ifcviewer: shrink vertex format from 16 to 12 bytes (oct i8x2 normals)

Replace i16x2 octahedral normals with i8x2, filling the 2-byte padding
after position and saving 4 bytes per vertex. int8 gives ~1.4 deg
worst-case angular error — invisible for BIM geometry which is
overwhelmingly axis-aligned. 25% VBO reduction; sidecar files shrink
~15% overall (5.4 GB -> 4.6 GB on a 111-model test scene). Bumps
sidecar format to v7.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-04-20 12:26:29 +10:00
parent dbe68b48f2
commit 3015f758ba
4 changed files with 85 additions and 155 deletions
+9 -7
View File
@@ -25,16 +25,18 @@
#include <vector>
// Per-vertex layout for instanced meshes, stored in local coordinates,
// quantized against each mesh's local AABB. 16 bytes per vertex:
// quantized against each mesh's local AABB. 12 bytes per vertex:
// offset 0 pos 3 x uint16 normalized -> [0,1]; dequant to
// mix(mesh.aabb_min, mesh.aabb_max, t)
// offset 6 _pad 2 bytes
// offset 8 normal 2 x int16 normalized -> [-1,1]; octahedral-decoded
// offset 12 color 4 x uint8 normalized -> [0,1]
// offset 6 normal 2 x int8 normalized -> [-1,1]; octahedral-decoded
// offset 8 color 4 x uint8 normalized -> [0,1]
//
// int8 normals give ~1.4° worst-case angular error — invisible for BIM
// geometry which is overwhelmingly axis-aligned (walls, floors, slabs).
//
// Quantization basis is per mesh, stored in the MeshGpu SSBO bound at
// binding=2. The vertex shader looks up its basis via the instance's mesh_id.
static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 16;
static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 12;
// Streamer-side intermediate format: 7 floats per vertex (pos3 + normal3 +
// color-as-float). GeometryStreamer writes this into MeshChunk.vertices;
@@ -43,8 +45,8 @@ static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 16;
static constexpr int INSTANCED_VERTEX_STRIDE_FLOATS = 7;
static constexpr int INSTANCED_VERTEX_POS_OFFSET = 0;
static constexpr int INSTANCED_VERTEX_NORMAL_OFFSET = 8;
static constexpr int INSTANCED_VERTEX_COLOR_OFFSET = 12;
static constexpr int INSTANCED_VERTEX_NORMAL_OFFSET = 6;
static constexpr int INSTANCED_VERTEX_COLOR_OFFSET = 8;
// Per-mesh quantization basis, uploaded to a std430 SSBO. Two vec4s so
// std430 layout is trivial (no alignment surprises). w components unused.
+62 -136
View File
@@ -46,12 +46,17 @@ engine with a Qt6 interface and OpenGL 4.5 rendering.
- **Per-model GPU buffers**: each loaded model gets its own
VAO/VBO/EBO/instance-SSBO/visible-SSBO/indirect-buffer. No cross-model
growth copies. Removing a model frees its GPU memory immediately.
- **Quantized local-coordinate vertex format (16 B):** position as
- **Quantized local-coordinate vertex format (12 B):** position as
`u16x3` normalised against each mesh's local AABB, octahedral-encoded
normal as `i16x2`, packed RGBA8 colour. Dequantisation basis is per
mesh, uploaded once in a `MeshGpu` SSBO at binding 2. The per-instance
transform is applied in the vertex shader. No world-baked vertex data.
~43 % smaller VBO and sidecar than the previous 28 B float layout.
normal as `i8x2`, packed RGBA8 colour. The normal fills what was
previously 2 bytes of padding, and shrinks from `i16x2` to `i8x2`
int8 gives ~1.4° worst-case angular error, invisible for BIM geometry
which is overwhelmingly axis-aligned (walls, floors, slabs encode
exactly). Dequantisation basis is per mesh, uploaded once in a
`MeshGpu` SSBO at binding 2. The per-instance transform is applied in
the vertex shader. No world-baked vertex data. 12/28 = 57 % smaller
VBO than the original 28 B float layout (sidecar files shrink ~15 %
overall since indices/instances/metadata are unchanged).
- **Multi-draw indirect:** every frame the CPU builds a flat list of visible
instance indices and one `DrawElementsIndirectCommand` per non-empty mesh,
then issues a single `glMultiDrawElementsIndirect` per model. 50k visible
@@ -111,7 +116,7 @@ engine with a Qt6 interface and OpenGL 4.5 rendering.
| `InstancedGeometry.h` | Shared structs: `MeshInfo`, `InstanceCpu`, `InstanceGpu`, chunk records |
| `BvhAccel.h/cpp` | Median-split BVH builder; operates on instance world-AABBs |
| `LodBuilder.h/cpp` | Post-stream decimation of unique meshes via meshoptimizer (`simplifySloppy`) |
| `SidecarCache.h/cpp` | Raw binary `.ifcview` (v6) sidecar read/write |
| `SidecarCache.h/cpp` | Raw binary `.ifcview` (v7) sidecar read/write |
| `AppSettings.h/cpp` | Persisted preferences (geometry library, stats overlay, backface culling) |
| `SettingsWindow.h/cpp` | Settings dialog |
| `CMakeLists.txt` | Build configuration |
@@ -288,7 +293,7 @@ while stack not empty:
Depth 64 is enough for billions of items on any balanced tree. The stack
is on the C++ stack, zero per-frame allocation.
#### Sidecar format (`.ifcview`, v6)
#### Sidecar format (`.ifcview`, v7)
Raw memory dump, Blender-`.blend`-style — no serialisation, no parsing.
Stores everything needed to skip the `IfcGeom::Iterator` pass:
@@ -296,7 +301,7 @@ Stores everything needed to skip the `IfcGeom::Iterator` pass:
```
SidecarHeader (magic "IFVW", version, endian, ...)
uint64_t source_file_size
uint32_t + uint8_t[] vertex data (16 B/vert quantized; per-mesh basis in MeshInfo)
uint32_t + uint8_t[] vertex data (12 B/vert quantized; per-mesh basis in MeshInfo)
uint32_t + uint32_t[] index data (mesh-local)
uint32_t + MeshInfo[] per-unique-mesh metadata (56 B each, incl. LOD1 slice)
uint32_t + InstanceCpu[] per-placement records (transform + AABB + ids)
@@ -324,7 +329,7 @@ Per-model state on the GPU:
| Buffer | Contents | Lifetime |
|--------|----------|----------|
| `VBO` | Quantized local-coord vertex data (16 B/vert: u16x3 pos, oct i16x2 normal, RGBA8). One range per unique representation. | Grow-on-demand during streaming; static after finalize. |
| `VBO` | Quantized local-coord vertex data (12 B/vert: u16x3 pos, oct i8x2 normal, RGBA8). One range per unique representation. | Grow-on-demand during streaming; static after finalize. |
| `MeshGpu SSBO` (binding 2) | Per-mesh dequant basis (`vec4 aabb_min`, `vec4 aabb_max`). | Grow-on-demand; static after finalize. |
| `EBO` | Mesh-local uint32 indices. One range per unique representation. | Same. |
| `SSBO` (binding 0) | `InstanceGpu[]` (80 B each: mat4 transform, object_id, color_override, pad). | Appended during streaming, static after finalize. |
@@ -338,7 +343,7 @@ struct DrawElementsIndirectCommand {
uint32_t count; // mesh.index_count
uint32_t instanceCount; // visible-list length for this mesh
uint32_t firstIndex; // mesh.ebo_byte_offset / 4
uint32_t baseVertex; // mesh.vbo_byte_offset / 16
uint32_t baseVertex; // mesh.vbo_byte_offset / 12
uint32_t baseInstance; // offset into the flat visible-index array
};
```
@@ -742,143 +747,69 @@ The stats line now reports `cull[wall X | work: clr Y trv Z emt W upl U]`:
where CPU cycles went. `IFC_CULL_THREADS=0` forces single-threaded mode
for comparison.
#### 3E. GPU compute culling — experiments, results, and current state
#### 3E. GPU compute culling — experiments and removal
##### What we tried
**Attempt 1: Full GPU-driven rendering (reverted).** Five commits
(`4fe32b54`..`d5b7b87b`) moved the entire cull-to-draw pipeline onto
the GPU: a compute shader performed frustum + contribution + HiZ
culling, selected LOD0/LOD1, handled fwd/rev winding bucketing, wrote
indirect draw commands via `glMultiDrawElementsIndirectCount`, and
drove rendering without CPU readback. This was architecturally clean
but complex — the GPU built per-model indirect command buffers with
atomic counters, prefix sums, and per-bucket compaction. It worked
correctly but introduced code smells (extension loaders for
`glMultiDrawElementsIndirectCount` not exposed by Qt6's
`QOpenGLFunctions_4_5_Core`, ad-hoc GPU readbacks for validation).
All five commits were reverted as a single block to keep the codebase
clean while preserving the AABB SSBO upload (`b2044737`) and the
frustum-only validation shader (`b17860fc`).
Five iterations of GPU compute culling were explored on a 1.06 M-instance
/ 111-model scene (GTX 1650):
**Attempt 2: GPU frustum-only validation shader.** A minimal compute
shader (64 threads/workgroup) testing each instance's AABB against 6
frustum planes. Used as a measurement baseline — no contribution,
HiZ, LOD, or winding. Results on a 1.06 M-instance / 111-model scene
(GTX 1650):
1. **Full GPU-driven rendering** — compute shader doing frustum +
contribution + HiZ + LOD + winding + indirect command building via
`glMultiDrawElementsIndirectCount`. Worked but introduced code smells
(extension loaders, ad-hoc readbacks). Reverted.
| Metric | GPU frustum-only | CPU BVH (parallel) |
|--------|------------------|--------------------|
| Cull time | **0.82 ms** (GPU timestamp) | 9.615.2 ms wall |
| Survivors | 279 k (frustum only) | 130 k (frustum + contribution + HiZ) |
2. **GPU frustum-only validation** — minimal compute shader (64
threads/workgroup), 0.82 ms for 1.06 M instances vs 1015 ms CPU.
Proved GPU brute-force beats CPU BVH for raw AABB-vs-frustum.
The GPU brute-force scan of 1.06 M instances in 0.82 ms was 1218×
faster than the CPU BVH walk despite testing every instance.
3. **Hybrid with synchronous readback** — added contribution culling,
read survivors back with `glGetNamedBufferSubData`. The 47 ms
pipeline stall negated all GPU savings.
**Attempt 3: Hybrid GPU cull with synchronous readback.** Added
contribution culling to the GPU shader (bounding-sphere screen-space
radius test), then read back the compact survivor list to the CPU with
`glGetNamedBufferSubData`. CPU retains HiZ, LOD selection, winding
bucketing, indirect command building, and all GL draw calls.
4. **Async one-frame-late readback** — persistent-mapped buffer +
fence. Zero stalls, ~5.5 ms total vs ~5.5 ms CPU-only. Matched
but didn't beat.
| Phase | Time |
|-------|------|
| GPU dispatch (frustum + contribution) | 0.92 ms |
| Synchronous readback (`glGetNamedBufferSubData`) | **4.27.4 ms** |
| CPU consume (HiZ + LOD + winding + emit) | 6.49.8 ms |
| **Total wall** | **~15 ms** |
5. **Dirty-mesh tracking** — reduced emit from O(total meshes) to
O(dirty meshes). Helped the consume phase but didn't change the
bottom line.
The synchronous readback pipeline-stalled the GPU, adding 47 ms of
idle wait. Total wall time was roughly equal to the CPU-only path,
negating the GPU cull's speed advantage.
##### Why it was removed
**Attempt 4: Async one-frame-late readback (committed, `30e43ffe`).**
Replaced synchronous readback with a persistent-mapped buffer
(`GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT`) and a `glFenceSync` /
`glClientWaitSync` fence. The GPU writes survivors this frame; the
CPU reads them next frame. One frame of latency, but zero stalls.
Benchmark with motion-adaptive culling + HiZ active (Phase 3G):
| Phase | Time |
|-------|------|
| GPU dispatch | 0.690.78 ms |
| Async readback (fence poll) | **0.00 ms** |
| CPU consume | 5.06.2 ms |
| **Total wall** | **~5.5 ms** |
| Path | FPS |
|------|-----|
| CPU BVH (parallel) | 51.0 |
| GPU cull + async readback | 52.0 |
vs the CPU-only path at 5.26.4 ms wall on the same scene. The GPU
cull + async readback matches or slightly beats the parallel CPU BVH
path, with headroom for scenes where the CPU path can't parallelise
(single large model).
The GPU cull added ~585 lines of code (compute shader, persistent-mapped
readback buffer, fence management, per-model AABB SSBOs, 8 profiling
counters, cleanup at 4 sites) for a 2% improvement that was within
measurement noise. With HiZ + motion culling reducing the visible set
to ~11 k objects, the CPU BVH path handles the work in ~2 ms — there's
nothing left for the GPU to win.
**Attempt 5: Dirty-mesh tracking (committed, `01dd8d57`).** Profiling
the CPU consume phase revealed that `clr` (clearing per-mesh visibility
buckets) and `emit` (building indirect commands) were O(total_meshes)
= O(462 k), not O(survivors). Added a dirty-mesh list so only mesh
buckets that received survivors are cleared and iterated.
**Removed** in favour of keeping the codebase simple. The CPU BVH path
is now the only cull path.
Consume sub-phase breakdown (summed across parallel threads,
~128 k survivors):
##### Lessons learned
| Sub-phase | Before | After | Scales with |
|-----------|--------|-------|-------------|
| bin (model binning) | 0.11 ms | 0.18 ms | O(survivors) |
| clr (bucket clear) | 2.0 ms | **1.6 ms** | O(dirty meshes) |
| class (HiZ + LOD + winding) | 5.1 ms | 5.3 ms | O(survivors) |
| emit (indirect cmd build) | 4.2 ms | **2.2 ms** | O(dirty meshes) |
Emit improved ~48%, clr ~20%. The dominant cost shifted to `class`
(per-survivor HiZ + LOD + winding classification).
##### What we learned
1. **GPU brute-force beats CPU BVH for frustum + contribution.**
0.82 ms for 1.06 M instances vs 1015 ms for the CPU BVH walk.
The BVH's hierarchical skip advantage is overwhelmed by the GPU's
raw parallelism — 1 M independent AABB-vs-frustum tests is a
perfect compute workload.
2. **Synchronous readback kills the advantage.** The 47 ms stall from
`glGetNamedBufferSubData` on ~1 MB of data negated all GPU savings.
A pipeline stall is worse than just doing the work on the CPU.
3. **Async one-frame-late readback works well.** Persistent mapping +
fence polling adds zero measurable overhead. The one-frame latency
is imperceptible for culling — worst case, a few objects at the
frustum edge pop in one frame late during fast camera motion.
4. **CPU consume is now the bottleneck.** With GPU dispatch at <1 ms
and readback at 0 ms, the 56 ms consume phase (HiZ test, LOD
selection, winding classification, indirect command building)
dominates. The `class` sub-phase alone is 5+ ms, scaling linearly
with survivor count.
5. **Dirty-mesh tracking helps but doesn't transform performance.**
The 462 k total meshes → ~104 k active meshes reduction cut emit
in half, but the per-survivor classification work is the true
bottleneck.
##### What remains
The hybrid path (`IFC_GPU_CULL=1`) is functional and committed. It
matches the CPU path's performance today and provides the foundation
for further GPU offload. Remaining opportunities:
- Move HiZ + LOD + winding classification to the GPU (eliminates the
5 ms `class` sub-phase entirely — the GPU already has the AABBs and
can sample the HiZ pyramid directly).
- GPU BVH traversal to reduce dispatch from O(total) to O(visible +
tree overhead) — matters when survivor ratio is low.
- GPU-driven indirect command building (eliminates CPU emit entirely).
Each of these would chip away at the consume phase, but the sub_draw
analysis below reveals a more fundamental bottleneck.
1. **GPU brute-force beats CPU BVH for raw frustum tests** (0.82 ms vs
1015 ms for 1 M instances) but the advantage disappears once
higher-level culling (HiZ, contribution) reduces the working set.
2. **Synchronous readback kills GPU cull.** Persistent-mapped async
readback works but adds complexity for negligible gain.
3. **Hybrid GPU/CPU paths are maintenance-heavy** for diminishing
returns when the CPU path is already fast enough.
#### 3F. Sub-draw fragmentation analysis
##### The problem
With GPU cull solving the *culling* bottleneck, the dominant cost
shifts to the *drawing* side. On the 1.06 M-instance / 111-model
With the culling pipeline mature (BVH + contribution + HiZ + motion
culling), the dominant cost shifts to the *drawing* side. On the 1.06 M-instance / 111-model
scene, frame times are 4863 ms despite only 2447 M visible
triangles — well within the GTX 1650's throughput. The culprit is
the number of indirect sub-draws (individual `DrawElementsIndirectCommand`
@@ -996,7 +927,6 @@ Benchmarked on 1.06 M-instance / 111-model scene, 200-frame orbit
| MIN_PX_MOTION=10 | 37.67 | 26.5 | 1.6× | 70k | 56k | 0 |
| HIZ_MOTION=1 | 21.44 | 46.6 | 2.9× | 33k | 17.5k | 28k |
| HIZ_MOTION=1 + MIN_PX_MOTION=10 | 19.62 | 51.0 | 3.1× | 11.4k | 8.7k | 11.5k |
| GPU_CULL + HIZ + MIN_PX | 19.22 | 52.0 | 3.2× | 11.3k | 8.6k | 59k |
##### Conclusions
@@ -1010,10 +940,7 @@ Benchmarked on 1.06 M-instance / 111-model scene, 200-frame orbit
3. **Combining both gives diminishing returns** — 3.1× vs 2.9× (HiZ
alone) or 1.6× (MIN_PX alone). They compete over the same objects.
4. **GPU cull adds nothing** on top of these — 52.0 vs 51.0 fps. The
CPU BVH path handles the reduced visible set in ~2 ms.
5. **The ~19 ms floor is GPU rendering**, not culling. At 8.6k
4. **The ~19 ms floor is GPU rendering**, not culling. At 8.6k
sub_draws the bottleneck shifts to draw dispatch + triangle
rasterization. Further improvement requires reducing sub_draws
(static batching) or moving to a more efficient draw model.
@@ -1048,7 +975,6 @@ Scene size Bottleneck Fix
+ Phase 3B LOD (done)
multi-million + occluders redundant rasterisation Phase 3C HiZ (done, CPU readback)
many models, serial cull single-thread BVH trv Phase 3D parallel cull (done)
single giant model / <18 cores CPU BVH trv Phase 3E GPU cull (hybrid, done)
orbit fps on 1M+ scenes too many vis objects Phase 3G motion culling + HiZ (done, 3.1×)
90k+ unique visible meshes per-draw GPU overhead Phase 3F static batching (next)
```
@@ -1067,14 +993,14 @@ orbit fps on 1M+ scenes too many vis objects Phase 3G motion culling
- [x] Reflection-aware two-pass draw for mirrored placements
- [x] Backface culling (user-toggleable, default on)
- [x] `reorient-shells` enabled in iterator
- [x] Perf diagnostic env vars (`IFC_SKIP_MDI`, `IFC_MAX_SUBDRAWS`, `IFC_MIN_PX`, `IFC_LOD1_PX`, `IFC_NO_HIZ`, `IFC_HIZ_SIZE`, `IFC_CULL_THREADS`, `IFC_MIN_PX_MOTION`, `IFC_HIZ_MOTION`, `IFC_GPU_CULL`, `IFC_SUBDRAW_DIAG`)
- [x] Perf diagnostic env vars (`IFC_SKIP_MDI`, `IFC_MAX_SUBDRAWS`, `IFC_MIN_PX`, `IFC_LOD1_PX`, `IFC_NO_HIZ`, `IFC_HIZ_SIZE`, `IFC_CULL_THREADS`, `IFC_MIN_PX_MOTION`, `IFC_HIZ_MOTION`, `IFC_SUBDRAW_DIAG`)
- [x] Phase 3A — screen-space contribution culling
- [x] Phase 3B — distance / contribution LOD (meshoptimizer `simplifySloppy`)
- [x] Phase 3C — Hierarchical-Z occlusion culling (v1, CPU-side readback)
- [x] Phase 3D — Parallel per-model CPU cull (`std::async` fan-out)
- [x] Quantized VBO (16 B/vert, sidecar v6)
- [x] Quantized VBO (12 B/vert: u16x3 pos + oct i8x2 normal + RGBA8, sidecar v7)
- [x] Event-driven rendering (zero idle CPU/GPU, cull skipped on still frames)
- [x] Phase 3E — GPU compute-shader culling (hybrid: GPU frustum+contribution, async readback, CPU HiZ+LOD+emit)
- [x] Phase 3E — GPU compute-shader culling (explored, removed — CPU BVH matches at ~585 fewer lines)
- [x] Phase 3G — Motion-adaptive culling + HiZ during motion (3.1× orbit speedup on 1M-instance scene)
- [x] Benchmark CLI (`--camera`, `--benchmark`, press C to capture camera)
- [ ] **Phase 3F — Static batching of single-instance meshes** (next; reduces 90k+ sub_draws to hundreds)
+4 -2
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@@ -39,7 +39,9 @@ static constexpr uint32_t SIDECAR_MAGIC = 0x49465657; // "IFVW"
// where meshoptimizer decimation produced useful output.
// v6 = VBO vertices quantized to 16 B/vertex (pos u16x3 + normal oct i16x2 +
// color u8x4). Dequant basis is per-mesh MeshInfo.local_aabb_min/max.
static constexpr uint32_t SIDECAR_VERSION = 6;
// v7 = VBO vertices shrunk to 12 B/vertex (normal oct i8x2 replaces i16x2,
// eliminating 2-byte pad + saving 2 bytes on normal).
static constexpr uint32_t SIDECAR_VERSION = 7;
static constexpr uint32_t SIDECAR_ENDIAN = 0x01020304;
// Fixed-size element record. Strings are stored as (offset, length) pairs
@@ -61,7 +63,7 @@ struct PackedElementInfo {
// re-running the iterator. v6 schema: instanced + quantized geometry.
struct SidecarData {
// Per-model GPU geometry (local coords). Raw VBO bytes at the
// INSTANCED_VERTEX_STRIDE_BYTES layout (16 B/vertex as of v6).
// INSTANCED_VERTEX_STRIDE_BYTES layout (12 B/vertex as of v7).
std::vector<uint8_t> vertices;
std::vector<uint32_t> indices;
+10 -10
View File
@@ -46,9 +46,9 @@ static_assert(sizeof(DrawElementsIndirectCommand) == 20, "indirect cmd must be 2
// Shaders
// -----------------------------------------------------------------------------
//
// Vertex layout (GL side, 16 bytes — quantized; see InstancedGeometry.h):
// Vertex layout (GL side, 12 bytes — quantized; see InstancedGeometry.h):
// location 0: vec3 a_position_q (u16x3 normalized, per-mesh AABB basis)
// location 1: vec2 a_normal_oct (i16x2 normalized, octahedral)
// location 1: vec2 a_normal_oct (i8x2 normalized, octahedral)
// location 2: vec4 a_color (u8x4 normalized)
//
// Per-instance record in SSBO std430 (80 bytes):
@@ -66,7 +66,7 @@ static const char* MAIN_VERTEX_SHADER = R"(
#extension GL_ARB_shader_draw_parameters : require
// Quantized vertex inputs — see InstancedGeometry.h for layout.
layout(location = 0) in vec3 a_position_q; // u16x3 normalized -> [0,1]
layout(location = 1) in vec2 a_normal_oct; // i16x2 normalized -> [-1,1]
layout(location = 1) in vec2 a_normal_oct; // i8x2 normalized -> [-1,1]
layout(location = 2) in vec4 a_color;
struct InstanceRecord {
@@ -307,7 +307,7 @@ static void octEncode(const float n[3], float out[2]) {
}
// Quantize a streamer-format vertex (pos3 + normal3 + color-as-float) into
// the 16 B VBO record, given the mesh's tight local AABB. `extent_recip`
// the 12 B VBO record, given the mesh's tight local AABB. `extent_recip`
// is 1/(max-min) per axis, or 0 for degenerate axes (quantum becomes 0).
static void quantizeVertex(const float src[7],
const float aabb_min[3],
@@ -320,14 +320,14 @@ static void quantizeVertex(const float src[7],
if (t < 0.0f) t = 0.0f; else if (t > 1.0f) t = 1.0f;
p[a] = static_cast<uint16_t>(t * 65535.0f + 0.5f);
}
// Normal -> oct i16x2.
// Normal -> oct i8x2. int8 gives ~1.4° worst-case error — fine for BIM.
float oct[2];
octEncode(src + 3, oct);
int16_t* n = reinterpret_cast<int16_t*>(dst + INSTANCED_VERTEX_NORMAL_OFFSET);
int8_t* n = reinterpret_cast<int8_t*>(dst + INSTANCED_VERTEX_NORMAL_OFFSET);
for (int a = 0; a < 2; ++a) {
float v = oct[a];
if (v < -1.0f) v = -1.0f; else if (v > 1.0f) v = 1.0f;
n[a] = static_cast<int16_t>(std::lrintf(v * 32767.0f));
n[a] = static_cast<int8_t>(std::lrintf(v * 127.0f));
}
// Color passes through — streamer packs 4 bytes into the 7th float slot.
std::memcpy(dst + INSTANCED_VERTEX_COLOR_OFFSET, src + 6, 4);
@@ -498,13 +498,13 @@ void ViewportWindow::setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo) {
INSTANCED_VERTEX_POS_OFFSET);
gl_->glVertexArrayAttribBinding(vao, 0, 0);
// normal oct-encoded (2 x i16 normalized @ 8)
// normal oct-encoded (2 x i8 normalized @ 6)
gl_->glEnableVertexArrayAttrib(vao, 1);
gl_->glVertexArrayAttribFormat(vao, 1, 2, GL_SHORT, GL_TRUE,
gl_->glVertexArrayAttribFormat(vao, 1, 2, GL_BYTE, GL_TRUE,
INSTANCED_VERTEX_NORMAL_OFFSET);
gl_->glVertexArrayAttribBinding(vao, 1, 0);
// color (4 x u8 normalized @ 12)
// color (4 x u8 normalized @ 8)
gl_->glEnableVertexArrayAttrib(vao, 2);
gl_->glVertexArrayAttribFormat(vao, 2, 4, GL_UNSIGNED_BYTE, GL_TRUE,
INSTANCED_VERTEX_COLOR_OFFSET);