Commit Graph

20703 Commits

Author SHA1 Message Date
Dion Moult 90366f8236 Phase 3A: screen-space contribution culling
Reject frustum-visible objects whose bounding sphere projects below a
pixel-radius threshold.  Applied at both BVH-node level (whole subtrees
pruned) and per-instance level; short-circuits when the camera is
inside the AABB so nothing-you're-standing-next-to is ever lost.
Pick pass passes threshold 0 so sub-pixel objects stay clickable.

Threshold defaults to 2 px (radius), overridable via IFC_MIN_PX env
var.  Measured on the 128 M-tri test scene (GTX 1650):

  0 px (off):   6.7 fps, 128 M tris
  2 px:        20.2 fps,  40 M tris (31%)
  4 px:        30.3 fps,  15 M tris (12%)

The metric is sphere-based (cheap: one sqrt per test) rather than
AABB-corner projection; loses a little precision on very elongated
bounds but costs ~5x less per test and the BVH-node pre-cull means
the long-tail-of-small-things case is already handled by subtree
pruning before we touch individual instances.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult d3c21d7a81 Pivot Phase 3: diagnose as draw-bound, not upload-bound
Earlier probes pointed at per-frame glNamedBufferSubData uploads as the
bottleneck (60 fps when those two calls were commented out).  That was a
false reading — zeroing the uploads also emptied the indirect buffer, so
MDI drew nothing.  "No upload" and "no draw" were indistinguishable.

Two new diagnostic env vars in render() isolate the real costs:

  IFC_SKIP_MDI=1       keep cull + upload + binds, skip only the MDI
                       draws.  Gives 62 fps with everything else running,
                       confirming the non-draw path fits in ~16 ms.
  IFC_MAX_SUBDRAWS=N   cap each MDI's drawcount.  67k -> 30k sub-draws
                       saves 0 ms, confirming sub-draw count itself is
                       not the bottleneck; the long tail of sub-draws
                       carries ~no triangles.

On a GTX 1650 with 128 M triangles in view, nvidia-smi sits at 95 %
GPU util and FPS scales with triangle work, not sub-draw count.  The
card is simply rasterising at ~850 M tri/s.  No CPU-side or upload
trick recovers it.

Revised Phase 3 is therefore shedding triangles, not bytes:
  3A screen-space contribution culling (next)
  3B LOD
  3C HiZ occlusion
  3D GPU-side compute culling

README Phase 3 section rewritten around the diagnosis, including the
false lead, so future work doesn't re-tread the upload path.  The
aborted staging+resident ring-buffer implementation was reverted (the
uncommitted working tree is gone — pure glNamedBufferSubData retained
for the visible + indirect buffers, which we now know is fine).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult cd77c557e9 Rewrite README for instancing pipeline and refocus Phase 3
The previous README described a pre-instancing world (32-byte world-
coord vertices with per-vertex object_id, ObjectDrawInfo structs, EBO
reordering after BVH build, and a Phase 3 plan built around moving
draw submission to the GPU).  Most of that is either gone or already
solved:

  - Vertices are now 28 B local-coord; per-instance transforms live
    in an SSBO read through a visible-index SSBO and gl_BaseInstanceARB.
  - ObjectDrawInfo is replaced by MeshInfo + InstanceCpu + InstanceGpu.
  - No EBO reorder on BVH build — the BVH is over instance AABBs and
    the mesh/EBO layout is orthogonal.
  - Draw-call submission is already one glMultiDrawElementsIndirect
    per model; the old Phase 3 goal is met.

New content worth keeping:

  - GPU instancing section documents the mesh/instance/visible/indirect
    buffer contract the whole renderer hangs off of.
  - Reflection-aware two-pass draw is documented (det<0 placements,
    forward/reverse slice split, glFrontFace toggle).
  - reorient-shells and backface culling are called out as correctness
    + perf levers with their tradeoffs.
  - Phase 3 is rewritten around the actual bottleneck surfaced by
    profiling: per-frame glNamedBufferSubData stalls on the visible
    and indirect buffers.  Includes the diagnostic methodology (empty-
    screen jump to 60 fps, window/MSAA invariance, upload-comment-out
    experiment) so future-me remembers why this is the next step.
  - 3A (persistent mapped ring buffers, near-term) and 3B (GPU-side
    compute cull, longer-term) split out with scope estimates.
  - Roadmap updated: instancing / MDI / reflections / reorient-shells
    / backface cull all ticked; 3A surfaced as the next open item.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 3110c98429 Backface culling with reflection-aware two-pass MDI
Enables GL_CULL_FACE by default (user-toggleable in Settings) so
closed solids skip shading their back halves.  The catch is that
IFC placements can contain reflections (mat4 with det<0 — mirrored
families, symmetric instances).  Naively culling would make every
mirrored instance vanish because the rasterizer sees its screen-space
winding as backwards.

Fix: detect reflections at upload time via determinant sign, bucket
visible instances into forward (det>=0) and reverse (det<0) per mesh
during culling, and issue two glMultiDrawElementsIndirect calls per
model with glFrontFace toggled CCW/CW between them.  The indirect
buffer is still one buffer — just split into a forward slice followed
by a reverse slice, with m.indirect_forward_count recording the split.

Vertex shader flips the normal when the transform has negative
determinant, keeping lighting correct on mirrored instances.  The
fragment shader keeps the gl_FrontFacing fallback as a safety net
when culling is disabled (e.g. for files with open shells).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 0e2a62d3b7 Enable reorient-shells in geometry iterator
IFC files routinely have IfcConnectedFaceSets whose faces point
inconsistently within the same shell — the result under per-vertex
normals is dark inside-out patches, and under GL_CULL_FACE it's
swiss-cheese.  reorient-shells fixes the face winding at geometry
generation time, which is the only place it can be fixed correctly;
no shader trick can recover from a mesh whose triangles disagree
among themselves.

Off by default in IfcOpenShell because it adds iterator time, but
we cache the result in the sidecar so it's a one-shot cost per file.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult f532624dc1 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>
2026-04-23 21:32:24 +10:00
Dion Moult f0e3056d0a Collapse per-mesh draws into glMultiDrawElementsIndirect
Each visible model now issues a single glMultiDrawElementsIndirect
call instead of one glDrawElementsInstancedBaseVertex per mesh.  The
CPU BVH cull populates an array of DrawElementsIndirectCommand
records plus the flat visible-instance list, uploads both, and draws
the whole model in one GL call.

Vertex shaders switch from a uniform u_instance_offset to
gl_BaseInstanceARB (ARB_shader_draw_parameters), so per-draw offset
comes from the indirect command's baseInstance field.

Draw-call counts for BIM scenes with hundreds of unique meshes drop
from hundreds-per-frame to one-per-model, cutting driver overhead.
This also sets up the plumbing for the follow-up compute-shader cull
that will populate the indirect buffer entirely on-GPU.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 298eca0ab6 Progressive rendering during streaming
Pre-allocate the instance SSBO on model creation (4 MB, grow-on-demand)
and append each arriving InstanceChunk directly to the GPU-side
InstanceGpu array in uploadInstanceChunk.  This makes a model drawable
as soon as its first mesh + first instance chunk land, rather than
waiting for finalizeModel.

The visible-list architecture already decouples SSBO order from the
draw path, so appending in insertion order is correct — no sorting
required.  finalizeModel collapses to:
  - compute per-mesh instance counts (for stats + sidecar round-trip)
  - build the per-model BVH over instance world AABBs

Render / pick loops now gate on ssbo_instance_count > 0 rather than
the finalized flag.  Stats include in-progress models in totals
(excluding only hidden).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 1f17d73f3e BVH frustum culling over instances
Re-wires the BVH acceleration structure on top of the new instanced
renderer.  Per model, build a BVH over per-instance world AABBs at
finalize (and on sidecar apply).  Each frame, traverse the BVH against
the camera frustum to produce a visible-instance index list, bucket by
mesh_id, and upload to a per-model SSBO at binding=1.  The main and
pick vertex shaders do a double-indirection
`instances[visible[u_offset + gl_InstanceID]]` so draws only touch
instances that passed the frustum test.

Models with fewer than BVH_MIN_OBJECTS instances skip the BVH build
and fall back to a linear per-instance frustum test.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult ababb49ae7 Sidecar v4: persist instanced geometry + metadata
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>
2026-04-23 21:32:24 +10:00
Dion Moult 07a5c59359 GPU instancing: streamer, viewport, shaders rewritten
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>
2026-04-23 21:32:24 +10:00
Dion Moult 8c8ef5c32b Leaf-batched BVH draw commands
When a BVH leaf passes the frustum test, emit a single glMultiDrawElements
record covering the leaf's entire index range instead of one per object.
Leaves are contiguous in the EBO after reorderEbo, so the range is just
[first_object.index_offset, sum(index_count)]. Cuts draw calls by ~8x
(BVH_MAX_LEAF_SIZE) and shifts the bottleneck from CPU/driver per-draw
overhead toward GPU vertex throughput.

Per-object features (selection highlight, per-vertex color, object_id
picking) are unchanged — they operate on vertex attributes, not draw
state. Future per-object hide/override will use SSBO lookups sampled
by object_id in the fragment shader.

Slight overdraw from skipping per-object frustum tests within a leaf is
negligible given median-split BVH tightness and spare tri throughput.

Also adds visible_objects_ counter so stats still report true object
counts (not leaf counts), plus leaf_draws/model_draws breakdown in the
per-second frame log.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 36fa53122a Add profiling for VRAM, FPS ratios, and instancing analysis
Per-second frame log reports fps/ms, visible/total object & triangle
ratios, VRAM breakdown (VBO+EBO), model count, and pending uploads.

Upload-complete log includes per-model VBO/EBO MB and scene total VRAM.

Streamer runs an instancing analysis keyed on geom.id(): total shapes,
unique representations, dedup ratio, theoretical VBO/EBO/SSBO sizes if
instanced, potential savings, and top-5 most-duplicated representations.
Used to validate whether GPU instancing is worth the architectural
rewrite for a given dataset.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 1dace18d26 BVH frustum culling, sidecar cache, per-model buffers, progressive upload
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>
2026-04-23 21:32:24 +10:00
Dion Moult 5b4c1089cf Update README for multi-model support and frustum culling
Reflect current architecture: per-model streamers, glMultiDrawElements
with frustum culling, 32-byte vertex format with color, multiselect
file picker, settings/stats files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 83a3131276 Multi-model project support with sequential loading
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>
2026-04-23 21:32:24 +10:00
Dion Moult 6f6bebf387 Add performance stats overlay in status bar
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>
2026-04-23 21:32:24 +10:00
Dion Moult bfac12dbe7 Per-object frustum culling with glMultiDrawElements
Track per-object AABB and index range during upload. Each frame,
extract frustum planes from the view-projection matrix and cull
objects whose AABB is entirely outside any plane. Draw only visible
objects via glMultiDrawElements. Document the three-phase rendering
performance strategy in README.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult d33055bb72 Plan out performance strategy 2026-04-23 21:32:24 +10:00
Dion Moult d08a4e0706 Update ifcviewer to compile with datamodel refactor 2026-04-23 21:32:24 +10:00
Dion Moult 06eca938d7 Dump of hello world ifc viewer code 2026-04-23 21:32:24 +10:00
Dion Moult 543d9f8588 Local hacks to compile and monkey patch issues in the Python world
All AI generated slop. Do NOT trust these "fixes". It's just to get it
working on my machine.
2026-04-23 21:32:24 +10:00
Thomas Krijnen b40e4378b3 update workflows 2026-04-23 10:58:57 +02:00
Thomas Krijnen 1089de14f0 quotes 2026-04-23 10:51:52 +02:00
Thomas Krijnen 1b35533917 Update workflow for .so copying 2026-04-22 21:40:05 +02:00
Thomas Krijnen c42a7f32d0 The proper id / identity fix for rocksdb 2026-04-22 18:11:01 +02:00
Thomas Krijnen 14e9846e35 identity_ for types; id_ for instances 2026-04-22 12:04:24 +02:00
Thomas Krijnen 37c6aea092 forgot to set goosd 2026-04-22 12:04:09 +02:00
Thomas Krijnen 9b13dc8dd6 Get rid of parse context pool 2026-04-22 12:03:58 +02:00
Thomas Krijnen 89c66f62bf Python import fixes: import from wrapper now which inherits from mixins 2026-04-21 21:59:02 +02:00
Thomas Krijnen 18363c0d19 No soname for plugin.so in CREATE_BUNDLE mode 2026-04-21 21:52:04 +02:00
Thomas Krijnen 782aa4f88f Copy more so to python module 2026-04-21 21:51:21 +02:00
Thomas Krijnen 13c71d7a8a symbol visibility 2026-04-21 21:48:54 +02:00
Thomas Krijnen cb7e7331e6 CREATE_BUNDLE=On to copy .so 2026-04-21 21:48:15 +02:00
Thomas Krijnen 4850e2a07c add manifold to build-all.py 2026-04-21 21:47:38 +02:00
Thomas Krijnen fd980abcc2 Reverse subdir order so that svgfill is a proper target 2026-04-21 21:46:56 +02:00
Thomas Krijnen b022ca7e70 Some plug-in work 2026-04-21 16:18:59 +02:00
Thomas Krijnen 325db2e57f Export templates 2026-04-21 11:55:04 +02:00
Thomas Krijnen 046ceb452a Tighten scope of cmake vars and dirs 2026-04-19 12:32:18 +02:00
Thomas Krijnen 9e19735275 IfcConvert Plug-in discovery for info print 2026-04-19 12:32:10 +02:00
Thomas Krijnen 6ee05b646b swig ignore Base::Base(std::nullopt_t); 2026-04-19 12:24:36 +02:00
Thomas Krijnen e62921171c Remove duplicated attr in wrapper 2026-04-19 11:42:24 +02:00
Thomas Krijnen 6c47123781 Remove C++ references to ifcxml 2026-04-19 10:35:04 +02:00
Thomas Krijnen d448fa95e3 build-all.py use single build dir 2026-04-19 10:21:23 +02:00
Thomas Krijnen 57de09d236 Pointer issue 2026-04-19 09:31:49 +02:00
Thomas Krijnen a25f522cc3 typo 2026-04-19 08:33:48 +02:00
Thomas Krijnen e067c2b834 build-all BUILD_SHARED_LIBS tweak 2026-04-18 21:43:36 +02:00
Thomas Krijnen e2905d6f0e BUILD_SHARED_LIBS=On 2026-04-18 21:32:32 +02:00
Thomas Krijnen ead061a98a svgfill dll link related 2026-04-18 21:13:24 +02:00
Thomas Krijnen fae85e63cc std::optional 2026-04-18 21:06:39 +02:00