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