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ifcviewer: move render pipelines into ViewportCore (#84-b)
Move the 15 pipeline + bind-group-layout + shader-module handles
that buildPipelines / buildEdgePipeline / buildPickPipeline write to.
Same pattern as #84-a: storage lives in ViewportCore, ViewportWindow
keeps reference aliases so existing builder-method bodies don't
have to acquire a `core_.` prefix at every touch point.
Moved fields:
Main render group:
main_shader_module_, frame_bgl_ (group 0), model_bgl_ (group 1),
pipeline_layout_, main_pipeline_, main_pipeline_transparent_
HiZ occlusion-cull group:
hiz_shader_module_, hiz_bgl_, hiz_pipeline_layout_, hiz_pipeline_
Edge silhouette group:
edge_shader_module_, edge_bgl_, edge_pipeline_layout_, edge_pipeline_
Pick pass:
pick_pipeline_ (reuses pipeline_layout_ — same set of bindings)
ViewportWindow's constructor binds 16 new alias references after
the 7 lifecycle ones from #84-a; member-init order matches
declaration order so core_ is constructed before any alias binds.
Builds: desktop / bonsai / web all green. Tests 100/100.
This commit is contained in:
@@ -69,6 +69,39 @@ private:
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WGPUSurface surface_ = nullptr;
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WGPUTextureFormat surface_format_ = WGPUTextureFormat_Undefined;
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bool surface_configured_ = false;
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// ---- Pipelines + bind-group layouts (built once after init) -------------
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//
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// Main render pipeline group: one shader module + two bind group
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// layouts (frame uniforms at group=0, per-model storages at
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// group=1) feeding both the opaque-pass pipeline and the
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// transparent-pass variant. The transparent pipeline shares the
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// shader and layout; it differs only in depthWriteEnabled=False
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// and the SrcAlpha / OneMinusSrcAlpha blend on the color target.
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WGPUShaderModule main_shader_module_ = nullptr;
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WGPUBindGroupLayout frame_bgl_ = nullptr; // group 0
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WGPUBindGroupLayout model_bgl_ = nullptr; // group 1
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WGPUPipelineLayout pipeline_layout_ = nullptr;
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WGPURenderPipeline main_pipeline_ = nullptr;
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WGPURenderPipeline main_pipeline_transparent_ = nullptr;
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// HiZ occlusion-cull pipeline group. Downsamples MSAA depth into a
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// mip pyramid; consumed by next-frame cull.
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WGPUShaderModule hiz_shader_module_ = nullptr;
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WGPUBindGroupLayout hiz_bgl_ = nullptr;
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WGPUPipelineLayout hiz_pipeline_layout_ = nullptr;
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WGPURenderPipeline hiz_pipeline_ = nullptr;
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// Edge-silhouette pipeline group. Drawn after the main pass; reads
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// the depth/normal attachments to emit dark outlines.
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WGPUShaderModule edge_shader_module_ = nullptr;
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WGPUBindGroupLayout edge_bgl_ = nullptr;
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WGPUPipelineLayout edge_pipeline_layout_ = nullptr;
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WGPURenderPipeline edge_pipeline_ = nullptr;
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// Pick pass. Reuses pipeline_layout_ — same set of bindings as the
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// main pass since the pick fragment also vertex-pulls instance data.
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WGPURenderPipeline pick_pipeline_ = nullptr;
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};
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#endif // VIEWPORTCORE_H
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@@ -618,7 +618,22 @@ ViewportWindow::ViewportWindow(QWindow* parent)
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queue_ (core_.queue_),
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surface_ (core_.surface_),
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surface_format_ (core_.surface_format_),
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surface_configured_(core_.surface_configured_) {
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surface_configured_(core_.surface_configured_),
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main_shader_module_ (core_.main_shader_module_),
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frame_bgl_ (core_.frame_bgl_),
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model_bgl_ (core_.model_bgl_),
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pipeline_layout_ (core_.pipeline_layout_),
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main_pipeline_ (core_.main_pipeline_),
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main_pipeline_transparent_(core_.main_pipeline_transparent_),
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hiz_shader_module_ (core_.hiz_shader_module_),
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hiz_bgl_ (core_.hiz_bgl_),
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hiz_pipeline_layout_ (core_.hiz_pipeline_layout_),
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hiz_pipeline_ (core_.hiz_pipeline_),
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edge_shader_module_ (core_.edge_shader_module_),
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edge_bgl_ (core_.edge_bgl_),
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edge_pipeline_layout_ (core_.edge_pipeline_layout_),
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edge_pipeline_ (core_.edge_pipeline_),
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pick_pipeline_(core_.pick_pipeline_) {
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// wgpu doesn't need a GL context; we just need a real native window
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// whose backing layer matches the GPU API wgpu will drive.
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//
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@@ -654,18 +654,16 @@ private:
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WGPUTextureFormat& surface_format_;
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bool& surface_configured_;
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// Render pipeline + bind group layouts (built once after init).
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WGPUShaderModule main_shader_module_ = nullptr;
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WGPUBindGroupLayout frame_bgl_ = nullptr; // group 0
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WGPUBindGroupLayout model_bgl_ = nullptr; // group 1
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WGPUPipelineLayout pipeline_layout_ = nullptr;
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WGPURenderPipeline main_pipeline_ = nullptr;
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// Transparent-pass pipeline. Same shader / layout / vertex-pulling as
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// main_pipeline_; differs only in depthWriteEnabled=False and a
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// SrcAlpha / OneMinusSrcAlpha blend on the color target. render()
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// does the opaque pass with main_pipeline_ first, then this one
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// over the transparent partition of each chunk's visible_draws.
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WGPURenderPipeline main_pipeline_transparent_ = nullptr;
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// Pipeline + bind-group-layout alias references — actual storage
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// lives in core_ (see ViewportCore.h). Each goes away as the
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// building method (buildPipelines / buildEdgePipeline /
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// buildPickPipeline) migrates into ViewportCore.
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WGPUShaderModule& main_shader_module_;
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WGPUBindGroupLayout& frame_bgl_; // group 0
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WGPUBindGroupLayout& model_bgl_; // group 1
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WGPUPipelineLayout& pipeline_layout_;
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WGPURenderPipeline& main_pipeline_;
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WGPURenderPipeline& main_pipeline_transparent_;
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// Per-frame uniform (view-proj + lighting), bound at group 0.
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WGPUBuffer frame_uniform_buffer_ = nullptr;
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@@ -712,10 +710,11 @@ private:
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// GL's HiZ default is 256 wide; we match. Height tracks viewport aspect.
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static constexpr uint32_t HIZ_BASE_W = 256;
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WGPUShaderModule hiz_shader_module_ = nullptr;
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WGPUBindGroupLayout hiz_bgl_ = nullptr;
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WGPUPipelineLayout hiz_pipeline_layout_ = nullptr;
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WGPURenderPipeline hiz_pipeline_ = nullptr;
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// HiZ pipeline aliases (storage in core_).
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WGPUShaderModule& hiz_shader_module_;
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WGPUBindGroupLayout& hiz_bgl_;
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WGPUPipelineLayout& hiz_pipeline_layout_;
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WGPURenderPipeline& hiz_pipeline_;
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WGPUBuffer hiz_uniform_buffer_ = nullptr;
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WGPUBindGroup hiz_bind_group_ = nullptr;
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@@ -736,10 +735,11 @@ private:
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// texture in a fullscreen pass, computes a depth Laplacian, blends
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// dark lines into the resolved surface colour. Matches GL's
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// renderEdgePass() visually.
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WGPUShaderModule edge_shader_module_ = nullptr;
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WGPUBindGroupLayout edge_bgl_ = nullptr;
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WGPUPipelineLayout edge_pipeline_layout_ = nullptr;
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WGPURenderPipeline edge_pipeline_ = nullptr;
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// Edge silhouette pipeline aliases (storage in core_).
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WGPUShaderModule& edge_shader_module_;
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WGPUBindGroupLayout& edge_bgl_;
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WGPUPipelineLayout& edge_pipeline_layout_;
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WGPURenderPipeline& edge_pipeline_;
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WGPUBindGroup edge_bind_group_ = nullptr;
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bool edges_enabled_ = true;
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@@ -783,7 +783,8 @@ private:
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// pass — pick fragment outputs the instance's object_id. The pick
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// pipeline reuses pipeline_layout_ because it needs the same set of
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// bindings (frame uniform at group=0, per-model storages at group=1).
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WGPURenderPipeline pick_pipeline_ = nullptr;
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// Pick pipeline alias (storage in core_).
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WGPURenderPipeline& pick_pipeline_;
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WGPUTexture pick_color_texture_ = nullptr;
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WGPUTextureView pick_color_view_ = nullptr;
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// Second pick MRT: RGBA16F packed world-space normal. Sampled by
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