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https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-13 02:47:48 +00:00
viewport: wire up the backface-culling setting
The "Backface Culling" checkbox persisted a value and reflected it, but nothing consumed AppSettings::backfaceCulling — the opaque pipeline hardcoded cullMode = Back, so toggling had no effect. Build a second opaque pipeline (cullMode None) alongside the culled one and pick between them per-frame from a backface_culling_ flag; setBackfaceCulling flips the flag and requests a redraw (no rebuild). ViewportWindow forwards it, and MainWindow applies the persisted value at startup and re-applies on change — same wiring as the nav preset. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -479,6 +479,12 @@ void ViewportCore::setNavPreset(const char* name) {
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nav_bindings_ = { B::Middle, M::Plain, B::Middle, M::Shift, B::Left, M::Plain };
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}
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void ViewportCore::setBackfaceCulling(bool enabled) {
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if (backface_culling_ == enabled) return;
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backface_culling_ = enabled;
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host_->requestFrame();
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}
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bool ViewportCore::frameSelection() {
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if (selection_.count() == 0) return false;
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float lo[3] = { std::numeric_limits<float>::infinity(),
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@@ -1150,6 +1156,19 @@ bool ViewportCore::buildPipelines() {
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return false;
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}
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// ---- Backface-culling-off variant of the opaque pipeline -----------
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// The "Backface Culling" setting picks between this and main_pipeline_ at
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// draw time (opaque pass). Identical but cullMode None, so single-sided
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// IFC meshes show their back faces.
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WGPURenderPipelineDescriptor rp_desc_nc = rp_desc;
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rp_desc_nc.label = svFromCStr("ifcviewer-wgpu.main_pipeline_no_cull");
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rp_desc_nc.primitive.cullMode = WGPUCullMode_None;
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main_pipeline_no_cull_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc_nc);
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if (!main_pipeline_no_cull_) {
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Log::warn() << "wgpu main no-cull render pipeline creation failed";
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return false;
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}
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// ---- Transparent variant of the main pipeline ----------------------
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// Same shader, same layout, same vertex pulling, same depth test —
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// differs only in:
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@@ -1796,6 +1815,7 @@ void ViewportCore::shutdown() {
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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_pipeline_no_cull_) { wgpuRenderPipelineRelease(main_pipeline_no_cull_); main_pipeline_no_cull_ = nullptr; }
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if (main_pipeline_transparent_) { wgpuRenderPipelineRelease(main_pipeline_transparent_); main_pipeline_transparent_ = nullptr; }
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section_gizmo_.destroy();
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if (main_shader_module_) { wgpuShaderModuleRelease(main_shader_module_); main_shader_module_ = nullptr; }
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@@ -6400,9 +6420,10 @@ void ViewportCore::render() {
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(enc, &pass_desc);
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// Two-pass main render: opaque first, then transparent.
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if (main_pipeline_ && main_pipeline_transparent_
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if (main_pipeline_ && main_pipeline_no_cull_ && main_pipeline_transparent_
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&& frame_bind_group_ && !models_gpu_.empty()) {
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wgpuRenderPassEncoderSetPipeline(pass, main_pipeline_);
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wgpuRenderPassEncoderSetPipeline(pass,
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backface_culling_ ? main_pipeline_ : main_pipeline_no_cull_);
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wgpuRenderPassEncoderSetBindGroup(pass, 0, frame_bind_group_, 0, nullptr);
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for (const auto& [session_model_id, m] : models_gpu_) {
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