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>
This commit is contained in:
Dion Moult
2026-04-12 22:07:19 +10:00
parent 0e2a62d3b7
commit 3110c98429
6 changed files with 172 additions and 41 deletions
+5
View File
@@ -37,9 +37,13 @@ public:
bool showStats() const;
void setShowStats(bool value);
bool backfaceCulling() const;
void setBackfaceCulling(bool value);
signals:
void geometryLibraryChanged(const QString& value);
void showStatsChanged(bool value);
void backfaceCullingChanged(bool value);
private:
AppSettings();
@@ -48,6 +52,7 @@ private:
QString geometry_library_;
bool show_stats_ = false;
bool backface_culling_ = true;
};
#endif // APPSETTINGS_H