mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-17 10:59:17 +00:00
7f29850022
InstanceCpu now carries both placement_transformation (raw streamer
output, the iterator's per-shape transform with vertex-rebasing offset
folded in) and transform (the composed FederatedFalseOrigin ·
ModelTransformation · CoordinateOperation · placement_transformation
result that lands in the SSBO). World AABBs are recomputed from the
composed transform — frustum/BVH culling sees the actual rendered
position regardless of stage state.
ViewportWindow gains:
- ModelGpuData::coordinate_operation_meters / model_transformation_meters
- federated_false_origin_meters_ (federation-wide member)
- composeInstanceFromPlacement / recomposeAndUploadModel helpers
- public setFederatedFalseOrigin / setModelCoordinateOperation /
setModelTransformation
Each setter rewrites the affected model's SSBO, refreshes the
reflection flags, and rebuilds the BVH. Defaults are identity, so
behaviour is unchanged until something wires a setter up — that's
the next commit (MainWindow listening to Federation::dirtyChanged
and SceneLoader::modelGeoref ready signals).
Sidecar bumped 9 -> 10: InstanceCpu grew 104 B -> 168 B. Existing
sidecars rebuild on next load. v10 sidecars store
placement_transformation, so they remain reusable across .ifcfeds —
the composed transform on disk is overwritten with the right one
on load.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
148 lines
7.0 KiB
C++
148 lines
7.0 KiB
C++
/********************************************************************************
|
|
* *
|
|
* 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 <http://www.gnu.org/licenses/>. *
|
|
* *
|
|
********************************************************************************/
|
|
|
|
#ifndef INSTANCEDGEOMETRY_H
|
|
#define INSTANCEDGEOMETRY_H
|
|
|
|
#include <cstdint>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
// 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). `transform` is the
|
|
// composed FederatedFalseOrigin · ModelTransformation · CoordinateOperation
|
|
// · placement_transformation result — what gets uploaded to the SSBO and
|
|
// used to compute world_aabb_*. When ViewportWindow's stage matrices are
|
|
// all identity (default), the two are equal.
|
|
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;
|
|
float 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<float> vertices; // 7 floats * N_verts (pos3+norm3+color1_packed)
|
|
std::vector<uint32_t> 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;
|
|
float transform[16]{};
|
|
float world_aabb_min[3]{};
|
|
float world_aabb_max[3]{};
|
|
};
|
|
|
|
#endif // INSTANCEDGEOMETRY_H
|