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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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@@ -71,7 +71,12 @@ struct ModelGpuData {
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uint32_t total_triangles = 0;
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std::vector<MeshInfo> meshes;
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std::vector<InstanceCpu> instances; // unsorted until finalize
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std::vector<InstanceCpu> instances; // unsorted
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// 1:1 with instances[] — true when the instance transform has
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// det < 0 (a reflection). Reflected instances need their
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// triangle winding treated as reversed so GL_CULL_FACE culls
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// the correct side.
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std::vector<uint8_t> instance_reflected;
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uint32_t ssbo_instance_count = 0;
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// Per-instance world AABB + BVH (built at finalize). The BVH is the
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@@ -88,7 +93,8 @@ struct ModelGpuData {
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// non-empty mesh. Re-uploaded each frame.
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GLuint indirect_buffer = 0;
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size_t indirect_capacity = 0; // bytes
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uint32_t indirect_command_count = 0; // valid commands this frame
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uint32_t indirect_command_count = 0; // total valid commands this frame
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uint32_t indirect_forward_count = 0; // first N are CCW-winding draws
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bool finalized = false;
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bool hidden = false;
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@@ -211,7 +217,8 @@ private:
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// per-frame allocation. indirect_scratch_ is the matching array of
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// DrawElementsIndirectCommand records — forward-declared as bytes so
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// the header doesn't need the struct definition.
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std::vector<std::vector<uint32_t>> visible_by_mesh_;
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std::vector<std::vector<uint32_t>> visible_by_mesh_fwd_;
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std::vector<std::vector<uint32_t>> visible_by_mesh_rev_;
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std::vector<uint32_t> visible_flat_;
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std::vector<DrawElementsIndirectCommand> indirect_scratch_;
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