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>
Commit B of the instancing migration. The sidecar on-disk format is
reintroduced at version 4 with MeshInfo + InstanceCpu sections in place
of v3's flat per-object draw-info array.
After streaming finishes, MainWindow asks the viewport for a post-
finalise snapshot (VBO + EBO are read back from the GPU, meshes and
instances come from the CPU-side arrays) and writes it alongside
PackedElementInfo + the string table. On a subsequent load,
readSidecar rehydrates the whole struct and ViewportWindow::
applyCachedModel uploads VBO/EBO/SSBO in a single step, bypassing the
iterator entirely.
Staleness check is still by source file size.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Commit A of the instancing migration (Phase 3a). The streamer now runs
the iterator with use-world-coords=false and dedupes by the geometry's
representation id, emitting a MeshChunk once per unique geometry and an
InstanceChunk per placement. The viewport keeps geometry in local
coordinates (28 B/vertex, down from 32) and applies the per-instance
transform in the vertex shader via an std430 SSBO indexed by
gl_InstanceID + a per-draw uniform offset. After streaming finishes
finalizeModel() stable-sorts instances by mesh_id, assigns each mesh a
contiguous range, and uploads the SSBO; render then issues one
glDrawElementsInstancedBaseVertex per mesh.
BvhAccel is reshaped to operate on a generic BvhItem (world AABB +
model_id) so it can drive instance-level culling, but the path is not
wired in yet -- every instance is drawn every frame in this commit.
Progressive-during-streaming rendering is likewise disabled: a model
appears when its SSBO is uploaded, not incrementally. Sidecar cache
is stubbed (reads miss, writes are no-ops); the v4 on-disk format with
MeshInfo + InstanceGpu sections lands in Commit B.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase 2 performance: BVH acceleration with median-split build, per-model
trees, and EBO re-sorting for GPU cache coherence. Raw binary .ifcview
sidecar stores full geometry + BVH for instant subsequent loads (skip
tessellation entirely).
Per-model GPU buffers (VAO/VBO/EBO per model) eliminate cross-model buffer
copies on growth. Sidecar reads happen on a background thread. Bulk GPU
uploads are progressive (48 MB/frame chunks) so the viewport stays
interactive while multi-GB models stream in.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Introduce ModelHandle and per-model GeometryStreamers so multiple IFC
files can be loaded simultaneously. Object IDs are globally unique
(monotonically increasing across models). File picker is now multiselect.
Each model gets a top-level tree node. Property lookup uses the correct
model's ifcopenshell::file. ViewportWindow supports hide/show/remove
per model via model_id filtering in the frustum cull pass.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Show FPS, frame time, visible/total objects, and visible/total
triangles in the status bar. Toggled via Settings > Show Performance
Stats, persisted in app settings.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>