ifcviewer: move camera + surface-geom state into ViewportCore (#84-g)

Move the camera/projection/clear-color fields that buildViewProj,
updateFrameUniforms, the cull screen-area projector, and the bonsai-
side cameraState/setCamera/viewAll surface depend on. Same alias
pattern; no method bodies move in this commit — the next one moves
the camera math methods now that all their state is in core.

State moved (12 fields):
  int   configured_w_, configured_h_
  float camera_target_[3], camera_distance_
  float camera_yaw_deg_, camera_pitch_deg_, camera_fov_y_deg_
  float camera_near_, camera_far_
  bool  projection_ortho_
  Eigen::Vector4f background_color_

ViewportWindow keeps reference aliases for each (including a proper
`float (&camera_target_)[3]` reference-to-array binding) so the
~150 call sites that touch camera state stay unchanged. Aliases
collapse when their owning methods migrate.

Builds: desktop / bonsai / web all green. Tests 100/100.
This commit is contained in:
Dion Moult
2026-06-05 14:24:49 +10:00
parent 8da0993457
commit a0db182d2b
3 changed files with 54 additions and 20 deletions
+30
View File
@@ -197,6 +197,36 @@ private:
// queued setter that runs before init becomes a no-op rather than
// crashing on a null device.
bool wgpu_initialized_ = false;
// ---- Surface geometry ----------------------------------------------------
//
// configured_w_/h_ track the device-pixel framebuffer size as last
// requested through host_->framebufferSize(). depth + MSAA attachments
// are sized against these.
int configured_w_ = 0;
int configured_h_ = 0;
// ---- Orbit / fly camera state -------------------------------------------
//
// Mirrors the GL viewport's defaults; the orbit math lives in
// buildViewProj (also in ViewportCore). BIM scenes are +Z up.
float camera_target_[3] = { 0.0f, 0.0f, 0.0f };
float camera_distance_ = 50.0f;
float camera_yaw_deg_ = 45.0f;
float camera_pitch_deg_ = 30.0f;
float camera_fov_y_deg_ = 45.0f;
float camera_near_ = 0.1f;
float camera_far_ = 10000.0f;
// Perspective by default; toggleProjection (P key) flips this. When
// true, buildViewProj uses an orthographic matrix sized by
// camera_distance_ × tan(fov/2) so toggling looks like a smooth
// swap rather than a jump in apparent size.
bool projection_ortho_ = false;
// RGBA in linear-space [0..1]. The render-pass clear value applies
// an sRGB-to-linear conversion on top so the on-screen colour
// matches the hex value passed via setBackgroundColor.
Eigen::Vector4f background_color_ = {0.125f, 0.137f, 0.161f, 1.0f};
};
#endif // VIEWPORTCORE_H
+12 -1
View File
@@ -608,7 +608,18 @@ ViewportWindow::ViewportWindow(QWindow* parent)
next_model_id_ (core_.next_model_id_),
next_object_id_ (core_.next_object_id_),
federated_false_origin_meters_(core_.federated_false_origin_meters_),
wgpu_initialized_(core_.wgpu_initialized_) {
wgpu_initialized_(core_.wgpu_initialized_),
configured_w_ (core_.configured_w_),
configured_h_ (core_.configured_h_),
camera_target_ (core_.camera_target_),
camera_distance_(core_.camera_distance_),
projection_ortho_(core_.projection_ortho_),
camera_yaw_deg_ (core_.camera_yaw_deg_),
camera_pitch_deg_(core_.camera_pitch_deg_),
camera_fov_y_deg_(core_.camera_fov_y_deg_),
camera_near_ (core_.camera_near_),
camera_far_ (core_.camera_far_),
background_color_(core_.background_color_) {
// wgpu doesn't need a GL context; we just need a real native window
// whose backing layer matches the GPU API wgpu will drive.
//
+12 -19
View File
@@ -635,8 +635,8 @@ private:
void recomposeAndUploadModel(uint32_t model_id);
bool& wgpu_initialized_;
int configured_w_ = 0;
int configured_h_ = 0;
int& configured_w_;
int& configured_h_;
// ---- wgpu lifecycle state aliases ----------------------------------
//
@@ -869,19 +869,12 @@ private:
// thread per model.
mutable std::atomic<int> hiz_trace_budget_{0};
// 0x20 / 0xff ≈ 0.125, 0x23 / 0xff ≈ 0.137, 0x29 / 0xff ≈ 0.161.
Eigen::Vector4f background_color_ = {0.125f, 0.137f, 0.161f, 1.0f};
Eigen::Vector4f& background_color_;
// Camera (orbit, right-handed Y-up world → wait, BIM is +Z up).
// Mirrors the GL viewport's defaults; mouse navigation lands later.
float camera_target_[3] = { 0.0f, 0.0f, 0.0f };
float camera_distance_ = 50.0f;
// Perspective by default; toggleProjection() (P key) flips this. When
// true, the per-frame projection builder uses an orthographic matrix
// sized by camera_distance_ × tan(fov/2) so toggling looks like a
// smooth swap rather than a jump in apparent size.
bool projection_ortho_ = false;
// Camera state aliases (storage in core_).
float (&camera_target_)[3];
float& camera_distance_;
bool& projection_ortho_;
// Fly / FPS-mode state. Mirrors GL ViewportWindow::CameraMode::Fps.
// While fps_mode_ is true: cursor is hidden, mouse-look uses raw
@@ -928,11 +921,11 @@ private:
// mouseMoveEvent so mid-drag modifier changes don't switch axes.
enum class NavDrag : uint8_t { Inactive, Orbit, Pan };
NavDrag nav_drag_kind_ = NavDrag::Inactive;
float camera_yaw_deg_ = 45.0f;
float camera_pitch_deg_ = 30.0f;
float camera_fov_y_deg_ = 45.0f;
float camera_near_ = 0.1f;
float camera_far_ = 10000.0f;
float& camera_yaw_deg_;
float& camera_pitch_deg_;
float& camera_fov_y_deg_;
float& camera_near_;
float& camera_far_;
// Contribution-cull thresholds. Still-frame uses min_pixel_radius_;
// when the camera changed since last frame, the bigger motion threshold