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Two-sided lighting, rename misleading draw-count stat
Two bugs conflated as "weird colors": 1. Two-sided lighting. IFC placements often embed reflection matrices (mirrored families). Transforming a_normal by mat3(inst.transform) produces a normal pointing the wrong way on those instances, and max(n·L, 0) then clamps the surface to pure ambient — reads as dark / washed out. Use gl_FrontFacing to flip n in the fragment shader so both winding orientations shade correctly. The proper fix (ship an inverse-transpose normal matrix or a det-sign bit per instance) is still owed; that would unlock re-enabling GL_CULL_FACE for a big fragment- work win on closed solids. 2. Stats label "inst_draws" was counting indirect sub-draws, not actual GL draw calls — misleading since MDI collapses N sub- draws into one glMultiDrawElementsIndirect. Split into gl_draw_calls (real GL calls, = drawn-model count) and indirect_sub_draws (packed sub-commands). For a BIM model with 47k unique meshes at full view this now correctly reads "1 gl_draws (47092 sub)" rather than suggesting 47k driver dispatches. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -41,13 +41,15 @@ MainWindow::MainWindow(QWidget* parent)
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connect(viewport_, &ViewportWindow::frameStatsUpdated, this, [this](const ViewportWindow::FrameStats& s) {
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if (!stats_label_->isVisible()) return;
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stats_label_->setText(
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QString("%1 fps | %2 ms | %3/%4 obj | %5/%6 tri")
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QString("%1 fps | %2 ms | %3/%4 obj | %5/%6 tri | %7 gl_draws (%8 sub)")
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.arg(s.fps, 0, 'f', 1)
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.arg(s.frame_time_ms, 0, 'f', 1)
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.arg(s.visible_objects)
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.arg(s.total_objects)
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.arg(s.visible_triangles)
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.arg(s.total_triangles));
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.arg(s.total_triangles)
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.arg(s.gl_draw_calls)
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.arg(s.indirect_sub_draws));
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});
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connect(&AppSettings::instance(), &AppSettings::showStatsChanged, this, [this](bool show) {
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@@ -123,7 +123,13 @@ uniform vec3 u_light_dir;
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out vec4 frag_color;
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void main() {
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// Two-sided lighting: IFC placements frequently embed reflections
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// (mirrored families), which flip triangle winding and invert the
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// transformed normal. Taking abs(dot) — or equivalently flipping n
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// based on gl_FrontFacing — makes both sides shade correctly
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// regardless of winding / reflection state.
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vec3 n = normalize(v_normal);
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if (!gl_FrontFacing) n = -n;
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float ndotl = max(dot(n, u_light_dir), 0.0);
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float ambient = 0.25;
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float diffuse = 0.75 * ndotl;
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@@ -906,7 +912,8 @@ void ViewportWindow::render() {
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visible_triangles_ = 0;
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visible_objects_ = 0;
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instanced_draws_ = 0;
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gl_draw_calls_ = 0;
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indirect_sub_draws_ = 0;
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for (auto& [model_id, m] : models_gpu_) {
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if (m.hidden || !m.ssbo || m.ssbo_instance_count == 0) continue;
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@@ -926,7 +933,8 @@ void ViewportWindow::render() {
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visible_triangles_ += (cmd.count / 3) * cmd.instanceCount;
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visible_objects_ += cmd.instanceCount;
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}
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instanced_draws_ += m.indirect_command_count;
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indirect_sub_draws_ += m.indirect_command_count;
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++gl_draw_calls_;
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}
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gl_->glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
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@@ -964,16 +972,17 @@ void ViewportWindow::render() {
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stats.total_triangles = total_tri;
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stats.visible_triangles = visible_triangles_;
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stats.unique_meshes = total_meshes;
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stats.instanced_draws = instanced_draws_;
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stats.gl_draw_calls = gl_draw_calls_;
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stats.indirect_sub_draws = indirect_sub_draws_;
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emit frameStatsUpdated(stats);
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qDebug("[frame] %.1f fps %.2f ms obj %u/%u tri %u/%u "
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"meshes %u inst_draws %u "
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"meshes %u gl_draws %u sub_draws %u "
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"vram %.1f MB (vbo %.1f + ebo %.1f + ssbo %.1f) models %zu (%zu hidden)",
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last_fps_, 1000.0f / last_fps_,
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visible_objects_, total_obj,
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visible_triangles_, total_tri,
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total_meshes, instanced_draws_,
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total_meshes, gl_draw_calls_, indirect_sub_draws_,
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(total_vbo + total_ebo + total_ssbo) / (1024.0*1024.0),
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total_vbo / (1024.0*1024.0),
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total_ebo / (1024.0*1024.0),
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@@ -136,7 +136,8 @@ public:
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uint32_t total_triangles;
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uint32_t visible_triangles;
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uint32_t unique_meshes;
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uint32_t instanced_draws;
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uint32_t gl_draw_calls; // actual glMultiDrawElementsIndirect issues per frame
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uint32_t indirect_sub_draws; // total commands packed into those indirect buffers
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};
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signals:
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@@ -202,7 +203,8 @@ private:
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// Per-frame stats
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uint32_t visible_triangles_ = 0;
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uint32_t visible_objects_ = 0;
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uint32_t instanced_draws_ = 0;
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uint32_t gl_draw_calls_ = 0;
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uint32_t indirect_sub_draws_ = 0;
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// Reused scratch: visible-instance index lists per mesh, flattened into
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// `visible_flat_` for upload. Both live in the parent object to avoid
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