wgpu: area measurement tool (A hotkey, BFS coplanar patch + cyan highlight)

Ports Bonsai's AreaMeasurement onto WgpuViewportWindow as a new
WgpuAreaMeasurement class. Each LMB pick resolves to (instance,
triangle), BFS-expands the coplanar patch (dot(normal, seed_normal)
> 0.9999, ~0.81° tolerance), and toggles it in/out of the running set.
Alt+LMB skips BFS for single-triangle accumulate. Connected-components
sweep over the selected set produces one "X.XXXX m²" label per patch
at its area-weighted centroid in world space; HUD shows the running
total + triangle count.

Dependencies layered in:

- WgpuOverlayRenderer.setHighlightTriangles / encodeHighlightTriangles:
  translucent world-space triangle list (cyan @ 0.45 alpha), depth-
  tested but depth-write off so the corner gizmo + labels still sit
  on top.
- WgpuViewportWindow.pickMeshLocalAt: reuses pickSurfaceAt for the
  world hit, then inverts the instance's composed transform to express
  it in mesh-local space — what the BFS needs. Uses the live map key
  (`mid`) rather than InstanceCpu.model_id, which is whatever the GL
  streamer wrote at sidecar-write time and goes stale across sessions.
- WgpuViewportWindow.readbackMeshTriangles: CPU mesh shadow lookup.
  The shadow itself is populated during the same dequant pass that
  computes mesh-local volume — applyCachedModel for full loads and
  applyStreamedChunk for streaming, so the BFS has data the moment
  the user can pick it.

WgpuModelGpuData gains a MeshTriangles vector indexed by mesh_id;
doubles per-vertex CPU memory (12 B/vert) but skips wgpu mapAsync
plumbing for now. Bounds-check at pick time gracefully no-ops when a
stale sidecar field is out of range.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-31 22:12:26 +10:00
parent 0774398d4e
commit 8761f9ac46
7 changed files with 977 additions and 39 deletions
+198
View File
@@ -381,6 +381,28 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
}
)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<f32>,
color: vec4<f32>,
};
@group(0) @binding(0) var<uniform> u: HiUniforms;
@vertex
fn vs_main(@location(0) pos: vec3<f32>) -> @builtin(position) vec4<f32> {
return u.view_proj * vec4<f32>(pos, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
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<float>& 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)
// -----------------------------------------------------------------------------