ifcviewer: per-element visibility (H / Shift+H / Alt+H)

Adds VisibilityState, a CPU-only sibling to SelectionState.  It owns
the canonical hidden-id set plus a flat per-object_id byte vector that
the cull's hot path queries inline (bounds check + byte load + compare
per surviving instance).  Hidden elements never reach the visible[]
SSBO so they don't draw or pick — matching Blender/CAD convention.

ViewportWindow registers every streamed and sidecar-cached object_id
with the new state, resets it on clearScene, and connects the changed
signal to invalidate cached cull state.  Three convenience verbs:
hideSelectedElements (union into hidden), isolateSelectedElements
(replace hidden with live-object_ids minus selection, skipping
model-hidden models so element-hide doesn't pile on top of model-hide),
and showAllElements (clears the override; model-hidden models stay
hidden, per the user's spec).

Bound in the View menu: H hide, Shift+H isolate, Alt+H show all.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-11 07:33:09 +10:00
parent 2c18aebdcc
commit 5cd4dbf603
5 changed files with 269 additions and 3 deletions
+14
View File
@@ -335,6 +335,20 @@ void MainWindow::setupMenus() {
viewport_->toggleVolumeTool();
}, QKeySequence("Ctrl+Shift+V"));
view_menu->addSeparator();
// Element visibility — H hides the current selection, Shift+H
// isolates it (hides everything else within visible models), Alt+H
// restores every element. Model-level hiding is independent and
// stays put.
view_menu->addAction("&Hide Selected", this, [this]() {
viewport_->hideSelectedElements();
}, QKeySequence(Qt::Key_H));
view_menu->addAction("&Isolate Selected", this, [this]() {
viewport_->isolateSelectedElements();
}, QKeySequence(Qt::SHIFT | Qt::Key_H));
view_menu->addAction("&Show All Elements", this, [this]() {
viewport_->showAllElements();
}, QKeySequence(Qt::ALT | Qt::Key_H));
view_menu->addSeparator();
view_menu->addAction("Set &Home View", this, &MainWindow::onSetHomeView);
view_menu->addAction("&Go to Home View", this, &MainWindow::onGoHomeView);
}
+49 -3
View File
@@ -714,6 +714,14 @@ void ViewportWindow::initGL() {
requestUpdate();
emit objectPicked(active_id);
});
// Element-level visibility lives entirely on the CPU (the cull
// consults the flag vector directly), but the cached cull result
// must be invalidated whenever the hidden set changes — otherwise
// a freshly-hidden object would stay drawn on still frames.
connect(&visibility_, &VisibilityState::changed, this, [this]() {
have_cached_cull_ = false;
requestUpdate();
});
gl_->glEnable(GL_DEPTH_TEST);
gl_->glEnable(GL_MULTISAMPLE);
@@ -1117,6 +1125,7 @@ void ViewportWindow::uploadInstanceChunk(const InstanceChunk& chunk) {
ModelGpuData& m = getOrCreateModel(chunk.model_id);
selection_.noteObjectId(chunk.object_id);
visibility_.noteObjectId(chunk.object_id);
InstanceCpu inst;
inst.mesh_id = chunk.local_mesh_id;
@@ -1280,11 +1289,12 @@ void ViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
m.instances = std::move(data.instances);
// Sidecar path bypasses uploadInstanceChunk, so register every
// instance's object_id with the selection state up front — otherwise
// the per-object_id flags SSBO would be too small for these ids and
// their selection bit reads would silently fall outside the buffer.
// instance's object_id with both the selection and visibility
// states up front — otherwise their per-object_id flag vectors
// would be too small to cover these ids.
for (const auto& inst : m.instances) {
selection_.noteObjectId(inst.object_id);
visibility_.noteObjectId(inst.object_id);
}
uint32_t total_tri = 0;
@@ -1427,6 +1437,7 @@ void ViewportWindow::resetScene() {
}
models_gpu_.clear();
selection_.reset();
visibility_.reset();
have_cached_cull_ = false;
requestUpdate();
}
@@ -1494,6 +1505,36 @@ void ViewportWindow::setSelectedObjectId(uint32_t id) {
selection_.setSelectedObjectId(id);
}
void ViewportWindow::hideSelectedElements() {
if (selection_.empty()) return;
visibility_.hideObjects(selection_.selectionIds());
}
void ViewportWindow::isolateSelectedElements() {
if (selection_.empty()) return;
// Build the new hidden set: every live object_id in a *visible*
// model that isn't part of the selection. Skipping model-hidden
// objects keeps element-level hidden_ids_ from accumulating ids
// that are already model-hidden — model-hide always wins anyway.
const auto& sel = selection_.selectionIds();
std::unordered_set<uint32_t> new_hidden;
new_hidden.reserve(sel.size() * 8);
for (const auto& [mid, m] : models_gpu_) {
if (m.hidden) continue;
for (const InstanceCpu& inst : m.instances) {
if (inst.object_id == 0) continue;
if (sel.count(inst.object_id) == 0) {
new_hidden.insert(inst.object_id);
}
}
}
visibility_.setHidden(new_hidden);
}
void ViewportWindow::showAllElements() {
visibility_.showAll();
}
void ViewportWindow::setCamera(float tx, float ty, float tz,
float dist, float yaw, float pitch) {
camera_target_ = QVector3D(tx, ty, tz);
@@ -2454,6 +2495,11 @@ void ViewportWindow::cullModelCpu(ModelGpuData& m, const float planes[6][4],
}
// Survivor — now pay the wide-struct fetch for mesh_id.
const InstanceCpu& inst = m.instances[inst_idx];
// Element-level hide check. Done after frustum/contribution/HiZ
// so we don't pay the InstanceCpu fetch on instances that would
// have been culled anyway; for the typical case (a small
// fraction of objects hidden) the wasted cull work is trivial.
if (visibility_.isHidden(inst.object_id)) return;
if (inst.mesh_id >= m.meshes.size()) return;
const MeshInfo& mesh = m.meshes[inst.mesh_id];
const bool want_lod1 = mesh.lod1_index_count > 0 &&
+24
View File
@@ -49,6 +49,7 @@ QT_END_NAMESPACE
#include "OverlayRenderer.h"
#include "Selection.h"
#include "SidecarCache.h"
#include "Visibility.h"
// Matches GL_DRAW_INDIRECT_BUFFER layout for glMultiDrawElementsIndirect.
struct DrawElementsIndirectCommand {
@@ -328,6 +329,26 @@ public:
// or off-surface.
std::unordered_set<uint32_t> picksInRect(const QRect& rect);
// Per-element visibility (independent of model-level hidden flag).
// External callers go through the convenience verbs below; the
// VisibilityState getter is exposed for read access (e.g. the host
// mirroring its state into a tree's grey-out style).
VisibilityState& visibility() { return visibility_; }
const VisibilityState& visibility() const { return visibility_; }
// Hide every currently-selected element. Selection itself is
// preserved — toggling them back on with showAllElements() leaves
// the same items selected.
void hideSelectedElements();
// Hide every element NOT in the current selection (limited to
// visible models — model-hidden objects are left as-is so they
// stay model-hidden rather than picking up a redundant
// element-hidden flag too). No-op when nothing is selected.
void isolateSelectedElements();
// Clear element-level visibility overrides for every loaded model.
// Model-level `hidden` flags are not touched — a hidden model stays
// hidden, matching the user's expectation of "show all *elements*".
void showAllElements();
// Extended pick: returns the object id, world-space hit point, and
// world-space surface normal at (x, y). Renders the same pick pass as
// pickObjectAt but reads back from two extra color attachments
@@ -729,6 +750,9 @@ private:
// Selection — set + active id + per-object_id flags SSBO (binding=3).
SelectionState selection_;
// Per-element visibility — CPU-only flag vector consulted by the
// cull, plus a canonical hidden-id set for mutation/reporting.
VisibilityState visibility_;
// LMB-press state. press_pick_id_ caches the object hit at press
// time so the release path can apply click semantics without a
+93
View File
@@ -0,0 +1,93 @@
/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#include "Visibility.h"
#include <algorithm>
VisibilityState::VisibilityState(QObject* parent) : QObject(parent) {
// Slot 0 is the "no object" sentinel; keep it present so isHidden(0)
// is well-defined (returns false).
cpu_flags_.assign(1, 0u);
}
void VisibilityState::noteObjectId(uint32_t id) {
if (id == 0) return;
if (uint32_t(cpu_flags_.size()) <= id) {
cpu_flags_.resize(size_t(id) + 1, 0u);
}
}
void VisibilityState::reset() {
const bool had_state = !hidden_ids_.empty();
hidden_ids_.clear();
std::fill(cpu_flags_.begin(), cpu_flags_.end(), 0u);
if (had_state) emit changed();
}
void VisibilityState::hideObjects(const std::unordered_set<uint32_t>& ids) {
bool any = false;
for (uint32_t id : ids) {
if (id == 0) continue;
if (hidden_ids_.insert(id).second) {
if (uint32_t(cpu_flags_.size()) <= id) {
cpu_flags_.resize(size_t(id) + 1, 0u);
}
cpu_flags_[id] = 1u;
any = true;
}
}
if (any) emit changed();
}
void VisibilityState::showObjects(const std::unordered_set<uint32_t>& ids) {
bool any = false;
for (uint32_t id : ids) {
if (hidden_ids_.erase(id) > 0) {
if (id < cpu_flags_.size()) cpu_flags_[id] = 0u;
any = true;
}
}
if (any) emit changed();
}
void VisibilityState::setHidden(const std::unordered_set<uint32_t>& ids) {
if (ids == hidden_ids_) return;
hidden_ids_ = ids;
hidden_ids_.erase(0);
rebuildFlags();
emit changed();
}
void VisibilityState::showAll() {
if (hidden_ids_.empty()) return;
hidden_ids_.clear();
std::fill(cpu_flags_.begin(), cpu_flags_.end(), 0u);
emit changed();
}
void VisibilityState::rebuildFlags() {
std::fill(cpu_flags_.begin(), cpu_flags_.end(), 0u);
for (uint32_t id : hidden_ids_) {
if (uint32_t(cpu_flags_.size()) <= id) {
cpu_flags_.resize(size_t(id) + 1, 0u);
}
cpu_flags_[id] = 1u;
}
}
+89
View File
@@ -0,0 +1,89 @@
/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef IFCVIEWER_VISIBILITY_H
#define IFCVIEWER_VISIBILITY_H
#include <QObject>
#include <cstdint>
#include <unordered_set>
#include <vector>
// Per-element visibility state, owned by ViewportWindow. Independent of
// the per-model `hidden` flag — model-level hiding still wins (a hidden
// model never draws regardless of its elements' visibility). This class
// only tracks element-level overrides on top.
//
// Lookup is hot — the CPU cull queries `isHidden(object_id)` for every
// surviving instance — so the canonical set is mirrored into a flat
// per-id byte vector indexed directly by object_id. Ownership is purely
// CPU: nothing on the GPU reads visibility, the cull just skips hidden
// instances before they reach the visible[] SSBO.
class VisibilityState : public QObject {
Q_OBJECT
public:
explicit VisibilityState(QObject* parent = nullptr);
// Tell the manager about a newly added object_id so the flag vector
// can grow ahead of the next cull. Cheap when the id fits already.
void noteObjectId(uint32_t id);
// Drop everything — clears the hidden set. Called from clearScene.
void reset();
// ---- Mutation ----
//
// hideObjects: union into the hidden set.
// showObjects: subtract from the hidden set.
// setHidden: replace the hidden set wholesale (used by isolate).
// showAll: equivalent to setHidden({}).
void hideObjects(const std::unordered_set<uint32_t>& ids);
void showObjects(const std::unordered_set<uint32_t>& ids);
void setHidden(const std::unordered_set<uint32_t>& ids);
void showAll();
// ---- Hot-path query ----
//
// Inline so the cull's `if (visibility_.isHidden(...)) return;`
// compiles to a bounds check + a byte load + a compare.
bool isHidden(uint32_t id) const {
return id < cpu_flags_.size() && cpu_flags_[id] != 0;
}
// ---- Accessors ----
bool empty() const { return hidden_ids_.empty(); }
size_t size() const { return hidden_ids_.size(); }
const std::unordered_set<uint32_t>& hiddenIds() const { return hidden_ids_; }
signals:
// Emitted on any mutation that changes the hidden set. Consumers
// (the viewport) connect to invalidate cached cull state and
// requestUpdate.
void changed();
private:
// Recompute cpu_flags_ from hidden_ids_. Cheap: O(|cpu_flags_|).
void rebuildFlags();
std::unordered_set<uint32_t> hidden_ids_;
std::vector<uint8_t> cpu_flags_;
};
#endif // IFCVIEWER_VISIBILITY_H