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Backface culling with reflection-aware two-pass MDI
Enables GL_CULL_FACE by default (user-toggleable in Settings) so closed solids skip shading their back halves. The catch is that IFC placements can contain reflections (mat4 with det<0 — mirrored families, symmetric instances). Naively culling would make every mirrored instance vanish because the rasterizer sees its screen-space winding as backwards. Fix: detect reflections at upload time via determinant sign, bucket visible instances into forward (det>=0) and reverse (det<0) per mesh during culling, and issue two glMultiDrawElementsIndirect calls per model with glFrontFace toggled CCW/CW between them. The indirect buffer is still one buffer — just split into a forward slice followed by a reverse slice, with m.indirect_forward_count recording the split. Vertex shader flips the normal when the transform has negative determinant, keeping lighting correct on mirrored instances. The fragment shader keeps the gl_FrontFacing fallback as a safety net when culling is disabled (e.g. for files with open shells). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -37,9 +37,13 @@ public:
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bool showStats() const;
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void setShowStats(bool value);
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bool backfaceCulling() const;
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void setBackfaceCulling(bool value);
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signals:
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void geometryLibraryChanged(const QString& value);
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void showStatsChanged(bool value);
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void backfaceCullingChanged(bool value);
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private:
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AppSettings();
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@@ -48,6 +52,7 @@ private:
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QString geometry_library_;
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bool show_stats_ = false;
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bool backface_culling_ = true;
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};
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#endif // APPSETTINGS_H
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