/******************************************************************************** * * * 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 INSTANCEDGEOMETRY_H #define INSTANCEDGEOMETRY_H #include #include #include // Per-vertex layout for instanced meshes, stored in local coordinates, // quantized against each mesh's local AABB. 12 bytes per vertex: // offset 0 pos 3 x uint16 normalized -> [0,1]; dequant to // mix(mesh.aabb_min, mesh.aabb_max, t) // offset 6 normal 2 x int8 normalized -> [-1,1]; octahedral-decoded // offset 8 color 4 x uint8 normalized -> [0,1] // // int8 normals give ~1.4° worst-case angular error — invisible for BIM // geometry which is overwhelmingly axis-aligned (walls, floors, slabs). // // Quantization basis is per mesh, stored in the MeshGpu SSBO bound at // binding=2. The vertex shader looks up its basis via the instance's mesh_id. static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 12; // Streamer-side intermediate format: 7 floats per vertex (pos3 + normal3 + // color-as-float). GeometryStreamer writes this into MeshChunk.vertices; // ViewportWindow::uploadMeshChunk quantizes it down to STRIDE_BYTES on the // way to the VBO. Not the GPU layout — purely a transfer convention. static constexpr int INSTANCED_VERTEX_STRIDE_FLOATS = 7; static constexpr int INSTANCED_VERTEX_POS_OFFSET = 0; static constexpr int INSTANCED_VERTEX_NORMAL_OFFSET = 6; static constexpr int INSTANCED_VERTEX_COLOR_OFFSET = 8; // Per-mesh quantization basis, uploaded to a std430 SSBO. Two vec4s so // std430 layout is trivial (no alignment surprises). w components unused. struct alignas(16) MeshGpu { float aabb_min[4]; // xyz = local AABB min; w = 0 float aabb_max[4]; // xyz = local AABB max; w = 0 }; static_assert(sizeof(MeshGpu) == 32, "MeshGpu must be 32 bytes"); // Per-mesh metadata on the CPU side. Meshes own a slice of the model's // VBO (shared across LODs) and one or more slices of the EBO, one per LOD. // // LOD0 is the original, full-resolution tessellation — the fields // `ebo_byte_offset` / `index_count` describe it. // // LOD1 is an optional decimated copy of the same triangles referencing the // same vertex buffer. Built at sidecar time via meshoptimizer for meshes // whose triangle count crosses a threshold. `lod1_index_count == 0` // means no LOD1 was built; the renderer must use LOD0 at every distance. struct MeshInfo { uint32_t vbo_byte_offset = 0; // where this mesh's vertices start uint32_t vertex_count = 0; uint32_t ebo_byte_offset = 0; // LOD0 indices uint32_t index_count = 0; // LOD0 index count float local_aabb_min[3]{}; float local_aabb_max[3]{}; uint32_t first_instance = 0; // index into per-model instances array uint32_t instance_count = 0; uint32_t lod1_ebo_byte_offset = 0; uint32_t lod1_index_count = 0; // 0 = no LOD1 available }; static_assert(sizeof(MeshInfo) == 56, "MeshInfo must be 56 bytes"); // Per-instance record uploaded to an SSBO and read by the vertex shader. // Layout deliberately matches std430 expectations: // mat4 transform (64 B column-major) // uint object_id // uint color_override_rgba8 -- 0 = use baked vertex color, else override // uint mesh_id -- index into per-model MeshGpu[] // uint _pad1 -- align to 16 for std430 struct alignas(16) InstanceGpu { float transform[16]; uint32_t object_id = 0; uint32_t color_override_rgba8 = 0; uint32_t mesh_id = 0; // index into per-model MeshGpu[] uint32_t _pad1 = 0; }; static_assert(sizeof(InstanceGpu) == 80, "InstanceGpu must be 80 bytes"); // CPU-side per-instance data. The GPU record above is derived from this; // we also retain the world AABB for BVH construction and the mesh_id. // // `placement_transformation` is the raw streamer output (the iterator's // transform with vertex-rebasing offset folded in; pre-CoordinateOperation // / FederatedFalseOrigin / ModelTransformation). Keep it in double precision: // large IFC placements must not be rounded before the federation false origin // has a chance to cancel them. `transform` is the composed // FederatedFalseOrigin · ModelTransformation · CoordinateOperation // · placement_transformation result — narrowed to float only after composition, // uploaded to the SSBO, and used to compute world_aabb_*. When ViewportWindow's // stage matrices are all identity (default), transform is the float rendering // copy of placement_transformation. struct InstanceCpu { uint32_t mesh_id = 0; // index into meshes array uint32_t object_id = 0; uint32_t color_override_rgba8 = 0; uint32_t model_id = 0; double placement_transformation[16]{}; float transform[16]{}; float world_aabb_min[3]{}; float world_aabb_max[3]{}; }; // Chunks emitted by the streamer to the viewport (main thread). // Emitted the first time a representation id is seen. Carries the mesh // geometry in local coords. `local_mesh_id` is the streamer-assigned id // within this model. struct MeshChunk { uint32_t model_id = 0; uint32_t local_mesh_id = 0; std::vector vertices; // 7 floats * N_verts (pos3+norm3+color1_packed) std::vector indices; float local_aabb_min[3]{}; float local_aabb_max[3]{}; }; // Emitted for every placement (every triangulation element from the // iterator). For the first instance of a mesh, the MeshChunk is emitted // just before this. struct InstanceChunk { uint32_t model_id = 0; uint32_t local_mesh_id = 0; uint32_t object_id = 0; uint32_t color_override_rgba8 = 0; double transform[16]{}; float world_aabb_min[3]{}; float world_aabb_max[3]{}; }; #endif // INSTANCEDGEOMETRY_H