/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see . *
* *
********************************************************************************/
#ifndef VIEWPORTWINDOW_H
#define VIEWPORTWINDOW_H
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include "BvhAccel.h"
#include "InstancedGeometry.h"
#include "SidecarCache.h"
// Matches GL_DRAW_INDIRECT_BUFFER layout for glMultiDrawElementsIndirect.
struct DrawElementsIndirectCommand {
uint32_t count;
uint32_t instanceCount;
uint32_t firstIndex;
uint32_t baseVertex;
uint32_t baseInstance;
};
// Per-model GPU state for the instanced render path.
//
// VBO: local-coord interleaved verts (pos3 + normal3 + color1_packed) — 28 B.
// EBO: mesh-local indices (uint32).
// meshes[]: per-unique-representation metadata; indexed by local_mesh_id.
// instances[]: CPU-side per-instance records; sorted by mesh_id at finalize.
// ssbo: InstanceGpu[]; populated at finalize.
//
// A model is drawable once `finalized == true`.
struct ModelGpuData {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ebo = 0;
GLuint ssbo = 0;
size_t vbo_capacity = 0;
size_t ebo_capacity = 0;
size_t ssbo_capacity = 0; // bytes
size_t vbo_used = 0;
size_t ebo_used = 0;
uint32_t vertex_count = 0; // total (across all meshes)
uint32_t total_triangles = 0;
std::vector meshes;
std::vector instances; // unsorted
// 1:1 with instances[] — true when the instance transform has
// det < 0 (a reflection). Reflected instances need their
// triangle winding treated as reversed so GL_CULL_FACE culls
// the correct side.
std::vector instance_reflected;
uint32_t ssbo_instance_count = 0;
// Per-instance world AABB + BVH (built at finalize). The BVH is the
// same ordering as `instances`; bvh_items[i] corresponds to instances[i].
std::vector bvh_items;
ModelBvh bvh;
// Dynamic visible-instance index buffer (std430, binding = 1).
// Re-uploaded each frame from visible_flat_.
GLuint visible_ssbo = 0;
size_t visible_ssbo_capacity = 0; // bytes
// GL_DRAW_INDIRECT_BUFFER of DrawElementsIndirectCommand[], one per
// non-empty mesh. Re-uploaded each frame.
GLuint indirect_buffer = 0;
size_t indirect_capacity = 0; // bytes
uint32_t indirect_command_count = 0; // total valid commands this frame
uint32_t indirect_forward_count = 0; // first N are CCW-winding draws
bool finalized = false;
bool hidden = false;
};
class ViewportWindow : public QWindow {
Q_OBJECT
public:
explicit ViewportWindow(QWindow* parent = nullptr);
~ViewportWindow();
// Streaming ingress.
void uploadMeshChunk(const MeshChunk& chunk);
void uploadInstanceChunk(const InstanceChunk& chunk);
// Called once all chunks for a model have arrived: sorts instances by
// mesh_id, assigns each mesh its contiguous range, and uploads the
// instance SSBO. The model becomes drawable.
void finalizeModel(uint32_t model_id);
void resetScene();
// Snapshot the finalised model into a SidecarData struct for caching.
// Vertices + indices are read back from the GPU; meshes/instances come
// from the CPU-side vectors. Leaves `elements` and `string_table` empty
// for the caller to fill in.
bool snapshotModel(uint32_t model_id, SidecarData& out) const;
// Restore a finalised model from a cached SidecarData struct. Replaces
// any existing state for model_id and marks it drawable.
void applyCachedModel(uint32_t model_id, SidecarData data);
// After buildLods() has extended sd.indices + populated lod1_* fields,
// push just the appended index slice + the refreshed mesh metadata onto
// the live GPU state for model_id. VBO / SSBO / instance array are left
// alone; only the EBO grows and m.meshes is replaced. No-op if the
// model isn't finalised on the viewport.
void applyLodExtension(uint32_t model_id, const SidecarData& sd);
void hideModel(uint32_t model_id);
void showModel(uint32_t model_id);
void removeModel(uint32_t model_id);
void setSelectedObjectId(uint32_t id);
uint32_t pickObjectAt(int x, int y);
struct FrameStats {
float fps;
float frame_time_ms;
uint32_t total_objects;
uint32_t visible_objects;
uint32_t total_triangles;
uint32_t visible_triangles;
uint32_t unique_meshes;
uint32_t gl_draw_calls; // actual glMultiDrawElementsIndirect issues per frame
uint32_t indirect_sub_draws; // total commands packed into those indirect buffers
};
signals:
void objectPicked(uint32_t object_id);
void initialized();
void frameStatsUpdated(const ViewportWindow::FrameStats& stats);
protected:
void exposeEvent(QExposeEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
bool event(QEvent* event) override;
private:
void initGL();
void render();
void renderPickPass();
void renderAxisGizmo();
void updateCamera();
void buildShaders();
void buildAxisGizmo();
void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
// Resolve the default framebuffer's MSAA depth into a single-sample
// texture, read it back, and max-reduce a mip pyramid on the CPU. The
// resulting pyramid is stored in hiz_pyramid_ along with the VP matrix
// used to draw it; next frame's cullAndUploadVisible can test AABBs
// against it. Synchronous readback — at 256×128 the cost is sub-ms
// and not a measured bottleneck; Phase 3D's compute-shader cull will
// eliminate the readback entirely.
void buildHizPyramid();
// True if the AABB is fully occluded by the previous frame's depth.
// Returns false when the HiZ is invalid, the AABB crosses the near
// plane, or the projection falls outside NDC.
bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
bool growModelVbo(ModelGpuData& m, size_t needed_total);
bool growModelEbo(ModelGpuData& m, size_t needed_total);
bool growModelSsbo(ModelGpuData& m, size_t needed_total);
ModelGpuData& getOrCreateModel(uint32_t model_id);
// Frustum-cull m's instances (BVH if available, else linear scan),
// build the per-mesh DrawElementsIndirectCommand array + flat visible
// list, and upload both to m.indirect_buffer / m.visible_ssbo.
//
// `min_pixel_radius` controls contribution culling: instances (and BVH
// subtrees) whose projected bounding-sphere radius would be below this
// many pixels are dropped. 0 = disabled (all frustum-visible kept),
// which is what the pick pass uses so clickable targets aren't filtered.
void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4],
float focal_px, float min_pixel_radius);
// Mouse interaction
void handleMousePress(QMouseEvent* event);
void handleMouseRelease(QMouseEvent* event);
void handleMouseMove(QMouseEvent* event);
void handleWheel(QWheelEvent* event);
QOpenGLContext* context_ = nullptr;
QOpenGLFunctions_4_5_Core* gl_ = nullptr;
QTimer render_timer_;
QElapsedTimer frame_clock_;
bool gl_initialized_ = false;
// Shaders
GLuint main_program_ = 0;
GLuint pick_program_ = 0;
GLuint axis_program_ = 0;
// Axis gizmo
GLuint axis_vao_ = 0;
GLuint axis_vbo_ = 0;
// Per-model GPU data
std::unordered_map models_gpu_;
// Pick framebuffer
GLuint pick_fbo_ = 0;
GLuint pick_color_tex_ = 0;
GLuint pick_depth_rbo_ = 0;
int pick_width_ = 0;
int pick_height_ = 0;
// HiZ occlusion culling (Phase 3C).
//
// Each frame after the main draw we blit the MSAA depth buffer down
// into a single-sample depth texture (hiz_fbo_ / hiz_depth_tex_), then
// glReadPixels it into hiz_depth_readback_. We max-reduce that into a
// mip pyramid (hiz_pyramid_) and remember the VP matrix used
// (hiz_vp_ + hiz_vp_valid_) so next frame's cull can test AABBs
// against a slightly-stale depth. Skipped for the pick pass and when
// IFC_NO_HIZ=1.
GLuint hiz_fbo_ = 0;
GLuint hiz_depth_tex_ = 0;
GLuint hiz_resolve_fbo_ = 0; // full-size single-sample resolve
GLuint hiz_resolve_depth_tex_ = 0;
int hiz_resolve_w_ = 0;
int hiz_resolve_h_ = 0;
int hiz_base_w_ = 0;
int hiz_base_h_ = 0;
std::vector hiz_depth_readback_; // hiz_base_w_ * hiz_base_h_ floats
std::vector hiz_pyramid_; // concatenated mip levels
std::vector hiz_mip_offset_; // into hiz_pyramid_
std::vector hiz_mip_w_;
std::vector hiz_mip_h_;
QMatrix4x4 hiz_vp_;
bool hiz_vp_valid_ = false;
uint32_t hiz_reject_count_ = 0; // per-frame stat
// Cull-phase timers. Accumulated across all frames in the current
// 1-second stats window; divided by frame_count_ at print time to
// give per-frame average ms. Reset each window. Lets us see where
// CPU time actually goes: bucket clears vs BVH traversal vs emit vs
// GPU upload.
uint64_t cull_clear_ns_ = 0;
uint64_t cull_traverse_ns_ = 0;
uint64_t cull_emit_ns_ = 0;
uint64_t cull_upload_ns_ = 0;
// Per-frame stats
uint32_t visible_triangles_ = 0;
uint32_t visible_objects_ = 0;
uint32_t gl_draw_calls_ = 0;
uint32_t indirect_sub_draws_ = 0;
// Reused scratch: visible-instance index lists per mesh, flattened into
// `visible_flat_` for upload. Both live in the parent object to avoid
// per-frame allocation. indirect_scratch_ is the matching array of
// DrawElementsIndirectCommand records — forward-declared as bytes so
// the header doesn't need the struct definition.
// Four buckets = {fwd, rev} × {LOD0, LOD1}. LOD1 buckets are only
// populated when the mesh has lod1_index_count > 0 and the projected
// pixel radius is below the LOD switch threshold.
std::vector> visible_by_mesh_fwd_lod0_;
std::vector> visible_by_mesh_fwd_lod1_;
std::vector> visible_by_mesh_rev_lod0_;
std::vector> visible_by_mesh_rev_lod1_;
std::vector visible_flat_;
std::vector indirect_scratch_;
// Camera
QVector3D camera_target_{0, 0, 0};
QVector3D camera_eye_{0, 0, 0}; // world-space eye, set in updateCamera
float camera_distance_ = 50.0f;
float camera_yaw_ = 45.0f;
float camera_pitch_ = 30.0f;
float camera_fov_y_deg_ = 45.0f;
QMatrix4x4 view_matrix_;
QMatrix4x4 proj_matrix_;
// Mouse
Qt::MouseButton active_button_ = Qt::NoButton;
QPoint last_mouse_pos_;
// Selection
uint32_t selected_object_id_ = 0;
// FPS smoothing
int frame_count_ = 0;
float accumulated_time_ = 0.0f;
float last_fps_ = 0.0f;
};
#endif // VIEWPORTWINDOW_H