diff --git a/src/ifcviewer-wgpu/WgpuAreaMeasurement.cpp b/src/ifcviewer-wgpu/WgpuAreaMeasurement.cpp
new file mode 100644
index 0000000000..8acac21b38
--- /dev/null
+++ b/src/ifcviewer-wgpu/WgpuAreaMeasurement.cpp
@@ -0,0 +1,405 @@
+/********************************************************************************
+ * *
+ * 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 . *
+ * *
+ ********************************************************************************/
+
+#include "WgpuAreaMeasurement.h"
+
+#include "WgpuOverlayRenderer.h"
+#include "WgpuViewportWindow.h"
+
+#include
+#include
+
+#include
+#include
+#include
+#include
+#include
+#include
+
+namespace {
+
+// Undirected edge key between two mesh-local vertex indices.
+uint64_t edgeKey(uint32_t a, uint32_t b) {
+ if (a > b) std::swap(a, b);
+ return (uint64_t(a) << 32) | uint64_t(b);
+}
+
+// Triangle area = 0.5 * |(b - a) × (c - a)|. Also returns the unit
+// normal (zeroed for degenerate tris).
+double triAreaAndNormal(const float* a, const float* b, const float* c,
+ float n_out[3]) {
+ const double bax = double(b[0]) - a[0];
+ const double bay = double(b[1]) - a[1];
+ const double baz = double(b[2]) - a[2];
+ const double cax = double(c[0]) - a[0];
+ const double cay = double(c[1]) - a[1];
+ const double caz = double(c[2]) - a[2];
+ const double nx = bay * caz - baz * cay;
+ const double ny = baz * cax - bax * caz;
+ const double nz = bax * cay - bay * cax;
+ const double len = std::sqrt(nx * nx + ny * ny + nz * nz);
+ if (len > 0.0) {
+ n_out[0] = float(nx / len);
+ n_out[1] = float(ny / len);
+ n_out[2] = float(nz / len);
+ } else {
+ n_out[0] = n_out[1] = n_out[2] = 0.0f;
+ }
+ return 0.5 * len;
+}
+
+// Squared distance from point `p` to triangle (a, b, c) — clipped to
+// the triangle's interior or boundary, whichever is closest. Standard
+// Ericson "Real-Time Collision Detection" implementation; identical to
+// the GL AreaMeasurement helper.
+double pointTriangleDistSq(const float p[3],
+ const float a[3], const float b[3], const float c[3]) {
+ auto sub = [](const float u[3], const float v[3], double r[3]) {
+ r[0] = double(u[0]) - v[0];
+ r[1] = double(u[1]) - v[1];
+ r[2] = double(u[2]) - v[2];
+ };
+ auto dot = [](const double u[3], const double v[3]) {
+ return u[0] * v[0] + u[1] * v[1] + u[2] * v[2];
+ };
+ double ab[3], ac[3], ap[3];
+ sub(b, a, ab);
+ sub(c, a, ac);
+ sub(p, a, ap);
+ const double d1 = dot(ab, ap);
+ const double d2 = dot(ac, ap);
+ if (d1 <= 0.0 && d2 <= 0.0) {
+ return ap[0]*ap[0] + ap[1]*ap[1] + ap[2]*ap[2];
+ }
+ double bp[3];
+ sub(p, b, bp);
+ const double d3 = dot(ab, bp);
+ const double d4 = dot(ac, bp);
+ if (d3 >= 0.0 && d4 <= d3) {
+ return bp[0]*bp[0] + bp[1]*bp[1] + bp[2]*bp[2];
+ }
+ const double vc = d1 * d4 - d3 * d2;
+ if (vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0) {
+ const double v = d1 / (d1 - d3);
+ const double qx = ap[0] - v * ab[0];
+ const double qy = ap[1] - v * ab[1];
+ const double qz = ap[2] - v * ab[2];
+ return qx*qx + qy*qy + qz*qz;
+ }
+ double cp[3];
+ sub(p, c, cp);
+ const double d5 = dot(ab, cp);
+ const double d6 = dot(ac, cp);
+ if (d6 >= 0.0 && d5 <= d6) {
+ return cp[0]*cp[0] + cp[1]*cp[1] + cp[2]*cp[2];
+ }
+ const double vb = d5 * d2 - d1 * d6;
+ if (vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0) {
+ const double w = d2 / (d2 - d6);
+ const double qx = ap[0] - w * ac[0];
+ const double qy = ap[1] - w * ac[1];
+ const double qz = ap[2] - w * ac[2];
+ return qx*qx + qy*qy + qz*qz;
+ }
+ const double va = d3 * d6 - d5 * d4;
+ if (va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0) {
+ const double w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
+ const double qx = double(b[0]) + w * (double(c[0]) - b[0]) - p[0];
+ const double qy = double(b[1]) + w * (double(c[1]) - b[1]) - p[1];
+ const double qz = double(b[2]) + w * (double(c[2]) - b[2]) - p[2];
+ return qx*qx + qy*qy + qz*qz;
+ }
+ const double denom = 1.0 / (va + vb + vc);
+ const double v = vb * denom;
+ const double w = vc * denom;
+ const double qx = double(a[0]) + v * ab[0] + w * ac[0] - p[0];
+ const double qy = double(a[1]) + v * ab[1] + w * ac[1] - p[1];
+ const double qz = double(a[2]) + v * ab[2] + w * ac[2] - p[2];
+ return qx*qx + qy*qy + qz*qz;
+}
+
+constexpr double kCoplanarDot = 0.9999; // ~0.81° tolerance, matches GL
+
+} // namespace
+
+WgpuAreaMeasurement::WgpuAreaMeasurement() = default;
+
+void WgpuAreaMeasurement::clear(WgpuViewportWindow& vp) {
+ mesh_cache_.clear();
+ selected_.clear();
+ total_area_m2_ = 0.0;
+ vp.setHighlightTriangles({}, 0, 0, 0, 0);
+ vp.setOverlayLabels({});
+}
+
+WgpuAreaMeasurement::MeshAdj*
+WgpuAreaMeasurement::meshAdj(WgpuViewportWindow& vp,
+ uint32_t model_id, uint32_t mesh_id) {
+ const uint64_t key = (uint64_t(model_id) << 32) | uint64_t(mesh_id);
+ auto it = mesh_cache_.find(key);
+ if (it != mesh_cache_.end()) return &it->second;
+
+ // Need the raw positions + indices for adjacency. We never store
+ // them in the per-mesh cache (positions can be hundreds of KB each
+ // and live in the viewport already), so just look them up freshly
+ // each time the user picks a brand-new mesh.
+ WgpuViewportWindow::MeshTriangles tris;
+ if (!vp.readbackMeshTriangles(model_id, mesh_id, tris)) return nullptr;
+ if (tris.indices.size() < 3) return nullptr;
+
+ MeshAdj a;
+ const size_t n_tris = tris.indices.size() / 3;
+ a.tri_normals.resize(n_tris * 3);
+ a.tri_areas.resize(n_tris);
+ a.edges.reserve(n_tris * 3);
+ for (size_t t = 0; t < n_tris; ++t) {
+ const uint32_t ia = tris.indices[3 * t + 0];
+ const uint32_t ib = tris.indices[3 * t + 1];
+ const uint32_t ic = tris.indices[3 * t + 2];
+ if (3 * ia + 2 >= tris.positions.size()
+ || 3 * ib + 2 >= tris.positions.size()
+ || 3 * ic + 2 >= tris.positions.size()) continue;
+ const float* pa = &tris.positions[3 * ia];
+ const float* pb = &tris.positions[3 * ib];
+ const float* pc = &tris.positions[3 * ic];
+ float n[3];
+ a.tri_areas[t] = triAreaAndNormal(pa, pb, pc, n);
+ a.tri_normals[3 * t + 0] = n[0];
+ a.tri_normals[3 * t + 1] = n[1];
+ a.tri_normals[3 * t + 2] = n[2];
+ a.edges[edgeKey(ia, ib)].push_back(uint32_t(t));
+ a.edges[edgeKey(ib, ic)].push_back(uint32_t(t));
+ a.edges[edgeKey(ic, ia)].push_back(uint32_t(t));
+ }
+ return &mesh_cache_.emplace(key, std::move(a)).first->second;
+}
+
+void WgpuAreaMeasurement::onPick(WgpuViewportWindow& vp,
+ int x_phys, int y_phys, bool alt) {
+ WgpuViewportWindow::MeshLocalPick pick;
+ if (!vp.pickMeshLocalAt(x_phys, y_phys, pick)) return;
+
+ WgpuViewportWindow::MeshTriangles tris;
+ if (!vp.readbackMeshTriangles(pick.model_id, pick.mesh_id, tris)) return;
+ const size_t n_tris = tris.indices.size() / 3;
+ if (n_tris == 0) return;
+
+ MeshAdj* adj = meshAdj(vp, pick.model_id, pick.mesh_id);
+ if (!adj) return;
+
+ // Seed: the triangle whose interior (or boundary) is closest to the
+ // mesh-local pick point.
+ uint32_t seed = 0;
+ double best = std::numeric_limits::infinity();
+ for (size_t t = 0; t < n_tris; ++t) {
+ const uint32_t ia = tris.indices[3 * t + 0];
+ const uint32_t ib = tris.indices[3 * t + 1];
+ const uint32_t ic = tris.indices[3 * t + 2];
+ const double d = pointTriangleDistSq(pick.mesh_local,
+ &tris.positions[3 * ia],
+ &tris.positions[3 * ib],
+ &tris.positions[3 * ic]);
+ if (d < best) { best = d; seed = uint32_t(t); }
+ }
+
+ // Coplanar patch via BFS over shared edges. Alt skips the expand
+ // (single-triangle accumulate).
+ std::vector patch;
+ if (alt) {
+ patch.push_back(seed);
+ } else {
+ const float* sn = &adj->tri_normals[3 * seed];
+ std::unordered_set visited;
+ visited.insert(seed);
+ std::queue frontier;
+ frontier.push(seed);
+ while (!frontier.empty()) {
+ const uint32_t t = frontier.front(); frontier.pop();
+ patch.push_back(t);
+ for (int e = 0; e < 3; ++e) {
+ const uint32_t ia = tris.indices[3 * t + e];
+ const uint32_t ib = tris.indices[3 * t + (e + 1) % 3];
+ auto eit = adj->edges.find(edgeKey(ia, ib));
+ if (eit == adj->edges.end()) continue;
+ for (uint32_t nt : eit->second) {
+ if (nt == t || visited.count(nt)) continue;
+ const float* nn = &adj->tri_normals[3 * nt];
+ const double dot = double(sn[0]) * nn[0]
+ + double(sn[1]) * nn[1]
+ + double(sn[2]) * nn[2];
+ if (dot < kCoplanarDot) continue;
+ visited.insert(nt);
+ frontier.push(nt);
+ }
+ }
+ }
+ }
+
+ // Toggle: if the seed was already in the set, remove the patch;
+ // otherwise add it.
+ const uint64_t seed_key = triKey(pick.object_id, seed);
+ const bool removing = selected_.count(seed_key) > 0;
+ double delta = 0.0;
+ for (uint32_t t : patch) {
+ const uint64_t k = triKey(pick.object_id, t);
+ if (removing) {
+ auto it = selected_.find(k);
+ if (it != selected_.end()) {
+ if (t < adj->tri_areas.size()) delta -= adj->tri_areas[t];
+ selected_.erase(it);
+ }
+ } else {
+ SelectedTri sel;
+ sel.model_id = pick.model_id;
+ sel.mesh_id = pick.mesh_id;
+ sel.tri = t;
+ std::memcpy(sel.composed_transform, pick.composed_transform,
+ sizeof(sel.composed_transform));
+ if (selected_.emplace(k, sel).second) {
+ if (t < adj->tri_areas.size()) delta += adj->tri_areas[t];
+ }
+ }
+ }
+ total_area_m2_ += delta;
+
+ rebuildHighlightAndLabels(vp);
+
+ qInfo("[wgpu area] %s%.6f m^2 (total: %.6f m^2, %zu tris)",
+ delta >= 0.0 ? "+" : "", delta,
+ total_area_m2_, selected_.size());
+}
+
+void WgpuAreaMeasurement::rebuildHighlightAndLabels(WgpuViewportWindow& vp) {
+ // 1) Highlight triangle list — each selected tri's three vertices
+ // transformed by its captured composed_transform. Push as a
+ // flat world-space tri list; the overlay tints them translucent
+ // cyan to match GL.
+ std::vector world_xyz;
+ world_xyz.reserve(selected_.size() * 9);
+
+ // Cache the latest MeshTriangles per (model,mesh) for this rebuild
+ // to avoid repeated viewport lookups when many tris share a mesh.
+ std::unordered_map tris_cache;
+
+ auto get_tris = [&](uint32_t model_id, uint32_t mesh_id)
+ -> WgpuViewportWindow::MeshTriangles* {
+ const uint64_t k = (uint64_t(model_id) << 32) | uint64_t(mesh_id);
+ auto it = tris_cache.find(k);
+ if (it != tris_cache.end()) return &it->second;
+ WgpuViewportWindow::MeshTriangles t;
+ if (!vp.readbackMeshTriangles(model_id, mesh_id, t)) return nullptr;
+ return &tris_cache.emplace(k, std::move(t)).first->second;
+ };
+
+ for (const auto& [key, sel] : selected_) {
+ WgpuViewportWindow::MeshTriangles* t = get_tris(sel.model_id, sel.mesh_id);
+ if (!t) continue;
+ if (size_t(sel.tri) * 3 + 2 >= t->indices.size()) continue;
+ const float* M = sel.composed_transform; // column-major
+ for (int e = 0; e < 3; ++e) {
+ const uint32_t vi = t->indices[3 * sel.tri + e];
+ if (3 * vi + 2 >= t->positions.size()) continue;
+ const float* p = &t->positions[3 * vi];
+ // World = M * (p, 1). Column-major: M[col*4 + row].
+ const float wx = M[0]*p[0] + M[4]*p[1] + M[8]*p[2] + M[12];
+ const float wy = M[1]*p[0] + M[5]*p[1] + M[9]*p[2] + M[13];
+ const float wz = M[2]*p[0] + M[6]*p[1] + M[10]*p[2] + M[14];
+ world_xyz.push_back(wx);
+ world_xyz.push_back(wy);
+ world_xyz.push_back(wz);
+ }
+ }
+ // Bonsai's area-tool cyan tint: 0.20, 0.85, 1.00 @ 0.45 alpha.
+ vp.setHighlightTriangles(world_xyz, 0.20f, 0.85f, 1.00f, 0.45f);
+
+ // 2) Per-patch labels via connected-components sweep restricted to
+ // selected tris, one label per component at its area-weighted
+ // centroid (mesh-local → world via the captured transform).
+ std::unordered_map> by_object;
+ for (const auto& [key, sel] : selected_) {
+ const uint32_t object_id = uint32_t(key >> 32);
+ by_object[object_id].push_back(&sel);
+ }
+
+ std::vector labels;
+ for (const auto& [obj_id, sels] : by_object) {
+ if (sels.empty()) continue;
+ const SelectedTri& any = *sels[0];
+ WgpuViewportWindow::MeshTriangles* t = get_tris(any.model_id, any.mesh_id);
+ if (!t) continue;
+ MeshAdj* adj = meshAdj(vp, any.model_id, any.mesh_id);
+ if (!adj) continue;
+
+ std::unordered_set remaining;
+ remaining.reserve(sels.size());
+ for (const SelectedTri* s : sels) remaining.insert(s->tri);
+
+ while (!remaining.empty()) {
+ const uint32_t start = *remaining.begin();
+ std::unordered_set in_comp{start};
+ std::queue frontier;
+ frontier.push(start);
+ std::vector component;
+ while (!frontier.empty()) {
+ const uint32_t tri = frontier.front(); frontier.pop();
+ component.push_back(tri);
+ if (size_t(tri) * 3 + 2 >= t->indices.size()) continue;
+ for (int e = 0; e < 3; ++e) {
+ const uint32_t ia = t->indices[3 * tri + e];
+ const uint32_t ib = t->indices[3 * tri + (e + 1) % 3];
+ auto eit = adj->edges.find(edgeKey(ia, ib));
+ if (eit == adj->edges.end()) continue;
+ for (uint32_t nt : eit->second) {
+ if (in_comp.count(nt) || remaining.count(nt) == 0) continue;
+ in_comp.insert(nt);
+ frontier.push(nt);
+ }
+ }
+ }
+ for (uint32_t tri : component) remaining.erase(tri);
+
+ double area = 0.0, cx = 0.0, cy = 0.0, cz = 0.0;
+ for (uint32_t tri : component) {
+ if (size_t(tri) >= adj->tri_areas.size()) continue;
+ const double a = adj->tri_areas[tri];
+ area += a;
+ const uint32_t ia = t->indices[3 * tri + 0];
+ const uint32_t ib = t->indices[3 * tri + 1];
+ const uint32_t ic = t->indices[3 * tri + 2];
+ const float* va = &t->positions[3 * ia];
+ const float* vb = &t->positions[3 * ib];
+ const float* vc = &t->positions[3 * ic];
+ cx += a * (double(va[0]) + vb[0] + vc[0]) / 3.0;
+ cy += a * (double(va[1]) + vb[1] + vc[1]) / 3.0;
+ cz += a * (double(va[2]) + vb[2] + vc[2]) / 3.0;
+ }
+ if (area <= 0.0) continue;
+ cx /= area; cy /= area; cz /= area;
+
+ const float* M = any.composed_transform;
+ WgpuOverlayRenderer::Label lbl;
+ lbl.world_pos[0] = float(M[0]*cx + M[4]*cy + M[8]*cz + M[12]);
+ lbl.world_pos[1] = float(M[1]*cx + M[5]*cy + M[9]*cz + M[13]);
+ lbl.world_pos[2] = float(M[2]*cx + M[6]*cy + M[10]*cz + M[14]);
+ lbl.text = QString::number(area, 'f', 4) + QStringLiteral(" m²");
+ labels.push_back(std::move(lbl));
+ }
+ }
+ vp.setOverlayLabels(labels);
+}
diff --git a/src/ifcviewer-wgpu/WgpuAreaMeasurement.h b/src/ifcviewer-wgpu/WgpuAreaMeasurement.h
new file mode 100644
index 0000000000..fd2e51d221
--- /dev/null
+++ b/src/ifcviewer-wgpu/WgpuAreaMeasurement.h
@@ -0,0 +1,95 @@
+/********************************************************************************
+ * *
+ * 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 . *
+ * *
+ ********************************************************************************/
+
+#ifndef WGPUAREAMEASUREMENT_H
+#define WGPUAREAMEASUREMENT_H
+
+#include
+#include
+#include
+
+class WgpuViewportWindow;
+
+// Click-to-accumulate area measurement for the wgpu viewport. Mirrors
+// src/bonsaiviewer/Measurement.h's AreaMeasurement: each pick resolves
+// to (instance, triangle) via WgpuViewportWindow::pickMeshLocalAt, then
+// either adds or removes the connected coplanar patch (BFS over shared
+// edges, dot(normal, seed_normal) > 0.9999) depending on whether the
+// seed triangle was already in the running set. Alt-click skips the BFS.
+// Picks on different instances (even of the same mesh) are kept as
+// separate patches.
+//
+// On every mutation the world-space triangles of the running set are
+// pushed to WgpuViewportWindow::setHighlightTriangles for the
+// translucent cyan patch shading, and per-component "X.XXXX m²" labels
+// are pushed to setOverlayLabels at each connected component's
+// area-weighted centroid.
+class WgpuAreaMeasurement {
+public:
+ WgpuAreaMeasurement();
+
+ // Pixel coords are physical (post-DPR), to match
+ // WgpuViewportWindow::pickMeshLocalAt's convention.
+ void onPick(WgpuViewportWindow& vp, int x_phys, int y_phys, bool alt);
+ void clear(WgpuViewportWindow& vp);
+
+ double totalArea() const { return total_area_m2_; }
+ size_t triangleCount() const { return selected_.size(); }
+
+private:
+ // Cached per-mesh derived data: triangle normals + areas + edge
+ // adjacency. Computed once per (model, mesh) on first pick; the
+ // raw positions + indices live in
+ // WgpuViewportWindow::readbackMeshTriangles' CPU shadow.
+ struct MeshAdj {
+ std::vector tri_normals; // 3 floats per tri (unit, mesh-local)
+ std::vector tri_areas; // mesh-local area per tri
+ // edge_key (min<<32 | max) → list of triangle indices touching it.
+ std::unordered_map> edges;
+ };
+ // Keyed by (model_id << 32) | mesh_id.
+ MeshAdj* meshAdj(WgpuViewportWindow& vp,
+ uint32_t model_id, uint32_t mesh_id);
+
+ // Per-selected-triangle record. The composed transform is captured
+ // at pick time so highlight rebuilds don't have to re-query the
+ // viewport for it (and so the overlay keeps working if the picked
+ // instance later goes hidden).
+ struct SelectedTri {
+ uint32_t model_id;
+ uint32_t mesh_id;
+ uint32_t tri;
+ float composed_transform[16];
+ };
+
+ // Selection key: object_id (high 32) | tri index (low 32). Packing
+ // by object_id rather than mesh_id keeps two distinct instances of
+ // the same mesh contributing independently — matches the GL impl.
+ static uint64_t triKey(uint32_t object_id, uint32_t tri) {
+ return (uint64_t(object_id) << 32) | uint64_t(tri);
+ }
+
+ void rebuildHighlightAndLabels(WgpuViewportWindow& vp);
+
+ std::unordered_map mesh_cache_;
+ std::unordered_map selected_;
+ double total_area_m2_ = 0.0;
+};
+
+#endif // WGPUAREAMEASUREMENT_H
diff --git a/src/ifcviewer-wgpu/WgpuModelGpuData.h b/src/ifcviewer-wgpu/WgpuModelGpuData.h
index 05203f45d4..eed7d4dded 100644
--- a/src/ifcviewer-wgpu/WgpuModelGpuData.h
+++ b/src/ifcviewer-wgpu/WgpuModelGpuData.h
@@ -288,6 +288,24 @@ struct WgpuModelGpuData {
// until the chunk holding the mesh has been delivered.
std::vector mesh_local_volumes;
+ // CPU shadow of each mesh's mesh-local positions + LOD0 indices.
+ // Populated at applyCachedModel (or per-chunk in streaming) from
+ // the same raw vertex bytes the volume calc dequantises. The Area
+ // measurement tool reads this directly — no GPU readback, matching
+ // the Volume tool's policy.
+ //
+ // Doubles per-vertex memory (12 B/vert GPU + 12 B/vert CPU). The
+ // alternative is a wgpu mapAsync readback per first-touched mesh,
+ // which adds async plumbing and a per-click stall; pay the memory
+ // upfront instead. Trim by sizing each entry down at population
+ // (reserve exact). For huge federations this can be a real
+ // working-set cost — revisit if it shows up in profiles.
+ struct MeshTriangles {
+ std::vector positions; // 3 * vertex_count, mesh-local
+ std::vector indices; // 3 * triangle_count, LOD0
+ };
+ std::vector mesh_triangles_cache;
+
// object_id (globally rebased) → instance index in `instances`.
// Populated alongside the instance vector so the Volume tool can do
// O(1) instance lookup instead of linear-scanning every model.
diff --git a/src/ifcviewer-wgpu/WgpuOverlayRenderer.cpp b/src/ifcviewer-wgpu/WgpuOverlayRenderer.cpp
index 29f761300a..678ebe5ad4 100644
--- a/src/ifcviewer-wgpu/WgpuOverlayRenderer.cpp
+++ b/src/ifcviewer-wgpu/WgpuOverlayRenderer.cpp
@@ -381,6 +381,28 @@ fn fs_main(in: VsOut) -> @location(0) vec4 {
}
)WGSL";
+// Highlight-triangle shader: world-space triangle list, translucent
+// uniform fill. view_proj projects to clip; fragment outputs the
+// per-set RGBA tint. Depth-test honours occlusion against geometry;
+// depth-write off so subsequent overlays can still draw on top.
+static const char* HIGHLIGHT_TRIANGLES_WGSL = R"WGSL(
+struct HiUniforms {
+ view_proj: mat4x4,
+ color: vec4,
+};
+@group(0) @binding(0) var u: HiUniforms;
+
+@vertex
+fn vs_main(@location(0) pos: vec3) -> @builtin(position) vec4 {
+ return u.view_proj * vec4(pos, 1.0);
+}
+
+@fragment
+fn fs_main() -> @location(0) vec4 {
+ return u.color;
+}
+)WGSL";
+
// Label shader: textured quads in screen space. Each visible label/HUD
// item contributes 6 vertices (NDC position + uv); a pre-rasterised
// QImage carrying both the dark-grey background fill and the white
@@ -430,6 +452,7 @@ bool WgpuOverlayRenderer::init(WGPUInstance instance, WGPUDevice device,
if (!buildMarquee()) return false;
if (!buildOverlayLines()) return false;
if (!buildOverlayPoints()) return false;
+ if (!buildHighlightTriangles()) return false;
if (!buildLabels()) return false;
return true;
}
@@ -489,6 +512,18 @@ void WgpuOverlayRenderer::destroy() {
overlay_point_vertex_capacity_ = 0;
overlay_point_vertex_count_ = 0;
+ // Highlight triangles
+ if (highlight_bind_group_) { wgpuBindGroupRelease(highlight_bind_group_); highlight_bind_group_ = nullptr; }
+ if (highlight_pipeline_) { wgpuRenderPipelineRelease(highlight_pipeline_); highlight_pipeline_ = nullptr; }
+ if (highlight_shader_module_) { wgpuShaderModuleRelease(highlight_shader_module_); highlight_shader_module_ = nullptr; }
+ if (highlight_pipeline_layout_) { wgpuPipelineLayoutRelease(highlight_pipeline_layout_); highlight_pipeline_layout_ = nullptr; }
+ if (highlight_bgl_) { wgpuBindGroupLayoutRelease(highlight_bgl_); highlight_bgl_ = nullptr; }
+ if (highlight_uniform_buffer_) { wgpuBufferRelease(highlight_uniform_buffer_); highlight_uniform_buffer_ = nullptr; }
+ if (highlight_vertex_buffer_) { wgpuBufferRelease(highlight_vertex_buffer_); highlight_vertex_buffer_ = nullptr; }
+ highlight_vertex_capacity_ = 0;
+ highlight_vertex_count_ = 0;
+ highlight_color_[0] = highlight_color_[1] = highlight_color_[2] = highlight_color_[3] = 0.0f;
+
// Labels + HUD
releaseLabelTextures();
if (label_sampler_) { wgpuSamplerRelease(label_sampler_); label_sampler_ = nullptr; }
@@ -1695,6 +1730,169 @@ void WgpuOverlayRenderer::encodeOverlayPoints(WGPURenderPassEncoder pass,
wgpuRenderPassEncoderDraw(pass, overlay_point_vertex_count_, 1, 0, 0);
}
+// -----------------------------------------------------------------------------
+// Highlight triangles (translucent world-space triangle list)
+// -----------------------------------------------------------------------------
+
+bool WgpuOverlayRenderer::buildHighlightTriangles() {
+ {
+ WGPUBufferDescriptor bdesc = {};
+ bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
+ bdesc.size = 256; // grows in setHighlightTriangles
+ bdesc.label = svFromCStr("ifcviewer-wgpu.highlight_vbo");
+ highlight_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
+ highlight_vertex_capacity_ = 256;
+ }
+ {
+ // WGSL HiUniforms: mat4(64) + vec4(16) = 80 B; struct rounds up
+ // to 16-multiple = 80 B already. Allocate 256 for slack.
+ WGPUBufferDescriptor bdesc = {};
+ bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
+ bdesc.size = 256;
+ bdesc.label = svFromCStr("ifcviewer-wgpu.highlight_uniforms");
+ highlight_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
+ }
+ {
+ WGPUBindGroupLayoutEntry entry = {};
+ entry.binding = 0;
+ entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ entry.buffer.type = WGPUBufferBindingType_Uniform;
+ entry.buffer.minBindingSize = 80;
+ WGPUBindGroupLayoutDescriptor bgl_desc = {};
+ bgl_desc.entryCount = 1;
+ bgl_desc.entries = &entry;
+ bgl_desc.label = svFromCStr("ifcviewer-wgpu.highlight_bgl");
+ highlight_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
+ }
+ {
+ WGPUPipelineLayoutDescriptor pl_desc = {};
+ pl_desc.bindGroupLayoutCount = 1;
+ pl_desc.bindGroupLayouts = &highlight_bgl_;
+ pl_desc.label = svFromCStr("ifcviewer-wgpu.highlight_pipeline_layout");
+ highlight_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
+ }
+ {
+ WGPUBindGroupEntry entry = {};
+ entry.binding = 0;
+ entry.buffer = highlight_uniform_buffer_;
+ entry.offset = 0;
+ entry.size = 80;
+ WGPUBindGroupDescriptor bg_desc = {};
+ bg_desc.layout = highlight_bgl_;
+ bg_desc.entryCount = 1;
+ bg_desc.entries = &entry;
+ bg_desc.label = svFromCStr("ifcviewer-wgpu.highlight_bind_group");
+ highlight_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
+ }
+ {
+ WGPUShaderSourceWGSL wgsl_src = {};
+ wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
+ wgsl_src.code = svFromCStr(HIGHLIGHT_TRIANGLES_WGSL);
+ WGPUShaderModuleDescriptor sm_desc = {};
+ sm_desc.nextInChain = &wgsl_src.chain;
+ sm_desc.label = svFromCStr("ifcviewer-wgpu.highlight_wgsl");
+ highlight_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
+ }
+
+ WGPUVertexAttribute attribs[1] = {};
+ attribs[0].format = WGPUVertexFormat_Float32x3;
+ attribs[0].offset = 0;
+ attribs[0].shaderLocation = 0;
+ WGPUVertexBufferLayout vbl = {};
+ vbl.arrayStride = 12;
+ vbl.stepMode = WGPUVertexStepMode_Vertex;
+ vbl.attributeCount = 1;
+ vbl.attributes = attribs;
+
+ WGPUBlendState blend = {};
+ blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+ blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend.color.operation = WGPUBlendOperation_Add;
+ blend.alpha.srcFactor = WGPUBlendFactor_One;
+ blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend.alpha.operation = WGPUBlendOperation_Add;
+
+ WGPUColorTargetState ct = {};
+ ct.format = surface_format_;
+ ct.blend = &blend;
+ ct.writeMask = WGPUColorWriteMask_All;
+
+ WGPUFragmentState frag = {};
+ frag.module = highlight_shader_module_;
+ frag.entryPoint = svFromCStr("fs_main");
+ frag.targetCount = 1;
+ frag.targets = &ct;
+
+ // Depth-tested but no depth-write — patches sit behind closer
+ // geometry but later overlays (axis gizmo, labels) still draw over.
+ WGPUDepthStencilState depth = {};
+ depth.format = WGPUTextureFormat_Depth32Float;
+ depth.depthWriteEnabled = WGPUOptionalBool_False;
+ depth.depthCompare = WGPUCompareFunction_LessEqual;
+ depth.stencilFront.compare = WGPUCompareFunction_Always;
+ depth.stencilBack.compare = WGPUCompareFunction_Always;
+
+ WGPURenderPipelineDescriptor rp_desc = {};
+ rp_desc.layout = highlight_pipeline_layout_;
+ rp_desc.label = svFromCStr("ifcviewer-wgpu.highlight_pipeline");
+ rp_desc.vertex.module = highlight_shader_module_;
+ rp_desc.vertex.entryPoint = svFromCStr("vs_main");
+ rp_desc.vertex.bufferCount = 1;
+ rp_desc.vertex.buffers = &vbl;
+ rp_desc.fragment = &frag;
+ rp_desc.depthStencil = &depth;
+ rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ rp_desc.primitive.cullMode = WGPUCullMode_None;
+ rp_desc.multisample.count = uint32_t(sample_count_);
+ rp_desc.multisample.mask = 0xFFFFFFFFu;
+ highlight_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
+ return highlight_pipeline_ != nullptr;
+}
+
+void WgpuOverlayRenderer::setHighlightTriangles(
+ const std::vector& world_xyz,
+ float r, float g, float b, float a) {
+ highlight_color_[0] = r;
+ highlight_color_[1] = g;
+ highlight_color_[2] = b;
+ highlight_color_[3] = a;
+ const size_t n_floats = world_xyz.size();
+ if (n_floats < 9 || (n_floats % 9) != 0 || a <= 0.0f) {
+ highlight_vertex_count_ = 0;
+ return;
+ }
+ const uint64_t bytes = uint64_t(n_floats) * sizeof(float);
+ if (bytes > highlight_vertex_capacity_) {
+ const uint64_t new_cap = bytes + bytes / 2;
+ if (highlight_vertex_buffer_) wgpuBufferRelease(highlight_vertex_buffer_);
+ WGPUBufferDescriptor bdesc = {};
+ bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
+ bdesc.size = new_cap;
+ bdesc.label = svFromCStr("ifcviewer-wgpu.highlight_vbo");
+ highlight_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
+ highlight_vertex_capacity_ = new_cap;
+ }
+ wgpuQueueWriteBuffer(queue_, highlight_vertex_buffer_, 0,
+ world_xyz.data(), size_t(bytes));
+ highlight_vertex_count_ = uint32_t(n_floats / 3);
+}
+
+void WgpuOverlayRenderer::encodeHighlightTriangles(WGPURenderPassEncoder pass,
+ const WgpuOverlayFrame& f) {
+ if (!highlight_pipeline_ || highlight_vertex_count_ == 0) return;
+ // Pack mat4 + vec4 into the slot. mat4 is column-major 16 floats.
+ uint8_t slot[80] = {};
+ std::memcpy(slot, f.view_proj.constData(), 16 * sizeof(float));
+ std::memcpy(slot + 64, highlight_color_, 4 * sizeof(float));
+ wgpuQueueWriteBuffer(queue_, highlight_uniform_buffer_, 0, slot, sizeof(slot));
+
+ wgpuRenderPassEncoderSetPipeline(pass, highlight_pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, highlight_bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderSetVertexBuffer(pass, 0, highlight_vertex_buffer_,
+ 0, WGPU_WHOLE_SIZE);
+ wgpuRenderPassEncoderDraw(pass, highlight_vertex_count_, 1, 0, 0);
+}
+
// -----------------------------------------------------------------------------
// Labels + HUD text (textured quads, content-cached)
// -----------------------------------------------------------------------------
diff --git a/src/ifcviewer-wgpu/WgpuOverlayRenderer.h b/src/ifcviewer-wgpu/WgpuOverlayRenderer.h
index a7212f13e5..9ce116db42 100644
--- a/src/ifcviewer-wgpu/WgpuOverlayRenderer.h
+++ b/src/ifcviewer-wgpu/WgpuOverlayRenderer.h
@@ -97,6 +97,18 @@ public:
const WgpuOverlayFrame& f,
const std::vector& planes);
+ // Replace the highlight-triangle list. `world_xyz` is 3 floats per
+ // vertex, 3 vertices per triangle, in world space (post-composed-
+ // transform). Empty disables the overlay. Color is RGBA in [0, 1] —
+ // alpha < 1 gives the translucent patch shading the Area tool uses.
+ // Drawn inside the main MSAA pass so depth-test hides patches
+ // behind closer geometry; depth-write stays off so later overlays
+ // can still draw over the highlight.
+ void setHighlightTriangles(const std::vector& world_xyz,
+ float r, float g, float b, float a);
+ void encodeHighlightTriangles(WGPURenderPassEncoder pass,
+ const WgpuOverlayFrame& f);
+
// One stylistic group of world-space line segments. Mirrors GL
// OverlayRenderer::LineGroup so callers can target either backend
// with one struct.
@@ -193,6 +205,7 @@ private:
bool buildMarquee();
bool buildOverlayLines();
bool buildOverlayPoints();
+ bool buildHighlightTriangles();
bool buildLabels();
// Rasterise a single string at `font_pt` with dark-grey padded
@@ -290,6 +303,21 @@ private:
WGPUBindGroup overlay_point_bind_group_ = nullptr;
uint32_t overlay_point_vertex_count_ = 0;
+ // ---- Highlight triangles (translucent world-space triangle list) ----
+ // One pipeline + one uniform buffer (view_proj + RGBA tint). Vertex
+ // buffer grows on demand to fit the current set; empty set ⇒ encode
+ // is a no-op.
+ WGPUShaderModule highlight_shader_module_ = nullptr;
+ WGPUBindGroupLayout highlight_bgl_ = nullptr;
+ WGPUPipelineLayout highlight_pipeline_layout_ = nullptr;
+ WGPURenderPipeline highlight_pipeline_ = nullptr;
+ WGPUBuffer highlight_vertex_buffer_ = nullptr;
+ uint64_t highlight_vertex_capacity_ = 0;
+ WGPUBuffer highlight_uniform_buffer_ = nullptr;
+ WGPUBindGroup highlight_bind_group_ = nullptr;
+ uint32_t highlight_vertex_count_ = 0;
+ float highlight_color_[4] = {0, 0, 0, 0};
+
// ---- Labels + HUD text (textured quads, cached by content) ----
// One QPainter-rasterised QImage per unique text string, uploaded as
// an RGBA8 texture and re-used across frames. Per-frame work is
diff --git a/src/ifcviewer-wgpu/WgpuViewportWindow.cpp b/src/ifcviewer-wgpu/WgpuViewportWindow.cpp
index 7d7949faec..570ce028c7 100644
--- a/src/ifcviewer-wgpu/WgpuViewportWindow.cpp
+++ b/src/ifcviewer-wgpu/WgpuViewportWindow.cpp
@@ -18,6 +18,7 @@
********************************************************************************/
#include "WgpuViewportWindow.h"
+#include "WgpuAreaMeasurement.h"
#include "WgpuStreamingLoader.h"
#include
@@ -94,9 +95,13 @@ static QVector3D orbitEye(const float target[3], float dist,
// Forward declaration — defined alongside the Volume tool. Called from
// both applyCachedModel (full load) and applyStreamedChunk (per-chunk
// fill in streaming mode) so the same quantised-bytes path runs in both.
+// Also writes the dequantised positions + index copy into `out_tris`
+// so the Area tool's CPU shadow is built in the same pass — the loop
+// already touches every vertex, so the marginal cost is one memcpy.
static double computeMeshLocalVolumeQuantised(
const MeshInfo& mesh,
- const uint8_t* vbase, const uint32_t* ibase, uint32_t n_indices);
+ const uint8_t* vbase, const uint32_t* ibase, uint32_t n_indices,
+ WgpuModelGpuData::MeshTriangles* out_tris);
// -----------------------------------------------------------------------------
// Small helpers
@@ -938,10 +943,11 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
m.instances = std::move(metadata.meta.instances);
// Streaming defers per-mesh vertex data until the owning chunk is
- // loaded, so mesh-local volumes can't be precomputed here. Volume
- // tool returns 0 for unloaded meshes; once we add lazy per-chunk
- // volume computation this assign() becomes the seed.
+ // loaded, so mesh-local volumes + the Area-tool CPU shadow can't
+ // be precomputed here. Both fill in per-chunk inside
+ // applyStreamedChunk as the bytes arrive.
m.mesh_local_volumes.assign(m.meshes.size(), 0.0);
+ m.mesh_triangles_cache.assign(m.meshes.size(), WgpuModelGpuData::MeshTriangles{});
// object_id → instance index lookup. Volume tool reads it on every
// selection mutation; per-pick latency stays O(K) instead of O(K*N).
@@ -1304,11 +1310,12 @@ void WgpuViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
m.meshes = std::move(data.meshes);
m.instances = std::move(data.instances);
- // Mesh-local volumes (m³). Computed once per mesh by signed-tetrahedra-
- // from-origin over the LOD0 triangles; the Volume measurement tool
- // later just multiplies by |det(placement_3x3)| per instance. Helper
- // works on raw quantised bytes so the streaming path can reuse it.
+ // Mesh-local volumes (m³) + CPU mesh shadow for the Area tool.
+ // Both come from the same dequant pass per mesh — see
+ // computeMeshLocalVolumeQuantised. Helper works on raw quantised
+ // bytes so the streaming path can reuse it.
m.mesh_local_volumes.assign(m.meshes.size(), 0.0);
+ m.mesh_triangles_cache.assign(m.meshes.size(), WgpuModelGpuData::MeshTriangles{});
for (size_t mi = 0; mi < m.meshes.size(); ++mi) {
const MeshInfo& mesh = m.meshes[mi];
if (mesh.vertex_count == 0 || mesh.index_count < 3) continue;
@@ -1316,7 +1323,7 @@ void WgpuViewportWindow::applyCachedModel(uint32_t model_id, SidecarData data) {
const uint32_t* ibase = data.indices.data()
+ (mesh.ebo_byte_offset / sizeof(uint32_t));
m.mesh_local_volumes[mi] = computeMeshLocalVolumeQuantised(
- mesh, vbase, ibase, mesh.index_count);
+ mesh, vbase, ibase, mesh.index_count, &m.mesh_triangles_cache[mi]);
}
// object_id → instance index lookup. Volume tool reads it on every
@@ -2904,6 +2911,89 @@ void WgpuViewportWindow::setHudText(const QString& text) {
if (isExposed()) requestUpdate();
}
+void WgpuViewportWindow::setHighlightTriangles(const std::vector& world_xyz,
+ float r, float g, float b, float a) {
+ overlays_.setHighlightTriangles(world_xyz, r, g, b, a);
+ if (isExposed()) requestUpdate();
+}
+
+bool WgpuViewportWindow::readbackMeshTriangles(uint32_t model_id, uint32_t mesh_id,
+ MeshTriangles& out) const {
+ auto mit = models_gpu_.find(model_id);
+ if (mit == models_gpu_.end()) return false;
+ const WgpuModelGpuData& m = mit->second;
+ if (mesh_id >= m.mesh_triangles_cache.size()) return false;
+ const auto& src = m.mesh_triangles_cache[mesh_id];
+ if (src.indices.empty() || src.positions.empty()) return false;
+ // Copy out — callers iterate freely without worrying about lifetime
+ // (streaming may evict a chunk and rebuild the shadow on next load).
+ out = src;
+ return true;
+}
+
+bool WgpuViewportWindow::pickMeshLocalAt(int x, int y, MeshLocalPick& out) {
+ uint32_t obj_id = 0;
+ QVector3D world_pos, world_normal;
+ if (!pickSurfaceAt(x, y, obj_id, world_pos, world_normal)) return false;
+
+ // O(1) instance lookup via object_id_to_instance — see also the
+ // Volume tool. composed_transform is the float `inst.transform`,
+ // already the per-frame world placement.
+ //
+ // Use the OUTER mid (the live map key) rather than inst.model_id —
+ // the InstanceCpu's model_id field is whatever the GL streamer
+ // wrote at sidecar-write time, which is stale across sessions and
+ // doesn't match the current load's globally-rebased model id.
+ for (const auto& [mid, m] : models_gpu_) {
+ auto it = m.object_id_to_instance.find(obj_id);
+ if (it == m.object_id_to_instance.end()) continue;
+ const InstanceCpu& inst = m.instances[it->second];
+
+ QMatrix4x4 T(inst.transform[0], inst.transform[4], inst.transform[8], inst.transform[12],
+ inst.transform[1], inst.transform[5], inst.transform[9], inst.transform[13],
+ inst.transform[2], inst.transform[6], inst.transform[10], inst.transform[14],
+ inst.transform[3], inst.transform[7], inst.transform[11], inst.transform[15]);
+ bool ok = false;
+ const QMatrix4x4 Ti = T.inverted(&ok);
+ if (!ok) return false;
+ const QVector4D mp = Ti * QVector4D(world_pos.x(), world_pos.y(), world_pos.z(), 1.0f);
+
+ if (inst.mesh_id >= m.meshes.size()) return false;
+
+ out.object_id = obj_id;
+ out.model_id = mid;
+ out.mesh_id = inst.mesh_id;
+ out.mesh_local[0] = mp.x();
+ out.mesh_local[1] = mp.y();
+ out.mesh_local[2] = mp.z();
+ out.world_pos [0] = world_pos.x();
+ out.world_pos [1] = world_pos.y();
+ out.world_pos [2] = world_pos.z();
+ out.world_normal[0] = world_normal.x();
+ out.world_normal[1] = world_normal.y();
+ out.world_normal[2] = world_normal.z();
+ std::memcpy(out.composed_transform, inst.transform,
+ sizeof(out.composed_transform));
+ return true;
+ }
+ return false;
+}
+
+void WgpuViewportWindow::onAreaPick(int x_phys, int y_phys, bool alt) {
+ if (!area_tool_) return;
+ area_tool_->onPick(*this, x_phys, y_phys, alt);
+ updateAreaHud();
+}
+
+void WgpuViewportWindow::updateAreaHud() {
+ if (tool_mode_ != ToolMode::Area || !area_tool_) return;
+ overlays_.setHudText(
+ QStringLiteral("Area: %1 m² (%2 tris)")
+ .arg(area_tool_->totalArea(), 0, 'f', 4)
+ .arg(area_tool_->triangleCount()));
+ if (isExposed()) requestUpdate();
+}
+
// |det(upper-left 3×3)| of a column-major 4×4 placement. Picks up
// mapped-item scale / mirror so a uniformly-scaled clone of a 1 m³ mesh
// reports its actual volume.
@@ -2923,9 +3013,14 @@ static double det3OfPlacement(const double M[16]) {
// from-origin → |sum|/6 so winding doesn't matter. Same algorithm as
// Bonsai's meshLocalVolume; takes the dequant step from
// INSTANCED_VERTEX_STRIDE_BYTES layout.
+//
+// When `out_tris` is non-null, dequantised positions + the LOD0 index
+// copy are written into it for the Area tool's CPU shadow. Avoids a
+// second pass over every vertex.
static double computeMeshLocalVolumeQuantised(
const MeshInfo& mesh,
- const uint8_t* vbase, const uint32_t* ibase, uint32_t n_indices) {
+ const uint8_t* vbase, const uint32_t* ibase, uint32_t n_indices,
+ WgpuModelGpuData::MeshTriangles* out_tris) {
if (n_indices < 3 || vbase == nullptr || ibase == nullptr) return 0.0;
const float ax = mesh.local_aabb_min[0];
const float ay = mesh.local_aabb_min[1];
@@ -2934,26 +3029,43 @@ static double computeMeshLocalVolumeQuantised(
const float ey = mesh.local_aabb_max[1] - ay;
const float ez = mesh.local_aabb_max[2] - az;
const float inv_q = 1.0f / 65535.0f;
- auto dequant = [&](uint32_t vi, double out[3]) {
- const uint8_t* v = vbase + size_t(vi) * INSTANCED_VERTEX_STRIDE_BYTES;
+
+ // Eager-dequant every vertex once into a stack-allocated scratch
+ // (small per-mesh — bounded by mesh.vertex_count, typically tens
+ // to thousands). The Area shadow needs the same floats, so writing
+ // to scratch + memcpying out is cheaper than dequantising twice.
+ std::vector positions;
+ positions.resize(size_t(mesh.vertex_count) * 3);
+ for (uint32_t v = 0; v < mesh.vertex_count; ++v) {
+ const uint8_t* p = vbase + size_t(v) * INSTANCED_VERTEX_STRIDE_BYTES;
uint16_t qx, qy, qz;
- std::memcpy(&qx, v + 0, 2);
- std::memcpy(&qy, v + 2, 2);
- std::memcpy(&qz, v + 4, 2);
- out[0] = double(ax + float(qx) * inv_q * ex);
- out[1] = double(ay + float(qy) * inv_q * ey);
- out[2] = double(az + float(qz) * inv_q * ez);
- };
+ std::memcpy(&qx, p + 0, 2);
+ std::memcpy(&qy, p + 2, 2);
+ std::memcpy(&qz, p + 4, 2);
+ positions[3 * v + 0] = ax + float(qx) * inv_q * ex;
+ positions[3 * v + 1] = ay + float(qy) * inv_q * ey;
+ positions[3 * v + 2] = az + float(qz) * inv_q * ez;
+ }
+
double sum = 0.0;
for (uint32_t i = 0; i + 2 < n_indices; i += 3) {
- double p0[3], p1[3], p2[3];
- dequant(ibase[i + 0], p0);
- dequant(ibase[i + 1], p1);
- dequant(ibase[i + 2], p2);
- const double cx = p1[1] * p2[2] - p1[2] * p2[1];
- const double cy = p1[2] * p2[0] - p1[0] * p2[2];
- const double cz = p1[0] * p2[1] - p1[1] * p2[0];
- sum += p0[0] * cx + p0[1] * cy + p0[2] * cz;
+ const uint32_t i0 = ibase[i + 0];
+ const uint32_t i1 = ibase[i + 1];
+ const uint32_t i2 = ibase[i + 2];
+ if (i0 >= mesh.vertex_count || i1 >= mesh.vertex_count
+ || i2 >= mesh.vertex_count) continue;
+ const float* p0 = &positions[3 * i0];
+ const float* p1 = &positions[3 * i1];
+ const float* p2 = &positions[3 * i2];
+ const double cx = double(p1[1]) * p2[2] - double(p1[2]) * p2[1];
+ const double cy = double(p1[2]) * p2[0] - double(p1[0]) * p2[2];
+ const double cz = double(p1[0]) * p2[1] - double(p1[1]) * p2[0];
+ sum += double(p0[0]) * cx + double(p0[1]) * cy + double(p0[2]) * cz;
+ }
+
+ if (out_tris) {
+ out_tris->positions = std::move(positions);
+ out_tris->indices.assign(ibase, ibase + n_indices);
}
return std::abs(sum) / 6.0;
}
@@ -2961,19 +3073,27 @@ static double computeMeshLocalVolumeQuantised(
void WgpuViewportWindow::setToolMode(ToolMode m) {
if (tool_mode_ == m) return;
tool_mode_ = m;
+ // Always tear down the previous tool's overlay artefacts before
+ // switching — easier than per-from-state branching, and the new
+ // tool re-primes whatever it owns on its first update.
+ if (area_tool_) area_tool_->clear(*this);
+ overlays_.setHudText(QString());
+ overlays_.setOverlayLabels({});
+ overlays_.setHighlightTriangles({}, 0, 0, 0, 0);
+
switch (tool_mode_) {
case ToolMode::NoTool:
- // Drop any HUD/labels the previous tool left behind. We don't
- // own the GL backend's per-tool clear callbacks, so the tool's
- // own state lives in the overlay renderer.
- overlays_.setHudText(QString());
- overlays_.setOverlayLabels({});
qInfo() << "[wgpu measure] tool off";
break;
case ToolMode::Volume:
qInfo() << "[wgpu measure] volume tool — pick / marquee objects, Esc to exit";
updateVolumeReadout();
break;
+ case ToolMode::Area:
+ if (!area_tool_) area_tool_ = std::make_unique();
+ qInfo() << "[wgpu measure] area tool — LMB pick coplanar patch, Alt+LMB single tri, click again to remove, Esc exits";
+ overlays_.setHudText(QStringLiteral("Area: 0.0000 m² (0 tris)"));
+ break;
}
if (isExposed()) requestUpdate();
}
@@ -4185,6 +4305,12 @@ void WgpuViewportWindow::render() {
// active clip plane cuts. Drawn inside the main MSAA pass.
overlays_.encodeSectionGizmos(pass, overlay_frame, section_planes_);
+ // Highlight triangles (Area-tool patch shading). Drawn inside the
+ // main MSAA pass so depth-test correctly hides patches behind closer
+ // geometry; depth-write off so the corner gizmo / labels still render
+ // on top.
+ overlays_.encodeHighlightTriangles(pass, overlay_frame);
+
// Pivot indicator. Encoded inside the main MSAA pass after geometry so
// depth interaction is correct — the indicator vanishes behind closer
// surfaces. Visibility is driven by orbit/wheel UI handlers.
@@ -5166,8 +5292,13 @@ bool WgpuViewportWindow::applyStreamedChunk(
+ size_t(mesh.vertex_count) * INSTANCED_VERTEX_STRIDE_BYTES;
if (v_end > vbytes.size()) continue;
if (i_off + mesh.index_count > idx.size()) continue;
+ WgpuModelGpuData::MeshTriangles* tris =
+ (mi < m.mesh_triangles_cache.size())
+ ? &m.mesh_triangles_cache[mi]
+ : nullptr;
m.mesh_local_volumes[mi] = computeMeshLocalVolumeQuantised(
- mesh, vbytes.data() + v_off, idx.data() + i_off, mesh.index_count);
+ mesh, vbytes.data() + v_off, idx.data() + i_off, mesh.index_count,
+ tris);
filled_volume = true;
}
}
@@ -6238,6 +6369,7 @@ void WgpuViewportWindow::mousePressEvent(QMouseEvent* event) {
setPivotIndicatorVisible(true);
} else if (event->button() == Qt::LeftButton
&& !section_tool_active_
+ && tool_mode_ != ToolMode::Area
&& nav_drag_kind_ == NavDrag::Inactive) {
// Arm marquee box-select. Plain / Shift / Ctrl LMB without a tool
// intercepting the click; if the cursor never moves past the
@@ -6332,6 +6464,22 @@ void WgpuViewportWindow::mouseReleaseEvent(QMouseEvent* event) {
return;
}
+ // Area tool: plain LMB resolves to (instance, triangle) and
+ // accumulates the coplanar patch; Alt+LMB skips BFS for a
+ // single-triangle accumulate. Re-clicking inside a previously
+ // accumulated patch removes it. Shift/Ctrl fall through to
+ // selection so the user can still manage selection state.
+ if (tool_mode_ == ToolMode::Area
+ && (event->modifiers() == Qt::NoModifier
+ || event->modifiers() == Qt::AltModifier)) {
+ const bool alt = (event->modifiers() & Qt::AltModifier) != 0;
+ onAreaPick(px, py, alt);
+ nav_active_button_ = Qt::NoButton;
+ nav_drag_kind_ = NavDrag::Inactive;
+ setPivotIndicatorVisible(false);
+ return;
+ }
+
const uint32_t id = pickObjectAt(px, py);
const auto mods = event->modifiers();
if (id == 0) {
@@ -6643,13 +6791,19 @@ void WgpuViewportWindow::keyPressEvent(QKeyEvent* event) {
}
}
- // Measurement tools. V toggles Volume; Esc exits whichever tool is
- // active. Mirrors GL ViewportWindow + Bonsai's bind_shortcut(V).
+ // Measurement tools. V toggles Volume, A toggles Area; Esc exits
+ // whichever tool is active. Mirrors GL ViewportWindow + Bonsai's
+ // bind_shortcut(V) / bind_shortcut(A).
if (key == Qt::Key_V && mods == Qt::NoModifier && !event->isAutoRepeat()) {
setToolMode(tool_mode_ == ToolMode::Volume ? ToolMode::NoTool
: ToolMode::Volume);
return;
}
+ if (key == Qt::Key_A && mods == Qt::NoModifier && !event->isAutoRepeat()) {
+ setToolMode(tool_mode_ == ToolMode::Area ? ToolMode::NoTool
+ : ToolMode::Area);
+ return;
+ }
if (tool_mode_ != ToolMode::NoTool && key == Qt::Key_Escape
&& !event->isAutoRepeat()) {
setToolMode(ToolMode::NoTool);
diff --git a/src/ifcviewer-wgpu/WgpuViewportWindow.h b/src/ifcviewer-wgpu/WgpuViewportWindow.h
index 1ad08fbcef..900ce9cf1d 100644
--- a/src/ifcviewer-wgpu/WgpuViewportWindow.h
+++ b/src/ifcviewer-wgpu/WgpuViewportWindow.h
@@ -34,6 +34,7 @@
#include
#include
#include
+#include
#include
#include
@@ -282,6 +283,7 @@ private:
void clearSectionPlanes();
int sectionPlaneCount() const { return int(section_planes_.size()); }
+public:
// Overlay primitives. Mirror GL ViewportWindow so the Measurement +
// dimension tools can target either backend through one API.
// Empty inputs clears the corresponding set.
@@ -294,14 +296,44 @@ private:
float stroke_extra);
void setOverlayLabels(const std::vector& labels);
void setHudText(const QString& text);
+ // Translucent world-space triangle overlay (Area-tool patch shading).
+ // Empty list disables; color is RGBA in [0, 1].
+ void setHighlightTriangles(const std::vector& world_xyz,
+ float r, float g, float b, float a);
+
+ // CPU mesh shadow: positions (3 floats/vert, mesh-local) + indices
+ // (LOD0). Populated at applyCachedModel / applyStreamedChunk —
+ // returns false if the mesh isn't loaded yet (streaming) or the
+ // (model_id, mesh_id) pair doesn't resolve. Matches the GL
+ // ViewportWindow::MeshTriangles + readbackMeshTriangles shape so
+ // the measure tools port verbatim.
+ using MeshTriangles = WgpuModelGpuData::MeshTriangles;
+ bool readbackMeshTriangles(uint32_t model_id, uint32_t mesh_id,
+ MeshTriangles& out) const;
+
+ // Pick + resolve to mesh-local space. Runs pickSurfaceAt to get the
+ // world-space hit, then inverts the instance's composed transform
+ // to express the hit in the mesh's own coordinates — what
+ // readbackMeshTriangles returns. Returns false on miss.
+ struct MeshLocalPick {
+ uint32_t object_id = 0;
+ uint32_t model_id = 0;
+ uint32_t mesh_id = 0;
+ float mesh_local [3] = {0, 0, 0};
+ float world_pos [3] = {0, 0, 0};
+ float world_normal[3] = {0, 0, 0};
+ float composed_transform[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
+ };
+ bool pickMeshLocalAt(int x, int y, MeshLocalPick& out);
// Measurement tools. Mirrors GL ViewportWindow::ToolMode. Volume is
- // the first ported tool — selection-driven (LMB pick / marquee /
- // Shift/Ctrl set ops drive the readout), no clicks-to-place. V
- // toggles, Esc exits.
+ // selection-driven (LMB / marquee). Area is click-to-accumulate:
+ // each LMB picks a triangle and either adds or removes its
+ // coplanar patch via BFS over shared edges; Alt+LMB skips the BFS.
+ // V/A toggle, Esc exits.
// NoTool (not None) because X11/X.h #define's None as 0L; including
// it transitively via Qt's xcb back-end breaks any enum named None.
- enum class ToolMode { NoTool, Volume };
+ enum class ToolMode { NoTool, Volume, Area };
ToolMode toolMode() const { return tool_mode_; }
void setToolMode(ToolMode m);
@@ -311,6 +343,7 @@ private:
// value means winding is ignored. Volumes are precomputed at
// applyCachedModel — this call is just lookups + multiplies.
double volumeOfObjects(const std::vector& object_ids) const;
+private:
// Per-object variant. Used by the Volume tool to drive both the
// total HUD and the per-object overlay labels at AABB centres.
std::vector>
@@ -499,6 +532,13 @@ private:
// after entering Volume mode this primes the overlay.
void updateVolumeReadout();
+ // Area tool state lives in WgpuAreaMeasurement (header below). The
+ // viewport owns it for the session and routes LMB picks in Area
+ // mode through onAreaPick.
+ std::unique_ptr area_tool_;
+ void onAreaPick(int x_phys, int y_phys, bool alt);
+ void updateAreaHud();
+
// Pick pass (stage 4). Single-sample R32UInt target + depth, vertex-
// pulled from the same visible_draws / instances buffers as the main
// pass — pick fragment outputs the instance's object_id. The pick