Commit Graph

7 Commits

Author SHA1 Message Date
Dion Moult 45e9f763c8 ci: fix bonsai cross-platform build on Linux, macOS arm64, Windows x64
Bundles four portability fixes uncovered by manually firing the platform
workflows against this branch:

- WgpuOverlayRenderer.cpp: GCC 11 (Rocky manylinux runner) does not parse
  a multi-line raw string inside `#define`. Converted
  THICK_LINE_HELPERS_WGSL from a `#define` to a `static const char*` and
  switched AXIS_WGSL / SECTION_WGSL / MARQUEE_WGSL to `std::string` so
  they can concatenate at static-init time. Three call sites now pass
  `.c_str()` to svFromCStr.

- bonsaiviewer/CMakeLists.txt: added BUNDLE DESTINATION to the install
  rule (same fix already applied to IfcViewerWgpuMinimal). MACOSX_BUNDLE
  targets fail at configure on macOS without it even when nobody runs
  `make install`.

- build_osx.yml: dropped the x64 (Intel cross-compile) matrix row. The
  runner is arm64 so `brew --prefix qt` returns the arm64 prefix; we'd
  need a separate x86_64 Qt install under /usr/local to cross-build
  BonsaiViewer. Revisit if Intel-Mac demand resurfaces.

- build_win.yml: dropped the ARM64 matrix row. wgpu-native does not ship
  a Windows-ARM64 binary, so IfcViewerWgpu's link step fails with ~60
  unresolved wgpu* externs. Re-enable when upstream publishes that
  target.

Cherry-pick this commit to v0.8.0 so the workflow_dispatch buttons see
the dropped rows.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 23:13:59 +10:00
Dion Moult 8761f9ac46 wgpu: area measurement tool (A hotkey, BFS coplanar patch + cyan highlight)
Ports Bonsai's AreaMeasurement onto WgpuViewportWindow as a new
WgpuAreaMeasurement class. Each LMB pick resolves to (instance,
triangle), BFS-expands the coplanar patch (dot(normal, seed_normal)
> 0.9999, ~0.81° tolerance), and toggles it in/out of the running set.
Alt+LMB skips BFS for single-triangle accumulate. Connected-components
sweep over the selected set produces one "X.XXXX m²" label per patch
at its area-weighted centroid in world space; HUD shows the running
total + triangle count.

Dependencies layered in:

- WgpuOverlayRenderer.setHighlightTriangles / encodeHighlightTriangles:
  translucent world-space triangle list (cyan @ 0.45 alpha), depth-
  tested but depth-write off so the corner gizmo + labels still sit
  on top.
- WgpuViewportWindow.pickMeshLocalAt: reuses pickSurfaceAt for the
  world hit, then inverts the instance's composed transform to express
  it in mesh-local space — what the BFS needs. Uses the live map key
  (`mid`) rather than InstanceCpu.model_id, which is whatever the GL
  streamer wrote at sidecar-write time and goes stale across sessions.
- WgpuViewportWindow.readbackMeshTriangles: CPU mesh shadow lookup.
  The shadow itself is populated during the same dequant pass that
  computes mesh-local volume — applyCachedModel for full loads and
  applyStreamedChunk for streaming, so the BFS has data the moment
  the user can pick it.

WgpuModelGpuData gains a MeshTriangles vector indexed by mesh_id;
doubles per-vertex CPU memory (12 B/vert) but skips wgpu mapAsync
plumbing for now. Bounds-check at pick time gracefully no-ops when a
stale sidecar field is out of range.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 22:12:26 +10:00
Dion Moult 0774398d4e wgpu: volume measurement tool (V hotkey, selection-driven HUD + per-object labels)
Ports Bonsai's volumeOfObjects + volumesPerObject onto WgpuViewportWindow.
Mesh-local volumes are precomputed at applyCachedModel via signed-
tetrahedra-from-origin (dequantising positions from the 12 B/vertex GPU
layout); per-instance volume is just the cached local × |det(placement)|.
No GPU readback — measurement is O(K) in the selection size.

Streaming path computes volumes per-chunk as they arrive — fills any
mesh whose chunk just delivered, then re-runs updateVolumeReadout if
the user is staring at a Volume readout while the geometry pages in.

UX matches GL: V toggles, Esc exits, selection-driven (LMB pick / marquee
/ Shift/Ctrl set ops all funnel into updateVolumeReadout). HUD shows
total + count; one overlay label per object at its AABB centre, capped
at 200 to keep the label-texture cache bounded on large marquees.

Side fixes layered on the label overlay:
- O(1) AABB lookup via object_id_to_instance instead of linear-scanning
  every model's instance list per selected object.
- Label texture cache evicts entries not touched this frame, so churning
  through "X.XXXX m³" strings doesn't pin GPU memory.
- DrawRec stores the WGPUBindGroup handle by value rather than a
  LabelTexture* pointer into the QHash — getOrCreateLabelTexture can
  rehash the table and invalidate every captured pointer, which crashed
  large marquee selections with BindGroup-no-longer-alive.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 20:57:44 +10:00
Dion Moult 3ac7a79b7a wgpu: overlay labels + HUD text (QPainter rasterise, content-cached)
Ports GL OverlayRenderer's setOverlayLabels + setHudText to wgpu.
Each unique string is rasterised via QPainter into a QImage (dark-grey
rounded background + white antialiased text) and uploaded as an RGBA8
texture; the cache is keyed by content + font size so identical
strings across frames are texture-free. Per-frame work is projection,
vertex assembly, and one draw per visible label.

Drawn last in the frame on the resolved surface so labels sit on top
of every other overlay (no depth-test). HUD uses pt 11 at top-left
matching GL; world-anchored labels use pt 9 centred at the projected
screen position.

WebGPU has no QOpenGLPaintDevice equivalent — the GL backend's two-
stage GL-rect + QPainter pass becomes one textured quad per item here.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 08:40:54 +10:00
Dion Moult 716dba2244 wgpu: overlay points (sprite-style, quad-expanded with stroke halo)
Ports GL OverlayRenderer's setOverlayPoints API to WgpuOverlayRenderer.
Each point becomes a 6-vertex screen-space quad sized to inner_diameter
+ 2*stroke_extra; the fragment reads its per-vertex corner varying
instead of gl_PointCoord (WebGPU has no sized-point primitive). Sharp
inner/stroke transition + AA on the outer edge only, matching GL.

Single uniform slot per set — colors are global to the call, not per
point. Vertex buffer regrows 1.5× on demand so steady-state sets don't
re-allocate.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 08:23:51 +10:00
Dion Moult 1d26e5fb92 wgpu: overlay-line groups (stroke + dash, per-group dynamic uniform offset)
Ports GL OverlayRenderer's LineGroup API to WgpuOverlayRenderer. Each
group's segments are CPU-expanded into screen-space quads; the WGSL
fragment reproduces the GL pixel-distance stroke pick + arc-length
dash logic. One uniform slot per group, bound via dynamic offset so a
single bind-group services up to N groups.

No caller yet — sets up the API the wgpu measure tools (task #29) will
use. WgpuViewportWindow.setOverlayLines mirrors the GL viewport's
signature so the bonsai Measurement code can target either backend
through one interface.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 20:38:59 +10:00
Dion Moult 814ae8304f wgpu: extract overlays (axis, pivot, section, marquee) into WgpuOverlayRenderer
WgpuViewportWindow.cpp had ~1100 lines of pipeline/shader/buffer plumbing
for the axis indicator, pivot gizmo, section visualizer, and marquee
drag rect. Mirroring the GL backend's split, that lives in its own class
now; the viewport keeps the camera/cull/draw loop and hands the renderer
a per-frame WgpuOverlayFrame snapshot for each encode call.

No behavioural change — pixel-identical screenshot on basic.ifcview.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 19:58:59 +10:00