, 1:1 with `instances`.
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// Populated at finalize / applyCachedModel. Consumed by the upcoming
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// GPU-compute cull (Phase 3E); the CPU cull still reads from bvh_items.
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// Layout: struct { vec3 min; uint mesh_id; vec3 max; uint flags; } = 32 B.
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// `flags` bit 0 = reflected (for winding-bucket selection).
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GLuint aabb_ssbo = 0;
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size_t aabb_ssbo_capacity = 0; // bytes
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// Dynamic visible-instance index buffer (std430, binding = 1).
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// Re-uploaded each frame from visible_flat_.
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GLuint visible_ssbo = 0;
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@@ -215,6 +223,12 @@ private:
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bool growModelSsbo(ModelGpuData& m, size_t needed_total);
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ModelGpuData& getOrCreateModel(uint32_t model_id);
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// (Re)build the per-instance world AABB SSBO from m.instances +
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// m.instance_reflected. One-shot upload called after finalizeModel /
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// applyCachedModel once instances are settled. Consumed by the GPU
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// compute cull (Phase 3E, in progress).
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void uploadInstanceAabbs(ModelGpuData& m);
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// Frustum-cull m's instances (BVH if available, else linear scan),
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// build the per-mesh DrawElementsIndirectCommand array + flat visible
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// list, and upload both to m.indirect_buffer / m.visible_ssbo.
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