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:
Dion Moult
2026-06-06 17:21:29 +10:00
parent d86a5af662
commit d92121a62d
5 changed files with 361 additions and 366 deletions
+51
View File
@@ -82,4 +82,55 @@ inline bool tryInvert4f(const Eigen::Matrix4f& M, Eigen::Matrix4f& out) {
return invertible;
}
// Frustum-plane extraction from a column-major view-projection matrix
// (Qt convention: element [c*4 + r] is column c, row r). Plane format
// is (a, b, c, d) with `a*x + b*y + c*z + d >= 0` meaning the point is
// inside. The clip-space convention is WebGPU's z ∈ [0, 1] (near is
// `r2`, not `r3 + r2`); matches the projection matrices produced by
// the GL-clip → WebGPU z-remap further down the pipeline.
inline void extractFrustumPlanes(const float vp[16], float planes[6][4]) {
auto rowVec = [&](int row, float out[4]) {
out[0] = vp[0 * 4 + row];
out[1] = vp[1 * 4 + row];
out[2] = vp[2 * 4 + row];
out[3] = vp[3 * 4 + row];
};
auto normalize = [](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;
}
};
float r0[4], r1[4], r2[4], r3[4];
rowVec(0, r0); rowVec(1, r1); rowVec(2, r2); rowVec(3, r3);
// left, right, bottom, top, near (z >= 0), far
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) normalize(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 — those still need to draw.
inline 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];
const float 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;
}
#endif // CAMERAMATH_H