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ifcviewer: move cullModelCpuCompute + cullModelCpuUpload into ViewportCore (#84-p)
CPU cull (frustum + contribution + LOD + opaque/transparent partition) and its companion GPU-upload step now live in ViewportCore. The HiZ occlusion test stays in VW — the pyramid + async readback machinery hasn't migrated yet — and is plumbed through a ViewportCore::HizOccludedFn callback the render path binds when HiZ is enabled-and-fresh. Null callback means "no occlusion test", which keeps the cull path host-agnostic. extractFrustumPlanes + aabbInFrustum moved up into CameraMath.h so both VW's render() (where the planes are extracted) and core's cull (where they're tested) can share without one #including the other. LOD-debug counters (lod1_dbg_count_, lod0_dbg_eligible_count_, lod0_dbg_no_lod1_count_, lod1_dbg_tris_saved_) moved to core too — they're written by cull and read/reset by VW's still-here per-frame [frame] heartbeat through reference aliases.
This commit is contained in:
@@ -82,4 +82,55 @@ inline bool tryInvert4f(const Eigen::Matrix4f& M, Eigen::Matrix4f& out) {
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return invertible;
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}
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// Frustum-plane extraction from a column-major view-projection matrix
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// (Qt convention: element [c*4 + r] is column c, row r). Plane format
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// is (a, b, c, d) with `a*x + b*y + c*z + d >= 0` meaning the point is
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// inside. The clip-space convention is WebGPU's z ∈ [0, 1] (near is
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// `r2`, not `r3 + r2`); matches the projection matrices produced by
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// the GL-clip → WebGPU z-remap further down the pipeline.
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inline void extractFrustumPlanes(const float vp[16], float planes[6][4]) {
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auto rowVec = [&](int row, float out[4]) {
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out[0] = vp[0 * 4 + row];
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out[1] = vp[1 * 4 + row];
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out[2] = vp[2 * 4 + row];
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out[3] = vp[3 * 4 + row];
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};
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auto normalize = [](float p[4]) {
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const float len = std::sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
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if (len > 0.0f) {
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const float inv = 1.0f / len;
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p[0] *= inv; p[1] *= inv; p[2] *= inv; p[3] *= inv;
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}
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};
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float r0[4], r1[4], r2[4], r3[4];
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rowVec(0, r0); rowVec(1, r1); rowVec(2, r2); rowVec(3, r3);
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// left, right, bottom, top, near (z >= 0), far
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for (int i = 0; i < 4; ++i) {
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planes[0][i] = r3[i] + r0[i];
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planes[1][i] = r3[i] - r0[i];
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planes[2][i] = r3[i] + r1[i];
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planes[3][i] = r3[i] - r1[i];
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planes[4][i] = r2[i];
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planes[5][i] = r3[i] - r2[i];
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}
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for (int p = 0; p < 6; ++p) normalize(planes[p]);
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}
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// Returns false iff the AABB is fully outside any one plane (early-
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// rejects trivially-invisible instances). May return true for boxes
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// that straddle the frustum — those still need to draw.
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inline bool aabbInFrustum(const float mn[3], const float mx[3],
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const float planes[6][4]) {
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for (int p = 0; p < 6; ++p) {
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const float a = planes[p][0], b = planes[p][1];
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const float c = planes[p][2], d = planes[p][3];
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// p-vertex: the AABB corner furthest along the plane normal.
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const float px = (a >= 0.0f) ? mx[0] : mn[0];
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const float py = (b >= 0.0f) ? mx[1] : mn[1];
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const float pz = (c >= 0.0f) ? mx[2] : mn[2];
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if (a * px + b * py + c * pz + d < 0.0f) return false;
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}
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return true;
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}
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#endif // CAMERAMATH_H
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@@ -2148,3 +2148,229 @@ void ViewportCore::driveStreamingLoads() {
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<< " max_load=" << max_load_count;
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}
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}
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// ===========================================================================
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// Cull (#84-p): cullModelCpuCompute + cullModelCpuUpload
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// ===========================================================================
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std::uint32_t ViewportCore::cullModelCpuCompute(
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ModelGpuData& m,
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const float planes[6][4],
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const float eye[3],
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const float forward[3],
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const float right[3],
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const float up[3],
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float focal_px,
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float min_radius_px,
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float lod1_threshold_px,
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const HizOccludedFn& hiz_occluded) const {
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std::uint32_t hiz_rejects = 0;
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if (m.instances.empty() || m.meshes.empty() || m.chunks.empty()) {
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return 0;
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}
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const bool contrib_enabled = (min_radius_px > 0.0f);
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const bool lod_enabled = (lod1_threshold_px > 0.0f);
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const bool hiz_active = static_cast<bool>(hiz_occluded);
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// Reset per-chunk scratch + counters at the start of each cull.
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for (auto& c : m.chunks) {
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c.visible_draws_scratch.clear();
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c.visible_draws_scratch_transparent.clear();
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c.transparent_per_draw_vertex_counts.clear();
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c.prefix_sums_scratch.clear();
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c.prefix_sums_scratch.push_back(0);
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c.total_visible_vertices = 0;
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c.total_visible_draws = 0;
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c.opaque_visible_vertices = 0;
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c.opaque_visible_draws = 0;
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c.frustum_visible_count = 0;
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c.current_priority = 0.0f;
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}
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// Per-chunk running vertex count for incremental prefix sums.
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std::vector<std::uint32_t> running_vertex_count(m.chunks.size(), 0);
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auto process_instance = [&](std::uint32_t i) {
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const auto& inst = m.instances[i];
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if (inst.mesh_id >= m.meshes.size()) return;
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if (visibility_.isHidden(inst.object_id)) return;
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// Per-instance frustum still needed: a partially-covered subtree
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// descended this far means *some* leaves are visible, but not
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// necessarily this one.
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if (!aabbInFrustum(inst.world_aabb_min, inst.world_aabb_max, planes)) return;
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const std::uint32_t chunk_idx = m.instance_chunk_idx[i];
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ModelGpuData::Chunk& c = m.chunks[chunk_idx];
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// Bump the chunk's frustum-only counter before contribution / HiZ
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// so the streaming loader sees a stable signal across frames.
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++c.frustum_visible_count;
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const MeshInfo& mesh = m.meshes[inst.mesh_id];
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// Two screen-space metrics: sphere-radius projection (cheap,
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// conservative — used for contribution + LOD pick) and AABB-
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// rectangle projection (tight — used for streaming priority).
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float projected_px = std::numeric_limits<float>::infinity();
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{
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const float cx = 0.5f * (inst.world_aabb_min[0] + inst.world_aabb_max[0]);
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const float cy = 0.5f * (inst.world_aabb_min[1] + inst.world_aabb_max[1]);
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const float cz = 0.5f * (inst.world_aabb_min[2] + inst.world_aabb_max[2]);
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const float ex = inst.world_aabb_max[0] - inst.world_aabb_min[0];
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const float ey = inst.world_aabb_max[1] - inst.world_aabb_min[1];
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const float ez = inst.world_aabb_max[2] - inst.world_aabb_min[2];
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const float radius_world = 0.5f * std::sqrt(ex*ex + ey*ey + ez*ez);
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const float view_z = forward[0] * (cx - eye[0])
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+ forward[1] * (cy - eye[1])
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+ forward[2] * (cz - eye[2]);
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if (view_z > 1e-3f) {
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projected_px = radius_world * focal_px / view_z;
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const float hex = 0.5f * ex;
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const float hey = 0.5f * ey;
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const float hez = 0.5f * ez;
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const float view_he_x = std::fabs(right[0]) * hex
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+ std::fabs(right[1]) * hey
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+ std::fabs(right[2]) * hez;
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const float view_he_y = std::fabs(up[0]) * hex
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+ std::fabs(up[1]) * hey
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+ std::fabs(up[2]) * hez;
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const float inv_z = focal_px / view_z;
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const float box_area_px2 = 4.0f
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* view_he_x * inv_z
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* view_he_y * inv_z;
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c.current_priority += box_area_px2;
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}
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}
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// Contribution cull before HiZ: HiZ is by far the most expensive
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// per-instance test, so letting cheap contribution drops happen
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// first cuts the HiZ-tested population by ~5× on real scenes.
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if (contrib_enabled && projected_px < min_radius_px) return;
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if (hiz_active
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&& hiz_occluded(inst.world_aabb_min, inst.world_aabb_max)) {
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++hiz_rejects;
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return;
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}
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const bool use_lod1 = lod_enabled
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&& mesh.lod1_index_count > 0
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&& projected_px < lod1_threshold_px;
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// Emit one VisibleDraw entry into the chunk that owns this
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// instance's vertex range.
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ModelGpuData::VisibleDrawGpu d;
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d.mesh_id = inst.mesh_id;
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d.instance_idx = i;
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d.ebo_first_u32 = use_lod1 ? m.instance_lod1_first_u32[i]
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: m.instance_ebo_first_u32[i];
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d.base_vertex = m.instance_base_vertex[i];
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const std::uint32_t entry_vert_count = use_lod1 ? mesh.lod1_index_count
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: mesh.index_count;
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// Opaque-vs-transparent classifier. Routes the draw into the
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// chunk's opaque half or its transparent half. X-ray cap forces
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// every instance into the transparent pass so the blend stage
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// fires; otherwise a non-zero color_override_rgba8's alpha byte
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// (or the mesh's baked has-alpha flag) decides.
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const bool xray_active = (xray_alpha_cap_ < 1.0f);
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const bool override_active = (inst.color_override_rgba8 != 0u);
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const bool is_transparent = xray_active
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? true
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: (override_active
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? (((inst.color_override_rgba8 >> 24) & 0xFFu) < 255u)
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: (inst.mesh_id < m.mesh_has_alpha.size()
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&& m.mesh_has_alpha[inst.mesh_id] != 0));
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if (is_transparent) {
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c.visible_draws_scratch_transparent.push_back(d);
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c.transparent_per_draw_vertex_counts.push_back(entry_vert_count);
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} else {
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c.visible_draws_scratch.push_back(d);
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running_vertex_count[chunk_idx] += entry_vert_count;
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c.prefix_sums_scratch.push_back(running_vertex_count[chunk_idx]);
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}
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if (use_lod1) {
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++lod1_dbg_count_;
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lod1_dbg_tris_saved_ += (mesh.index_count > mesh.lod1_index_count
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? (mesh.index_count - mesh.lod1_index_count) / 3
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: 0);
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} else if (mesh.lod1_index_count > 0) {
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++lod0_dbg_eligible_count_;
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} else {
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++lod0_dbg_no_lod1_count_;
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}
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};
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// Chunk-driven walk: frustum-test each chunk's AABB once, skip
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// every instance inside when the chunk is off-screen. With spatial
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// chunk planning this rejects most instances without ever touching
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// them individually — a strict superset of the previous BVH walk's
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// win, with zero traversal overhead.
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for (auto& c : m.chunks) {
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if (c.instance_ids.empty()) continue;
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if (!aabbInFrustum(c.aabb_min, c.aabb_max, planes)) continue;
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for (std::uint32_t i : c.instance_ids) process_instance(i);
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}
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for (std::size_t ci = 0; ci < m.chunks.size(); ++ci) {
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auto& c = m.chunks[ci];
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// Snapshot opaque-half before appending transparents.
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c.opaque_visible_draws = std::uint32_t(c.visible_draws_scratch.size());
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c.opaque_visible_vertices = running_vertex_count[ci];
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// Concatenate transparent entries onto the opaque half and
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// continue the prefix-sum sequence. The fragment-pipeline split
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// lives in render(): opaque-pass draws [0, opaque_visible_vertices),
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// transparent-pass draws [opaque_visible_vertices, total_visible_vertices).
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for (std::size_t k = 0; k < c.visible_draws_scratch_transparent.size(); ++k) {
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c.visible_draws_scratch.push_back(
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c.visible_draws_scratch_transparent[k]);
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running_vertex_count[ci] += c.transparent_per_draw_vertex_counts[k];
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c.prefix_sums_scratch.push_back(running_vertex_count[ci]);
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}
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c.total_visible_draws = std::uint32_t(c.visible_draws_scratch.size());
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c.total_visible_vertices = running_vertex_count[ci];
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}
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return hiz_rejects;
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}
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void ViewportCore::cullModelCpuUpload(ModelGpuData& m) {
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for (auto& c : m.chunks) {
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if (!c.visible_draws_buffer || !c.prefix_sums_buffer || !c.per_chunk_uniform) continue;
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if (c.total_visible_draws == 0) {
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// Render() will skip this chunk; still zero the uniform so
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// any accidental dispatch sees 0 work.
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const std::uint32_t um[4] = { 0, 0, 0, 0 };
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wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
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continue;
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}
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wgpuQueueWriteBuffer(queue_, c.visible_draws_buffer, 0,
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c.visible_draws_scratch.data(),
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c.visible_draws_scratch.size()
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* sizeof(ModelGpuData::VisibleDrawGpu));
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wgpuQueueWriteBuffer(queue_, c.prefix_sums_buffer, 0,
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c.prefix_sums_scratch.data(),
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c.prefix_sums_scratch.size() * sizeof(std::uint32_t));
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// per_chunk_uniform layout (vec4<u32> u_model in the shader):
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// [0] total_visible_draws (opaque + transparent)
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// [1] total_visible_vertices (sum across the partition)
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// [2] opaque_visible_vertices (firstVertex for transparent pass)
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// [3] opaque_visible_draws (reserved for a future GPU-side filter)
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const std::uint32_t um[4] = {
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c.total_visible_draws,
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c.total_visible_vertices,
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c.opaque_visible_vertices,
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c.opaque_visible_draws,
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};
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wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
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}
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}
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@@ -300,6 +300,51 @@ public:
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// residency is still settling so the render loop keeps ticking.
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void driveStreamingLoads();
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// ---- Cull (#84-p) -----------------------------------------------------
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//
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// Per-instance occlusion test, supplied by the caller. Wired by
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// ViewportWindow to its HiZ pyramid (still VW-side) — when the
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// function is null, occlusion is implicitly "miss" and only
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// frustum + contribution culling apply.
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using HizOccludedFn = std::function<bool(const float mn[3], const float mx[3])>;
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// Walk every instance in `m`, frustum-test, contribution-test, and
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// (when `hiz_occluded` is non-null) HiZ-test. Populates each
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// chunk's visible_draws_scratch + prefix_sums_scratch with the
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// partition the render pass will issue. Returns the number of
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// instances HiZ rejected so render() can aggregate the counter.
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// `const` because cull doesn't touch wgpu state — pure CPU work
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// over ModelGpuData scratch fields.
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std::uint32_t cullModelCpuCompute(
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ModelGpuData& m,
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const float planes[6][4],
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const float eye[3],
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const float forward[3],
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const float right[3],
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const float up[3],
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float focal_px,
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float min_radius_px,
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float lod1_threshold_px,
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const HizOccludedFn& hiz_occluded) const;
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// Upload the per-chunk visible-draw + prefix-sum partitions + the
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// per-chunk uniform (counts + the opaque/transparent split point)
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// for every chunk in `m`. Called once per visible model after
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// cullModelCpuCompute fills the scratch.
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void cullModelCpuUpload(ModelGpuData& m);
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// ---- Per-frame cull-cycle debug counters -----------------------------
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//
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// Tally how often the LOD1 pick triggered, how many triangles it
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// saved, and how many instances either had no LOD1 to pick or sat
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// above the threshold. Reset at the end of every render() cycle by
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// the bench / frame-stats path in VW. Mutable so cullModelCpuCompute
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// can stay const for the rest of its data flow.
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mutable std::uint32_t lod1_dbg_count_ = 0;
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mutable std::uint32_t lod0_dbg_eligible_count_ = 0;
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mutable std::uint32_t lod0_dbg_no_lod1_count_ = 0;
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mutable std::uint64_t lod1_dbg_tris_saved_ = 0;
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private:
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bool probeAndCreatePool();
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@@ -280,7 +280,11 @@ ViewportWindow::ViewportWindow(QWindow* parent)
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streaming_drained_this_frame_ (core_.streaming_drained_this_frame_),
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streaming_blocked_oom_this_frame_(core_.streaming_blocked_oom_this_frame_),
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streaming_debug_ (core_.streaming_debug_),
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pending_screenshot_path_(core_.pending_screenshot_path_) {
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pending_screenshot_path_(core_.pending_screenshot_path_),
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lod1_dbg_count_ (core_.lod1_dbg_count_),
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lod0_dbg_eligible_count_(core_.lod0_dbg_eligible_count_),
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lod0_dbg_no_lod1_count_ (core_.lod0_dbg_no_lod1_count_),
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lod1_dbg_tris_saved_ (core_.lod1_dbg_tris_saved_) {
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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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@@ -1458,60 +1462,8 @@ void ViewportWindow::configureSurface(int width_px, int height_px) {
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// VP is column-major float[16] (Qt convention): element [c*4 + r] is column
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// c, row r. row(i) = (vp[0*4+i], vp[1*4+i], vp[2*4+i], vp[3*4+i]).
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static inline void rowVec(const float vp[16], int row, float out[4]) {
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out[0] = vp[0 * 4 + row];
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out[1] = vp[1 * 4 + row];
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out[2] = vp[2 * 4 + row];
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out[3] = vp[3 * 4 + row];
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}
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||||
|
||||
static inline void planeNormalize(float p[4]) {
|
||||
const float len = std::sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
|
||||
if (len > 0.0f) {
|
||||
const float inv = 1.0f / len;
|
||||
p[0] *= inv; p[1] *= inv; p[2] *= inv; p[3] *= inv;
|
||||
}
|
||||
}
|
||||
|
||||
static void extractFrustumPlanes(const float vp[16], float planes[6][4]) {
|
||||
float r0[4], r1[4], r2[4], r3[4];
|
||||
rowVec(vp, 0, r0);
|
||||
rowVec(vp, 1, r1);
|
||||
rowVec(vp, 2, r2);
|
||||
rowVec(vp, 3, r3);
|
||||
|
||||
// left = r3 + r0
|
||||
// right = r3 - r0
|
||||
// bottom = r3 + r1
|
||||
// top = r3 - r1
|
||||
// near = r2 (WebGPU clip z >= 0)
|
||||
// far = r3 - r2
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
planes[0][i] = r3[i] + r0[i];
|
||||
planes[1][i] = r3[i] - r0[i];
|
||||
planes[2][i] = r3[i] + r1[i];
|
||||
planes[3][i] = r3[i] - r1[i];
|
||||
planes[4][i] = r2[i];
|
||||
planes[5][i] = r3[i] - r2[i];
|
||||
}
|
||||
for (int p = 0; p < 6; ++p) planeNormalize(planes[p]);
|
||||
}
|
||||
|
||||
// Returns false iff the AABB is fully outside any one plane (early-rejects
|
||||
// trivially-invisible instances). May return true for boxes that straddle
|
||||
// the frustum — that's fine, those still need to draw.
|
||||
static bool aabbInFrustum(const float mn[3], const float mx[3],
|
||||
const float planes[6][4]) {
|
||||
for (int p = 0; p < 6; ++p) {
|
||||
const float a = planes[p][0], b = planes[p][1], c = planes[p][2], d = planes[p][3];
|
||||
// p-vertex: the AABB corner furthest along the plane normal.
|
||||
const float px = (a >= 0.0f) ? mx[0] : mn[0];
|
||||
const float py = (b >= 0.0f) ? mx[1] : mn[1];
|
||||
const float pz = (c >= 0.0f) ? mx[2] : mn[2];
|
||||
if (a * px + b * py + c * pz + d < 0.0f) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
// extractFrustumPlanes + aabbInFrustum moved to CameraMath.h so
|
||||
// both VW and ViewportCore can share without one #including the other.
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// HiZ occlusion culling — depth resolve + downsample + readback + mip pyramid
|
||||
@@ -3565,290 +3517,9 @@ void ViewportWindow::setBenchmarkFrames(int frames) {
|
||||
if (isExposed() && bench_total_ > 0) requestUpdate();
|
||||
}
|
||||
|
||||
uint32_t ViewportWindow::cullModelCpuCompute(ModelGpuData& m,
|
||||
const float planes[6][4],
|
||||
const float eye[3],
|
||||
const float forward[3],
|
||||
const float right[3],
|
||||
const float up[3],
|
||||
float focal_px,
|
||||
float min_radius_px,
|
||||
float lod1_threshold_px,
|
||||
bool hiz_enabled) const {
|
||||
uint32_t hiz_rejects = 0;
|
||||
// cullModelCpuCompute moved to ViewportCore (#84-p).
|
||||
|
||||
if (m.instances.empty() || m.meshes.empty() || m.chunks.empty()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
const bool contrib_enabled = (min_radius_px > 0.0f);
|
||||
const bool lod_enabled = (lod1_threshold_px > 0.0f);
|
||||
|
||||
// Reset per-chunk scratch + counters at the start of each cull.
|
||||
for (auto& c : m.chunks) {
|
||||
c.visible_draws_scratch.clear();
|
||||
c.visible_draws_scratch_transparent.clear();
|
||||
c.transparent_per_draw_vertex_counts.clear();
|
||||
c.prefix_sums_scratch.clear();
|
||||
c.prefix_sums_scratch.push_back(0);
|
||||
c.total_visible_vertices = 0;
|
||||
c.total_visible_draws = 0;
|
||||
c.opaque_visible_vertices = 0;
|
||||
c.opaque_visible_draws = 0;
|
||||
c.frustum_visible_count = 0;
|
||||
c.current_priority = 0.0f;
|
||||
}
|
||||
|
||||
// Per-chunk running vertex count (used to populate that chunk's prefix
|
||||
// sums incrementally). Kept on the stack to avoid heap churn for small
|
||||
// chunk counts.
|
||||
std::vector<uint32_t> running_vertex_count(m.chunks.size(), 0);
|
||||
|
||||
// Per-instance work as a lambda — same logic regardless of how we
|
||||
// reached the instance (BVH walk leaf vs. flat linear scan). Keeps the
|
||||
// BVH path single-pass (no scratch buffer / no second iteration).
|
||||
auto process_instance = [&](uint32_t i) {
|
||||
const auto& inst = m.instances[i];
|
||||
if (inst.mesh_id >= m.meshes.size()) return;
|
||||
if (visibility_.isHidden(inst.object_id)) return;
|
||||
// Per-instance frustum still needed: a partially-covered subtree
|
||||
// descended this far means *some* leaves are visible, but not
|
||||
// necessarily this one.
|
||||
if (!aabbInFrustum(inst.world_aabb_min, inst.world_aabb_max, planes)) return;
|
||||
|
||||
const uint32_t chunk_idx = m.instance_chunk_idx[i];
|
||||
ModelGpuData::Chunk& c = m.chunks[chunk_idx];
|
||||
|
||||
// Bump the chunk's frustum-only counter before contribution / HiZ.
|
||||
// Stable across frames when the camera doesn't move, so the
|
||||
// streaming loader doesn't thrash on HiZ visibility flicker.
|
||||
++c.frustum_visible_count;
|
||||
|
||||
const MeshInfo& mesh = m.meshes[inst.mesh_id];
|
||||
|
||||
// Two screen-space metrics computed per instance:
|
||||
//
|
||||
// projected_px — sphere-radius projection. Cheap, conservative
|
||||
// (over-estimates). Used by the contribution
|
||||
// gate (`projected_px < min_radius_px`) and
|
||||
// LOD pick. Conservative-over is the right
|
||||
// failure mode there: we'd rather draw a tiny
|
||||
// sub-pixel sliver than wrongly skip it.
|
||||
// box_area_px2 — AABB-rectangle projection. Tight. Used only
|
||||
// by the streaming priority accumulator. BIM
|
||||
// geometry is thin-in-one-axis (slabs, pipes,
|
||||
// columns, windows); a sphere bounding a flat
|
||||
// ocean plane over-states screen footprint by
|
||||
// 100×+ when viewed edge-on, which made occluded
|
||||
// far geometry steal residency from close,
|
||||
// visible structural elements (e.g. bracing).
|
||||
//
|
||||
// We accumulate BEFORE contribution / HiZ rejection because
|
||||
// streaming asks "do we want this chunk's bytes resident", not
|
||||
// "do we draw it this frame".
|
||||
float projected_px = std::numeric_limits<float>::infinity();
|
||||
{
|
||||
const float cx = 0.5f * (inst.world_aabb_min[0] + inst.world_aabb_max[0]);
|
||||
const float cy = 0.5f * (inst.world_aabb_min[1] + inst.world_aabb_max[1]);
|
||||
const float cz = 0.5f * (inst.world_aabb_min[2] + inst.world_aabb_max[2]);
|
||||
const float ex = inst.world_aabb_max[0] - inst.world_aabb_min[0];
|
||||
const float ey = inst.world_aabb_max[1] - inst.world_aabb_min[1];
|
||||
const float ez = inst.world_aabb_max[2] - inst.world_aabb_min[2];
|
||||
const float radius_world = 0.5f * std::sqrt(ex*ex + ey*ey + ez*ez);
|
||||
const float view_z = forward[0] * (cx - eye[0])
|
||||
+ forward[1] * (cy - eye[1])
|
||||
+ forward[2] * (cz - eye[2]);
|
||||
if (view_z > 1e-3f) {
|
||||
projected_px = radius_world * focal_px / view_z;
|
||||
|
||||
// World-AABB half-extents projected onto camera right/up.
|
||||
// Each |basis · world_axis| term is the contribution of
|
||||
// that world axis to that screen axis (e.g. a horizontal
|
||||
// ocean plane's Z extent collapses to ~0 in screen-x when
|
||||
// viewed edge-on).
|
||||
const float hex = 0.5f * ex;
|
||||
const float hey = 0.5f * ey;
|
||||
const float hez = 0.5f * ez;
|
||||
const float view_he_x = std::fabs(right[0]) * hex
|
||||
+ std::fabs(right[1]) * hey
|
||||
+ std::fabs(right[2]) * hez;
|
||||
const float view_he_y = std::fabs(up[0]) * hex
|
||||
+ std::fabs(up[1]) * hey
|
||||
+ std::fabs(up[2]) * hez;
|
||||
const float inv_z = focal_px / view_z;
|
||||
const float box_area_px2 = 4.0f
|
||||
* view_he_x * inv_z
|
||||
* view_he_y * inv_z;
|
||||
c.current_priority += box_area_px2;
|
||||
}
|
||||
}
|
||||
|
||||
// Contribution cull before HiZ: HiZ is by far the most expensive
|
||||
// per-instance test (8-corner projection + mip pyramid sample), so
|
||||
// letting cheap contribution drops happen first cuts the HiZ-tested
|
||||
// population by ~5× on real scenes.
|
||||
if (contrib_enabled && projected_px < min_radius_px) return;
|
||||
|
||||
if (hiz_enabled
|
||||
&& aabbOccludedByHiz(inst.world_aabb_min, inst.world_aabb_max)) {
|
||||
++hiz_rejects;
|
||||
return;
|
||||
}
|
||||
|
||||
const bool use_lod1 = lod_enabled
|
||||
&& mesh.lod1_index_count > 0
|
||||
&& projected_px < lod1_threshold_px;
|
||||
|
||||
// Emit one VisibleDraw entry into the chunk that owns this
|
||||
// instance's vertex range. base_vertex AND ebo_first_u32 are both
|
||||
// CHUNK-LOCAL — the chunk's bind group points at its own
|
||||
// vertex_storage and index_buffer slices so the shader indexes
|
||||
// them directly. When use_lod1, ebo_first_u32 routes into the LOD1
|
||||
// section of the chunk's index slice (which is packed after the
|
||||
// LOD0 section at chunk-build time); the shader is oblivious to
|
||||
// the LOD split. (chunk_idx and c were resolved at the top of
|
||||
// process_instance so the priority accumulator could reach the
|
||||
// chunk before contribution / HiZ rejected this instance.)
|
||||
ModelGpuData::VisibleDrawGpu d;
|
||||
d.mesh_id = inst.mesh_id;
|
||||
d.instance_idx = i;
|
||||
d.ebo_first_u32 = use_lod1 ? m.instance_lod1_first_u32[i]
|
||||
: m.instance_ebo_first_u32[i];
|
||||
d.base_vertex = m.instance_base_vertex[i];
|
||||
|
||||
const uint32_t entry_vert_count = use_lod1 ? mesh.lod1_index_count
|
||||
: mesh.index_count;
|
||||
|
||||
// Opaque-vs-transparent classifier. Routes the draw into the
|
||||
// chunk's opaque half (visible_draws_scratch) or its transparent
|
||||
// half (visible_draws_scratch_transparent). Two cases:
|
||||
// * Instance has a non-zero color_override_rgba8 (selection
|
||||
// tint, X-ray override, …) — read its alpha byte directly.
|
||||
// The sentinel 0 means "use baked vertex color".
|
||||
// * Otherwise consult the mesh's has-alpha flag, populated at
|
||||
// chunk-arrival time by sampling vertex 0's alpha byte. False
|
||||
// while the mesh's vertex chunk hasn't arrived yet, so brand
|
||||
// new instances of transparent meshes are briefly drawn in
|
||||
// the opaque pass — corrects on the next cull tick.
|
||||
const bool xray_active = (xray_alpha_cap_ < 1.0f);
|
||||
const bool override_active = (inst.color_override_rgba8 != 0u);
|
||||
const bool is_transparent = xray_active
|
||||
? true // X-ray forces every instance into the transparent
|
||||
// pass so the fragment's alpha clamp (xray_alpha_cap)
|
||||
// actually goes through the blend stage.
|
||||
: (override_active
|
||||
? (((inst.color_override_rgba8 >> 24) & 0xFFu) < 255u)
|
||||
: (inst.mesh_id < m.mesh_has_alpha.size()
|
||||
&& m.mesh_has_alpha[inst.mesh_id] != 0));
|
||||
|
||||
if (is_transparent) {
|
||||
// Defer prefix-sum bookkeeping for transparent entries; they
|
||||
// get appended (and their cumulative vertex counts continued)
|
||||
// in the post-walk concat step. The vertex count for this
|
||||
// entry is stashed alongside so we don't recompute use_lod1
|
||||
// there.
|
||||
c.visible_draws_scratch_transparent.push_back(d);
|
||||
c.transparent_per_draw_vertex_counts.push_back(entry_vert_count);
|
||||
} else {
|
||||
c.visible_draws_scratch.push_back(d);
|
||||
running_vertex_count[chunk_idx] += entry_vert_count;
|
||||
c.prefix_sums_scratch.push_back(running_vertex_count[chunk_idx]);
|
||||
}
|
||||
if (use_lod1) {
|
||||
++lod1_dbg_count_;
|
||||
lod1_dbg_tris_saved_ += (mesh.index_count > mesh.lod1_index_count
|
||||
? (mesh.index_count - mesh.lod1_index_count) / 3
|
||||
: 0);
|
||||
} else if (mesh.lod1_index_count > 0) {
|
||||
++lod0_dbg_eligible_count_;
|
||||
} else {
|
||||
++lod0_dbg_no_lod1_count_;
|
||||
}
|
||||
};
|
||||
|
||||
// Chunk-driven walk: frustum-test each chunk's AABB once, and skip
|
||||
// every instance inside in one shot when the chunk is off-screen.
|
||||
// With spatial chunk planning (~hundreds of tight per-chunk AABBs
|
||||
// per scene) this rejects most instances without ever touching them
|
||||
// individually — a strict superset of the previous BVH walk's win,
|
||||
// because the chunk partition is already a one-level spatial BVH
|
||||
// with zero traversal overhead. The per-model BVH built at load
|
||||
// time is now unused by cull; it stays around as dead weight until
|
||||
// the cleanup pass removes it.
|
||||
for (auto& c : m.chunks) {
|
||||
if (c.instance_ids.empty()) continue;
|
||||
if (!aabbInFrustum(c.aabb_min, c.aabb_max, planes)) continue;
|
||||
for (uint32_t i : c.instance_ids) process_instance(i);
|
||||
}
|
||||
|
||||
for (size_t ci = 0; ci < m.chunks.size(); ++ci) {
|
||||
auto& c = m.chunks[ci];
|
||||
|
||||
// Snapshot the opaque-half size BEFORE appending transparent
|
||||
// entries — these are the draw_count + vertex_count for the
|
||||
// opaque-pass draw call.
|
||||
c.opaque_visible_draws = uint32_t(c.visible_draws_scratch.size());
|
||||
c.opaque_visible_vertices = running_vertex_count[ci];
|
||||
|
||||
// Concatenate transparent entries onto the opaque half and
|
||||
// continue the prefix-sum sequence. After this loop:
|
||||
// visible_draws_scratch = [opaque-N][transparent-M] (N+M total)
|
||||
// prefix_sums_scratch has N+M+1 entries (the +1 is the
|
||||
// implicit leading 0 added at reset)
|
||||
// total_visible_vertices = sum of every visible draw's count
|
||||
// total_visible_draws = N + M
|
||||
// The fragment-pipeline split lives in render() — opaque-pass
|
||||
// draws [0, opaque_visible_vertices), transparent-pass draws
|
||||
// [opaque_visible_vertices, total_visible_vertices) of the same
|
||||
// shared buffer.
|
||||
for (size_t k = 0; k < c.visible_draws_scratch_transparent.size(); ++k) {
|
||||
c.visible_draws_scratch.push_back(
|
||||
c.visible_draws_scratch_transparent[k]);
|
||||
running_vertex_count[ci] += c.transparent_per_draw_vertex_counts[k];
|
||||
c.prefix_sums_scratch.push_back(running_vertex_count[ci]);
|
||||
}
|
||||
c.total_visible_draws = uint32_t(c.visible_draws_scratch.size());
|
||||
c.total_visible_vertices = running_vertex_count[ci];
|
||||
}
|
||||
return hiz_rejects;
|
||||
}
|
||||
|
||||
void ViewportWindow::cullModelCpuUpload(ModelGpuData& m) {
|
||||
for (auto& c : m.chunks) {
|
||||
if (!c.visible_draws_buffer || !c.prefix_sums_buffer || !c.per_chunk_uniform) continue;
|
||||
|
||||
if (c.total_visible_draws == 0) {
|
||||
// Render() will skip this chunk; still zero the uniform so any
|
||||
// accidental dispatch sees 0 work.
|
||||
const uint32_t um[4] = { 0, 0, 0, 0 };
|
||||
wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
|
||||
continue;
|
||||
}
|
||||
|
||||
wgpuQueueWriteBuffer(queue_, c.visible_draws_buffer, 0,
|
||||
c.visible_draws_scratch.data(),
|
||||
c.visible_draws_scratch.size()
|
||||
* sizeof(ModelGpuData::VisibleDrawGpu));
|
||||
wgpuQueueWriteBuffer(queue_, c.prefix_sums_buffer, 0,
|
||||
c.prefix_sums_scratch.data(),
|
||||
c.prefix_sums_scratch.size() * sizeof(uint32_t));
|
||||
|
||||
// per_chunk_uniform layout (vec4<u32> in the shader's u_model):
|
||||
// [0] total_visible_draws (opaque + transparent)
|
||||
// [1] total_visible_vertices (sum across the partition)
|
||||
// [2] opaque_visible_vertices (firstVertex for transparent pass)
|
||||
// [3] opaque_visible_draws (currently CPU-only; reserved
|
||||
// for a future GPU-side filter
|
||||
// if we ever want it)
|
||||
const uint32_t um[4] = {
|
||||
c.total_visible_draws,
|
||||
c.total_visible_vertices,
|
||||
c.opaque_visible_vertices,
|
||||
c.opaque_visible_draws,
|
||||
};
|
||||
wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
|
||||
}
|
||||
}
|
||||
// cullModelCpuUpload moved to ViewportCore (#84-p).
|
||||
|
||||
void ViewportWindow::render() {
|
||||
// Time the whole render() body (cull + encode + present) for the
|
||||
@@ -4013,6 +3684,18 @@ void ViewportWindow::render() {
|
||||
hiz_trace_budget_.store(0, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
// HiZ occlusion callback. Null when HiZ is disabled or its VP is
|
||||
// stale; otherwise wraps aabbOccludedByHiz (still VW-side because
|
||||
// the HiZ pyramid + readback orchestration hasn't migrated yet).
|
||||
// The pyramid's reads are atomic-friendly, so the parallel cull
|
||||
// workers can share this callback safely.
|
||||
ViewportCore::HizOccludedFn hiz_occluded;
|
||||
if (hiz_for_this_frame) {
|
||||
hiz_occluded = [this](const float mn[3], const float mx[3]) {
|
||||
return aabbOccludedByHiz(mn, mx);
|
||||
};
|
||||
}
|
||||
|
||||
// Cull each model on its own worker thread. wgpu queue writes are
|
||||
// serialised on the main thread after the parallel compute joins —
|
||||
// wgpu-native doesn't guarantee thread-safety on queue ops.
|
||||
@@ -4025,12 +3708,12 @@ void ViewportWindow::render() {
|
||||
auto& m_ref = m;
|
||||
futures.emplace_back(mid, std::async(std::launch::async,
|
||||
[this, &m_ref, &planes, &eye_a, &fwd_a, &right_a, &up_a,
|
||||
focal_px, effective_min_px, hiz_for_this_frame]() {
|
||||
return cullModelCpuCompute(
|
||||
focal_px, effective_min_px, &hiz_occluded]() {
|
||||
return core_.cullModelCpuCompute(
|
||||
m_ref, planes, eye_a, fwd_a, right_a, up_a,
|
||||
focal_px,
|
||||
effective_min_px, lod1_pixel_threshold_,
|
||||
hiz_for_this_frame);
|
||||
hiz_occluded);
|
||||
}));
|
||||
}
|
||||
for (auto& [mid, fut] : futures) {
|
||||
@@ -4039,10 +3722,10 @@ void ViewportWindow::render() {
|
||||
} else {
|
||||
for (auto& [mid, m] : models_gpu_) {
|
||||
if (m.hidden) continue;
|
||||
hiz_reject_count_ += cullModelCpuCompute(
|
||||
hiz_reject_count_ += core_.cullModelCpuCompute(
|
||||
m, planes, eye_a, fwd_a, right_a, up_a, focal_px,
|
||||
effective_min_px, lod1_pixel_threshold_,
|
||||
hiz_for_this_frame);
|
||||
hiz_occluded);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4055,7 +3738,7 @@ void ViewportWindow::render() {
|
||||
upload_timer.start();
|
||||
for (auto& [mid, m] : models_gpu_) {
|
||||
if (m.hidden) continue;
|
||||
cullModelCpuUpload(m);
|
||||
core_.cullModelCpuUpload(m);
|
||||
for (const auto& c : m.chunks) {
|
||||
last_visible_objects_ += c.total_visible_draws;
|
||||
last_visible_triangles_ += c.total_visible_vertices / 3u;
|
||||
|
||||
@@ -571,20 +571,11 @@ private:
|
||||
// is overwhelmingly thin-in-one-axis (pipes, columns, slabs,
|
||||
// windows). Sphere projection is kept for contribution / LOD picks
|
||||
// because conservative-over is the right failure mode there.
|
||||
uint32_t cullModelCpuCompute(ModelGpuData& m,
|
||||
const float planes[6][4],
|
||||
const float eye[3],
|
||||
const float forward[3],
|
||||
const float right[3],
|
||||
const float up[3],
|
||||
float focal_px,
|
||||
float min_radius_px,
|
||||
float lod1_threshold_px,
|
||||
bool hiz_enabled) const;
|
||||
// Upload phase: wgpuQueueWriteBuffer for visible_draws / prefix_sums /
|
||||
// per-model uniform. Main-thread only (wgpu queue ops are not all
|
||||
// thread-safe).
|
||||
void cullModelCpuUpload(ModelGpuData& m);
|
||||
// cullModelCpuCompute / cullModelCpuUpload moved to ViewportCore
|
||||
// (#84-p). The render path calls core_.cullModelCpuCompute with a
|
||||
// ViewportCore::HizOccludedFn that wraps aabbOccludedByHiz when
|
||||
// HiZ is enabled (the pyramid + readback orchestration is still
|
||||
// here), or null otherwise.
|
||||
|
||||
// Compose one instance's `transform` (float[16] column-major) from
|
||||
// FederatedFalseOrigin · ModelTransformation · CoordinateOperation
|
||||
@@ -1079,14 +1070,13 @@ private:
|
||||
// Federation false-origin alias (storage in core_).
|
||||
Eigen::Matrix4d& federated_false_origin_meters_;
|
||||
|
||||
// Per-frame LOD selection counts, mutated from cullModelCpuCompute
|
||||
// and reset after the [frame] heartbeat prints them. Keeps an eye
|
||||
// on whether LOD1 is actually firing on real scenes — early-days
|
||||
// diagnostic while we trust the new code path.
|
||||
mutable uint32_t lod1_dbg_count_ = 0;
|
||||
mutable uint32_t lod0_dbg_eligible_count_ = 0;
|
||||
mutable uint32_t lod0_dbg_no_lod1_count_ = 0;
|
||||
mutable uint64_t lod1_dbg_tris_saved_ = 0;
|
||||
// Per-frame LOD selection counts (storage in core_, mutated from
|
||||
// core_.cullModelCpuCompute). The [frame] heartbeat in VW's render()
|
||||
// still reads + resets them.
|
||||
uint32_t& lod1_dbg_count_;
|
||||
uint32_t& lod0_dbg_eligible_count_;
|
||||
uint32_t& lod0_dbg_no_lod1_count_;
|
||||
uint64_t& lod1_dbg_tris_saved_;
|
||||
};
|
||||
|
||||
#endif // WGPUVIEWPORTWINDOW_H
|
||||
|
||||
Reference in New Issue
Block a user