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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:
@@ -207,6 +207,10 @@ struct PerModel {
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};
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@group(0) @binding(0) var<uniform> u_frame: FrameUniforms;
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// Selection flags indexed by object_id. bit 0 = in selection, bit 1 = active.
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// Sized to next_object_id_ on the CPU side; out-of-range reads can't happen
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// because we cap the index by arrayLength before fetching.
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@group(0) @binding(1) var<storage, read> sel_flags: array<u32>;
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@group(1) @binding(0) var<storage, read> vertices: array<u32>;
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@group(1) @binding(1) var<storage, read> meshes: array<MeshQuant>;
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@@ -221,6 +225,7 @@ struct VsOut {
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@location(0) normal: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) world_pos: vec3<f32>,
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@location(3) @interpolate(flat) object_id: u32,
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};
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// Sign-extend an i8 packed into the byte_idx'th byte of `packed`.
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@@ -317,6 +322,7 @@ fn vs_main(@builtin(vertex_index) vid: u32) -> VsOut {
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out.normal = n_final;
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out.color = color;
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out.world_pos = world4.xyz;
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out.object_id = inst.object_id;
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return out;
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}
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@@ -352,6 +358,14 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
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let cavity = clamp(length(fwidth(n)) * 1.5, 0.0, 0.35);
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color = color * (1.0 - cavity);
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// Selection tint. bit 0 = in selection (cool blue mix), bit 1 = active
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// (slightly stronger blue mix). Matches the GL main shader.
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if (in.object_id < arrayLength(&sel_flags)) {
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let flags = sel_flags[in.object_id];
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if ((flags & 1u) != 0u) { color = mix(color, vec3<f32>(0.2, 0.6, 1.0), 0.45); }
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if ((flags & 2u) != 0u) { color = mix(color, vec3<f32>(0.4, 0.8, 1.0), 0.40); }
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}
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// Cancel the swap chain's implicit linear→sRGB encoding so the final
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// bytes match the GL backend (see srgbToLinear above).
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return vec4<f32>(srgbToLinear(color), in.color.a);
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@@ -562,12 +576,19 @@ void WgpuViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
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WGPUBufferUsage_Storage,
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"model.mesh_storage");
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// Derive InstanceGpu[] from InstanceCpu[]. Stage 2 uses the cached
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// `transform` directly (stage matrices are identity until stage 5+
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// adds federation composition).
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// Derive InstanceGpu[] from InstanceCpu[]. Rebase each instance's
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// object_id by next_object_id_ so picks are globally unambiguous
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// across multiple loaded sidecars (each sidecar's local IDs start
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// from 1 and would otherwise collide).
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const uint32_t object_id_base = next_object_id_;
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uint32_t max_local_id = 0;
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std::vector<InstanceGpu> inst_gpu;
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inst_gpu.reserve(data.instances.size());
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for (const auto& ic : data.instances) {
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for (auto& ic : data.instances) {
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if (ic.object_id > max_local_id) max_local_id = ic.object_id;
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// Rebase in the CPU mirror too so future cull / picks see the
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// global id consistently.
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ic.object_id = object_id_base + ic.object_id;
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InstanceGpu ig = {};
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std::memcpy(ig.transform, ic.transform, sizeof(ig.transform));
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ig.object_id = ic.object_id;
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@@ -575,6 +596,7 @@ void WgpuViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
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ig.mesh_id = ic.mesh_id;
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inst_gpu.push_back(ig);
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}
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next_object_id_ = object_id_base + max_local_id + 1;
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m.instance_storage = createBufferWithData(
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device_, queue_,
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inst_gpu.data(), inst_gpu.size() * sizeof(InstanceGpu),
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@@ -634,6 +656,8 @@ void WgpuViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
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viewAll();
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initial_view_applied_ = true;
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}
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// Grow selection_flags_ to cover the new id range.
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ensureSelectionFlagsBuffer();
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if (isExposed()) requestUpdate();
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}
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@@ -2017,6 +2041,9 @@ void WgpuViewportWindow::render() {
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// pyramid is as fresh as it can be before cull runs.
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if (hiz_enabled_) drainHizReadbacks();
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// Flush any pending selection changes to GPU.
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uploadSelectionFlagsIfDirty();
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WGPUSurfaceTexture surf_tex = {};
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wgpuSurfaceGetCurrentTexture(surface_, &surf_tex);
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@@ -2391,14 +2418,17 @@ void WgpuViewportWindow::render() {
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bool WgpuViewportWindow::buildPipelines() {
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// ---- Bind group layouts ----------------------------------------------
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WGPUBindGroupLayoutEntry frame_entries[1] = {};
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WGPUBindGroupLayoutEntry frame_entries[2] = {};
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frame_entries[0].binding = 0;
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frame_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
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frame_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
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frame_entries[0].buffer.minBindingSize = sizeof(FrameUniforms);
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frame_entries[1].binding = 1;
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frame_entries[1].visibility = WGPUShaderStage_Fragment;
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frame_entries[1].buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
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WGPUBindGroupLayoutDescriptor frame_bgl_desc = {};
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frame_bgl_desc.entryCount = 1;
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frame_bgl_desc.entryCount = 2;
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frame_bgl_desc.entries = frame_entries;
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frame_bgl_desc.label = svFromCStr("ifcviewer-wgpu.frame_bgl");
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frame_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &frame_bgl_desc);
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@@ -2479,26 +2509,91 @@ bool WgpuViewportWindow::buildPipelines() {
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return false;
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}
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// ---- Per-frame uniform buffer + bind group ---------------------------
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// ---- Per-frame uniform buffer ---------------------------------------
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WGPUBufferDescriptor fb_desc = {};
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fb_desc.size = sizeof(FrameUniforms);
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fb_desc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
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fb_desc.label = svFromCStr("ifcviewer-wgpu.frame_uniform");
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frame_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &fb_desc);
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WGPUBindGroupEntry fbg_entries[1] = {};
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// frame_bind_group_ is built lazily once we have a selection_flags_
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// buffer to bind alongside the uniform — ensureSelectionFlagsBuffer
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// handles both the first creation and any subsequent resize.
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return true;
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}
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void WgpuViewportWindow::ensureSelectionFlagsBuffer() {
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// Round up to at least 64 entries (256 B — minimum useful storage) and
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// grow geometrically when next_object_id_ outruns the current capacity.
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const uint32_t needed = std::max<uint32_t>(next_object_id_, 64);
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if (selection_flags_buffer_ && selection_flags_capacity_ >= needed) {
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if (!frame_bind_group_) {
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// First-time bind group creation after the buffer exists.
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// (Should always be true here.)
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} else {
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return;
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}
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}
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// (Re)allocate. Geometric grow so we don't recreate every frame as a
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// big scene streams in.
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uint32_t new_cap = selection_flags_capacity_;
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if (new_cap < 64) new_cap = 64;
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while (new_cap < needed) new_cap *= 2;
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if (!selection_flags_buffer_ || selection_flags_capacity_ < new_cap) {
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if (selection_flags_buffer_) {
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wgpuBufferRelease(selection_flags_buffer_);
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selection_flags_buffer_ = nullptr;
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}
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WGPUBufferDescriptor sb = {};
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sb.size = uint64_t(new_cap) * sizeof(uint32_t);
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sb.usage = WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst;
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sb.label = svFromCStr("ifcviewer-wgpu.selection_flags");
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selection_flags_buffer_ = wgpuDeviceCreateBuffer(device_, &sb);
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selection_flags_capacity_ = new_cap;
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// Initialise to zero so any unused range reads as "not selected".
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// wgpuQueueWriteBuffer with a small zero block is enough; the rest
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// is created as zero-initialised by wgpu per the spec.
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}
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// Rebuild the frame bind group against the (possibly new) buffer.
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if (frame_bind_group_) {
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wgpuBindGroupRelease(frame_bind_group_);
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frame_bind_group_ = nullptr;
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}
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WGPUBindGroupEntry fbg_entries[2] = {};
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fbg_entries[0].binding = 0;
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fbg_entries[0].buffer = frame_uniform_buffer_;
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fbg_entries[0].offset = 0;
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fbg_entries[0].size = sizeof(FrameUniforms);
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fbg_entries[1].binding = 1;
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fbg_entries[1].buffer = selection_flags_buffer_;
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fbg_entries[1].size = WGPU_WHOLE_SIZE;
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WGPUBindGroupDescriptor fbg_desc = {};
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fbg_desc.layout = frame_bgl_;
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fbg_desc.entryCount = 1;
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fbg_desc.entryCount = 2;
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fbg_desc.entries = fbg_entries;
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fbg_desc.label = svFromCStr("ifcviewer-wgpu.frame_bind_group");
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frame_bind_group_ = wgpuDeviceCreateBindGroup(device_, &fbg_desc);
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return true;
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// Force a re-upload of the flags into the (possibly new) buffer.
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selection_flags_scratch_.assign(selection_flags_capacity_, 0);
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selection_.fillFlagsArray(selection_flags_scratch_, selection_flags_capacity_);
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wgpuQueueWriteBuffer(queue_, selection_flags_buffer_, 0,
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selection_flags_scratch_.data(),
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selection_flags_scratch_.size() * sizeof(uint32_t));
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selection_.markClean();
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}
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void WgpuViewportWindow::uploadSelectionFlagsIfDirty() {
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if (!selection_.dirty() || !selection_flags_buffer_) return;
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selection_flags_scratch_.assign(selection_flags_capacity_, 0);
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selection_.fillFlagsArray(selection_flags_scratch_, selection_flags_capacity_);
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wgpuQueueWriteBuffer(queue_, selection_flags_buffer_, 0,
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selection_flags_scratch_.data(),
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selection_flags_scratch_.size() * sizeof(uint32_t));
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selection_.markClean();
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}
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void WgpuViewportWindow::buildModelBindGroup(WgpuModelGpuData& m) {
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@@ -2794,19 +2889,34 @@ void WgpuViewportWindow::mousePressEvent(QMouseEvent* event) {
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void WgpuViewportWindow::mouseReleaseEvent(QMouseEvent* event) {
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if (event->button() == nav_active_button_) {
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// LMB-click without drag → pick the object under the cursor.
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// LMB-click without drag → pick the object under the cursor and
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// route through the selection state. Shift = add, Ctrl = remove,
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// no modifier = replace. Empty-space click clears.
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if (event->button() == Qt::LeftButton && !nav_dragged_) {
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const QPoint pos = event->position().toPoint();
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const int px = int(pos.x() * devicePixelRatio());
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const int py = int(pos.y() * devicePixelRatio());
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const uint32_t id = pickObjectAt(px, py);
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if (id != 0) {
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qInfo().noquote().nospace()
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<< "[wgpu pick] object_id=" << id << " at (" << pos.x()
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<< ", " << pos.y() << ")";
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} else {
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const auto mods = event->modifiers();
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if (id == 0) {
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if (!(mods & (Qt::ShiftModifier | Qt::ControlModifier))) {
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selection_.clear();
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}
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qInfo().noquote() << "[wgpu pick] miss";
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} else if (mods & Qt::ControlModifier) {
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selection_.remove(id);
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qInfo().noquote().nospace()
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<< "[wgpu pick] -remove object_id=" << id;
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} else if (mods & Qt::ShiftModifier) {
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selection_.add(id);
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qInfo().noquote().nospace()
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<< "[wgpu pick] +add object_id=" << id;
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} else {
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selection_.replace(id);
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qInfo().noquote().nospace()
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<< "[wgpu pick] replace object_id=" << id;
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}
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requestUpdate();
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}
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nav_active_button_ = Qt::NoButton;
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}
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@@ -2882,8 +2992,10 @@ void WgpuViewportWindow::shutdown() {
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releaseEdgeResources();
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releasePickResources();
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if (frame_bind_group_) { wgpuBindGroupRelease(frame_bind_group_); frame_bind_group_ = nullptr; }
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if (frame_uniform_buffer_) { wgpuBufferRelease(frame_uniform_buffer_); frame_uniform_buffer_ = nullptr; }
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if (frame_bind_group_) { wgpuBindGroupRelease(frame_bind_group_); frame_bind_group_ = nullptr; }
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if (frame_uniform_buffer_) { wgpuBufferRelease(frame_uniform_buffer_); frame_uniform_buffer_ = nullptr; }
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if (selection_flags_buffer_) { wgpuBufferRelease(selection_flags_buffer_); selection_flags_buffer_ = nullptr; }
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selection_flags_capacity_ = 0;
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if (main_pipeline_) { wgpuRenderPipelineRelease(main_pipeline_); main_pipeline_ = nullptr; }
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if (main_shader_module_) { wgpuShaderModuleRelease(main_shader_module_); main_shader_module_ = nullptr; }
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if (pipeline_layout_) { wgpuPipelineLayoutRelease(pipeline_layout_); pipeline_layout_ = nullptr; }
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