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wgpu backend: selection visualisation + global object_id rebase
Closes the loop on stage 4 (pick): clicking an object now highlights it
on screen. Plus the prerequisite plumbing for selection to behave
correctly across multi-sidecar loads.
Pieces:
1. WgpuSelectionState (new header)
CPU-side multi-set + active-id, mirroring the GL Selection.h shape
but pure stdlib (no Qt deps) so it can move into ifcviewer-core
later without dragging Qt across. clear/replace/add/remove/toggle
APIs + a fillFlagsArray helper that packs (selected, active) into
a u32 bitmap indexed by object_id.
2. selection_flags storage buffer + frame_bgl bump to 2 entries
Indexed by object_id, bit 0 = selected, bit 1 = active. Lives in
the frame bind group (group=0 binding=1) because object_ids are
globally unique — making it model-scoped would be the wrong cut.
ensureSelectionFlagsBuffer grows geometrically (64 → 128 → … u32)
as new models push next_object_id_ up, rebuilds the frame bind
group when it does.
3. Global object_id rebase in applyCachedModel
Each sidecar's local ids start from 1 and collide across files;
pick was previously ambiguous on multi-model loads. We now add
next_object_id_ as a base offset, rewrite InstanceCpu.object_id
(CPU mirror stays consistent) + InstanceGpu.object_id (what pick
reads back), and bump next_object_id_ by the model's max + 1.
4. WGSL main fragment reads sel_flags
Vertex shader passes inst.object_id through to fragment as
@interpolate(flat). Fragment reads sel_flags[object_id], mixes
(0.2, 0.6, 1.0) at 0.45 for in-selection and (0.4, 0.8, 1.0) at
0.40 on top for active. Same constants as the GL main shader.
5. Mouse → selection
LMB-click-without-drag pick result feeds the selection:
no modifier → replace
Shift → add
Ctrl → remove (active migrates to another id in the set)
miss + no modifier → clear
uploadSelectionFlagsIfDirty repacks + writes the GPU bitmap at
the top of the next render(); no upload on still frames.
Pick pipeline is unchanged — it already outputs the per-instance
object_id, and that's what the selection storage indexes.
Visibility + clip planes are pending follow-ups in stage 5 (mostly
small, share the same buffer-lifecycle pattern). Edge silhouette
(stage 9 partial), --screenshot diff harness (stage 10 partial),
ifcviewer-core extract (stage 12), and web chunking (stage 13) all
still pending.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,103 @@
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef WGPUSELECTIONSTATE_H
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#define WGPUSELECTIONSTATE_H
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#include <cstdint>
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#include <unordered_set>
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#include <vector>
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// CPU-side selection tracking. Mirrors src/ifcviewer/Selection.h shape but
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// without Qt deps (kept pure stdlib so it can move into ifcviewer-core
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// later without dragging Qt along).
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//
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// Two flavours of "selected":
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// - the multi-set (ids()): every object the user has Shift-added.
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// - active (activeId()): the *last* single-clicked object. UIs typically
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// use this to drive the properties panel; the renderer tints it
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// slightly more strongly than the rest of the multi-set.
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//
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// The GPU consumes a flat u32 array indexed by object_id: bit 0 = selected,
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// bit 1 = active. Sized to (max_object_id + 1) by the caller.
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class WgpuSelectionState {
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public:
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void clear() {
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if (ids_.empty() && active_ == 0) return;
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ids_.clear();
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active_ = 0;
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dirty_ = true;
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}
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// Replace the selection with a single object. id == 0 clears.
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void replace(uint32_t id) {
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ids_.clear();
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if (id != 0) ids_.insert(id);
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active_ = id;
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dirty_ = true;
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}
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void add(uint32_t id) {
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if (id == 0) return;
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ids_.insert(id);
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active_ = id;
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dirty_ = true;
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}
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void remove(uint32_t id) {
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if (id == 0) return;
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if (ids_.erase(id) == 0) return;
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if (active_ == id) {
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active_ = ids_.empty() ? 0 : *ids_.begin();
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}
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dirty_ = true;
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}
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void toggle(uint32_t id) {
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if (id == 0) return;
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if (ids_.count(id)) remove(id);
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else add(id);
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}
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bool contains(uint32_t id) const { return ids_.count(id) > 0; }
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uint32_t activeId() const { return active_; }
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const std::unordered_set<uint32_t>& ids() const { return ids_; }
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size_t count() const { return ids_.size(); }
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bool dirty() const { return dirty_; }
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void markClean() { dirty_ = false; }
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// Fill `out` (sized to entries u32s) with bit-packed flags:
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// bit 0 = selected (in ids_), bit 1 = active. out[0] is always 0
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// because object_id 0 is the "miss" sentinel.
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void fillFlagsArray(std::vector<uint32_t>& out, uint32_t entries) const {
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out.assign(entries, 0);
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for (uint32_t id : ids_) {
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if (id < entries) out[id] |= 1u;
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}
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if (active_ != 0 && active_ < entries) out[active_] |= 2u;
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}
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private:
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std::unordered_set<uint32_t> ids_;
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uint32_t active_ = 0;
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bool dirty_ = false;
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};
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#endif // WGPUSELECTIONSTATE_H
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