mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-11 02:02:22 +00:00
1ca2e12f92
A small RGB axis cross is rendered at camera_target_ while the user is orbiting, panning, or has just zoomed. Visibility toggles on middle-mouse press/release; the wheel arms a single-shot QTimer that hides it 750 ms after the last notch. Drawn in two passes: GL_GREATER at 30% alpha for the occluded portion (X-ray cue) and GL_LEQUAL at full alpha for the visible portion. Arm length is computed from camera_distance_, fovy, and viewport height so the cross stays ~30 px on screen across zoom levels. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
458 lines
19 KiB
C++
458 lines
19 KiB
C++
/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef VIEWPORTWINDOW_H
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#define VIEWPORTWINDOW_H
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#include <QWindow>
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#include <QOpenGLContext>
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#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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#include <QVector3D>
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#include <QSet>
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QT_BEGIN_NAMESPACE
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class QTimer;
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QT_END_NAMESPACE
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#include <vector>
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#include <unordered_map>
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#include <cstdint>
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#include <mutex>
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#include <memory>
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#include <atomic>
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#include <future>
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#include <deque>
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#include "BvhAccel.h"
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#include "InstancedGeometry.h"
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#include "SidecarCache.h"
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// Matches GL_DRAW_INDIRECT_BUFFER layout for glMultiDrawElementsIndirect.
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struct DrawElementsIndirectCommand {
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uint32_t count;
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uint32_t instanceCount;
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uint32_t firstIndex;
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uint32_t baseVertex;
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uint32_t baseInstance;
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};
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// Per-model GPU state for the instanced render path.
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//
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// VBO: local-coord interleaved verts (pos3 + normal3 + color1_packed) — 28 B.
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// EBO: mesh-local indices (uint32).
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// meshes[]: per-unique-representation metadata; indexed by local_mesh_id.
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// instances[]: CPU-side per-instance records; sorted by mesh_id at finalize.
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// ssbo: InstanceGpu[]; populated at finalize.
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//
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// A model is drawable once `finalized == true`.
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struct ModelGpuData {
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GLuint vao = 0;
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GLuint vbo = 0;
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GLuint ebo = 0;
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GLuint ssbo = 0;
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GLuint mesh_info_ssbo = 0; // MeshGpu[] — per-mesh quantization basis
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size_t mesh_info_capacity = 0; // bytes
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size_t vbo_capacity = 0;
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size_t ebo_capacity = 0;
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size_t ssbo_capacity = 0; // bytes
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size_t vbo_used = 0;
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size_t ebo_used = 0;
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uint32_t vertex_count = 0; // total (across all meshes)
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uint32_t total_triangles = 0;
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std::vector<MeshInfo> meshes;
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std::vector<InstanceCpu> instances; // unsorted
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// 1:1 with instances[] — true when the instance transform has
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// det < 0 (a reflection). Reflected instances need their
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// triangle winding treated as reversed so GL_CULL_FACE culls
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// the correct side.
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std::vector<uint8_t> instance_reflected;
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uint32_t ssbo_instance_count = 0;
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// Stats snapshot from the last cullAndUploadVisible call. Cached so we
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// can report the same numbers on skipped-cull frames (see
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// have_cached_cull_ on ViewportWindow) without iterating the per-model
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// scratch array again.
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uint32_t cached_visible_objects = 0;
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uint32_t cached_visible_triangles = 0;
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// Per-instance world AABB + BVH (built at finalize). The BVH is the
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// same ordering as `instances`; bvh_items[i] corresponds to instances[i].
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std::vector<BvhItem> bvh_items;
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ModelBvh bvh;
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// Dynamic visible-instance index buffer (std430, binding = 1).
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// Re-uploaded each frame from visible_flat_.
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GLuint visible_ssbo = 0;
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size_t visible_ssbo_capacity = 0; // bytes
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// GL_DRAW_INDIRECT_BUFFER of DrawElementsIndirectCommand[], one per
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// non-empty mesh. Re-uploaded each frame.
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GLuint indirect_buffer = 0;
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size_t indirect_capacity = 0; // bytes
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uint32_t indirect_command_count = 0; // total valid commands this frame
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uint32_t indirect_forward_count = 0; // first N are CCW-winding draws
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// Per-model cull scratch — owned by the model so each cull job runs
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// without sharing mutable state. Four buckets = {fwd, rev} × {LOD0, LOD1}.
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std::vector<std::vector<uint32_t>> vis_fwd_lod0;
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std::vector<std::vector<uint32_t>> vis_fwd_lod1;
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std::vector<std::vector<uint32_t>> vis_rev_lod0;
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std::vector<std::vector<uint32_t>> vis_rev_lod1;
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std::vector<uint32_t> visible_flat;
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std::vector<DrawElementsIndirectCommand> indirect_scratch;
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std::vector<uint32_t> dirty_meshes;
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bool finalized = false;
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bool hidden = false;
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};
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// Rendering is event-driven: render() runs only when QEvent::UpdateRequest
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// is delivered, posted via requestUpdate(). An idle scene costs zero CPU.
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// INVARIANT: every public mutator that changes what should be on screen
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// (camera, selection, model lifecycle, visibility) MUST call requestUpdate()
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// before returning, or the viewport will go silently stale.
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class ViewportWindow : public QWindow {
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Q_OBJECT
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public:
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explicit ViewportWindow(QWindow* parent = nullptr);
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~ViewportWindow();
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// Streaming ingress.
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void uploadMeshChunk(const MeshChunk& chunk);
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void uploadInstanceChunk(const InstanceChunk& chunk);
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// Called once all chunks for a model have arrived: sorts instances by
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// mesh_id, assigns each mesh its contiguous range, and uploads the
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// instance SSBO. The model becomes drawable.
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void finalizeModel(uint32_t model_id);
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void resetScene();
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// Snapshot the finalised model into a SidecarData struct for caching.
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// Vertices + indices are read back from the GPU; meshes/instances come
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// from the CPU-side vectors. Leaves `elements` and `string_table` empty
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// for the caller to fill in.
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bool snapshotModel(uint32_t model_id, SidecarData& out) const;
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// Restore a finalised model from a cached SidecarData struct. Replaces
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// any existing state for model_id and marks it drawable.
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void applyCachedModel(uint32_t model_id, SidecarData data);
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// After buildLods() has extended sd.indices + populated lod1_* fields,
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// push just the appended index slice + the refreshed mesh metadata onto
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// the live GPU state for model_id. VBO / SSBO / instance array are left
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// alone; only the EBO grows and m.meshes is replaced. No-op if the
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// model isn't finalised on the viewport.
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void applyLodExtension(uint32_t model_id, const SidecarData& sd);
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void hideModel(uint32_t model_id);
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void showModel(uint32_t model_id);
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void removeModel(uint32_t model_id);
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void setSelectedObjectId(uint32_t id);
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uint32_t pickObjectAt(int x, int y);
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void setCamera(float tx, float ty, float tz, float dist, float yaw, float pitch);
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void setBenchmarkFrames(int n);
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QString cameraString() const;
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struct CameraState {
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QVector3D target;
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float distance;
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float yaw; // degrees
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float pitch; // degrees
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};
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CameraState cameraState() const;
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struct FrameStats {
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float fps;
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float frame_time_ms;
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uint32_t total_objects;
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uint32_t visible_objects;
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uint32_t total_triangles;
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uint32_t visible_triangles;
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uint32_t unique_meshes;
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uint32_t gl_draw_calls; // actual glMultiDrawElementsIndirect issues per frame
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uint32_t indirect_sub_draws; // total commands packed into those indirect buffers
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};
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signals:
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void objectPicked(uint32_t object_id);
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void initialized();
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void frameStatsUpdated(const ViewportWindow::FrameStats& stats);
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protected:
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void exposeEvent(QExposeEvent* event) override;
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void resizeEvent(QResizeEvent* event) override;
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void keyPressEvent(QKeyEvent* event) override;
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void keyReleaseEvent(QKeyEvent* event) override;
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bool event(QEvent* event) override;
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private:
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enum class PendingOpType {
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UploadMeshChunk,
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UploadInstanceChunk,
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FinalizeModel,
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ApplyCachedModel,
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ApplyLodExtension,
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ResetScene,
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HideModel,
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ShowModel,
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RemoveModel,
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};
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struct PendingOperation {
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PendingOpType type;
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MeshChunk mesh_chunk;
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InstanceChunk instance_chunk;
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SidecarData sidecar_data;
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uint32_t model_id = 0;
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};
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void initGL();
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void flushPendingOperations();
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void enqueuePendingOperation(PendingOperation op);
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void render();
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void renderPickPass();
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void renderAxisGizmo();
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void renderPivotIndicator();
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void updateCamera();
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void buildShaders();
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void buildAxisGizmo();
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void buildPivotIndicator();
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// Show/hide the orbit-pivot marker. hide_after_ms > 0 starts a single-shot
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// timer that auto-hides — used by the wheel handler to give the marker a
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// short afterglow after zoom. Drag-based callers pass 0 and toggle
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// visibility manually on press/release.
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void setPivotIndicatorVisible(bool visible, int hide_after_ms = 0);
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void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
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// Resolve the default framebuffer's MSAA depth into a single-sample
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// texture, read it back, and max-reduce a mip pyramid on the CPU. The
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// resulting pyramid is stored in hiz_pyramid_ along with the VP matrix
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// used to draw it; next frame's cullAndUploadVisible can test AABBs
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// against it. Synchronous readback — at 256×128 the cost is sub-ms
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// and not a measured bottleneck; Phase 3D's compute-shader cull will
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// eliminate the readback entirely.
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void buildHizPyramid();
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// True if the AABB is fully occluded by the previous frame's depth.
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// Returns false when the HiZ is invalid, the AABB crosses the near
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// plane, or the projection falls outside NDC.
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bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
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bool growModelVbo(ModelGpuData& m, size_t needed_total);
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bool growModelEbo(ModelGpuData& m, size_t needed_total);
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bool growModelSsbo(ModelGpuData& m, size_t needed_total);
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ModelGpuData& getOrCreateModel(uint32_t model_id);
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// Frustum-cull m's instances (BVH if available, else linear scan),
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// build the per-mesh DrawElementsIndirectCommand array + flat visible
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// list, and upload both to m.indirect_buffer / m.visible_ssbo.
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//
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// `min_pixel_radius` controls contribution culling: instances (and BVH
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// subtrees) whose projected bounding-sphere radius would be below this
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// many pixels are dropped. 0 = disabled (all frustum-visible kept),
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// which is what the pick pass uses so clickable targets aren't filtered.
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void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius);
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// Thread-safe: CPU-only cull (frustum + contribution + HiZ + bucketing +
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// emit). Writes survivors into m.vis_* / m.visible_flat / m.indirect_scratch
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// and sets m.indirect_forward_count / m.indirect_command_count /
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// m.cached_visible_*. Touches no GL state and no ViewportWindow mutable
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// state other than the atomic counters below — safe to run on a worker.
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void cullModelCpu(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius);
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// Main-thread only: uploads m.visible_flat / m.indirect_scratch into the
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// model's SSBO + indirect buffer, growing them if needed.
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void uploadCullResults(ModelGpuData& m);
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// Mouse interaction
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void handleMousePress(QMouseEvent* event);
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void handleMouseRelease(QMouseEvent* event);
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void handleMouseMove(QMouseEvent* event);
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void handleWheel(QWheelEvent* event);
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// FPS/fly mode. Toggled with Shift+F; exits on any mouse click or Esc.
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// While active, WASD translates the camera in view-space, Q/E moves
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// world-down/up, mouse rotates the view (cursor hidden + recentered each
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// move), Shift accelerates, and the wheel scales the base move speed
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// instead of zooming. The underlying orbit state is preserved: movement
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// translates camera_target_ and rotation re-pins it so camera_eye_ stays
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// put, so exiting drops the user back into orbit at the same viewpoint.
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//
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// Movement is integrated inside render() using wall-clock dt and the
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// next frame is requestUpdate()'d while any movement key is held — that
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// way one long frame only produces a single catch-up step instead of
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// also missing a QTimer tick.
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enum class CameraMode { Orbit, Fps };
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void enterFpsMode();
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void exitFpsMode();
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void fpsIntegrate(); // called from render()
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void recenterFpsCursor();
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QOpenGLContext* context_ = nullptr;
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QOpenGLFunctions_4_5_Core* gl_ = nullptr;
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bool gl_initialized_ = false;
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std::deque<PendingOperation> pending_ops_;
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// Shaders
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GLuint main_program_ = 0;
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GLuint pick_program_ = 0;
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GLuint axis_program_ = 0;
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// Axis gizmo
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GLuint axis_vao_ = 0;
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GLuint axis_vbo_ = 0;
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// Orbit-pivot indicator: 1 center vertex + (N+1) rim vertices on the unit
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// circle (last == first to close the triangle fan). Rendered as a screen-
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// space disc at camera_target_, visible only while the user is navigating.
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GLuint pivot_program_ = 0;
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GLuint pivot_vao_ = 0;
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GLuint pivot_vbo_ = 0;
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int pivot_rim_count_ = 0;
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// Per-model GPU data
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std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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// Pick framebuffer
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GLuint pick_fbo_ = 0;
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GLuint pick_color_tex_ = 0;
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GLuint pick_depth_rbo_ = 0;
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int pick_width_ = 0;
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int pick_height_ = 0;
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// HiZ occlusion culling (Phase 3C).
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//
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// Each frame after the main draw we blit the MSAA depth buffer down
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// into a single-sample depth texture (hiz_fbo_ / hiz_depth_tex_), then
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// glReadPixels it into hiz_depth_readback_. We max-reduce that into a
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// mip pyramid (hiz_pyramid_) and remember the VP matrix used
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// (hiz_vp_ + hiz_vp_valid_) so next frame's cull can test AABBs
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// against a slightly-stale depth. Skipped for the pick pass and when
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// IFC_NO_HIZ=1.
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GLuint hiz_downsample_program_ = 0;
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GLuint hiz_downsample_vao_ = 0;
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GLuint hiz_fbo_ = 0;
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GLuint hiz_depth_tex_ = 0;
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GLuint hiz_resolve_fbo_ = 0; // full-size single-sample resolve
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GLuint hiz_resolve_depth_tex_ = 0;
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int hiz_resolve_w_ = 0;
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int hiz_resolve_h_ = 0;
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int hiz_base_w_ = 0;
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int hiz_base_h_ = 0;
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std::vector<float> hiz_depth_readback_; // hiz_base_w_ * hiz_base_h_ floats
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std::vector<float> hiz_pyramid_; // concatenated mip levels
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std::vector<uint32_t> hiz_mip_offset_; // into hiz_pyramid_
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std::vector<uint32_t> hiz_mip_w_;
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std::vector<uint32_t> hiz_mip_h_;
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QMatrix4x4 hiz_vp_;
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bool hiz_vp_valid_ = false;
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std::atomic<uint32_t> hiz_reject_count_{0}; // per-frame stat
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// Cull-phase timers. Accumulated across all frames in the current
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// 1-second stats window; divided by frame_count_ at print time to
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// give per-frame average ms. Reset each window. Lets us see where
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// CPU time actually goes: bucket clears vs BVH traversal vs emit vs
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// GPU upload.
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// Atomic so parallel cull workers can fetch_add into them without
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// contending on a lock. clr/trv/emt are SUMS across all worker threads
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// for the frame — they describe total CPU work, not wall-clock. The
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// wall counter is measured once around the dispatch block in render()
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// and is what actually determines frame time.
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std::atomic<uint64_t> cull_clear_ns_{0};
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std::atomic<uint64_t> cull_traverse_ns_{0};
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std::atomic<uint64_t> cull_emit_ns_{0};
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std::atomic<uint64_t> cull_upload_ns_{0};
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uint64_t cull_wall_ns_ = 0; // main-thread only
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uint32_t cull_skipped_frames_ = 0;
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// Skip cullAndUploadVisible + buildHizPyramid when the camera and scene
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// haven't changed since the last cull. The existing per-model
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// indirect_buffer / visible_ssbo are still correct and just get
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// redrawn. Invalidated by any function that mutates models_gpu_.
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QMatrix4x4 last_cull_view_;
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QMatrix4x4 last_cull_proj_;
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bool have_cached_cull_ = false;
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// Motion-adaptive contribution culling. During camera motion, use a
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// larger pixel-radius threshold to aggressively cull small objects.
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// When the camera stops, re-cull once at the base threshold.
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bool last_cull_was_motion_ = false;
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// Benchmark mode: render N frames, collect stats, then exit.
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int benchmark_total_ = 0;
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int benchmark_count_ = 0;
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int benchmark_warmup_ = 5;
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float benchmark_yaw_start_ = 0.0f;
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float benchmark_yaw_speed_ = 0.5f; // degrees per frame
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std::vector<float> benchmark_frame_times_;
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// Per-frame stats
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uint32_t visible_triangles_ = 0;
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uint32_t visible_objects_ = 0;
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uint32_t gl_draw_calls_ = 0;
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uint32_t indirect_sub_draws_ = 0;
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// Camera
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QVector3D camera_target_{0, 0, 0};
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QVector3D camera_eye_{0, 0, 0}; // world-space eye, set in updateCamera
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float camera_distance_ = 50.0f;
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float camera_yaw_ = 45.0f;
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float camera_pitch_ = 30.0f;
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float camera_fov_y_deg_ = 45.0f;
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QMatrix4x4 view_matrix_;
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QMatrix4x4 proj_matrix_;
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// Mouse
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Qt::MouseButton active_button_ = Qt::NoButton;
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QPoint last_mouse_pos_;
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// Pivot indicator visibility — true while drag-navigating, or briefly
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// after a wheel notch (the timer auto-clears it).
|
||
bool pivot_indicator_visible_ = false;
|
||
QTimer* pivot_indicator_hide_timer_ = nullptr;
|
||
|
||
// FPS/fly mode state. fps_keys_held_ tracks WASD/QE/Shift between
|
||
// press+release; fps_last_tick_ gates dt inside render().
|
||
// fps_ignore_next_mouse_move_ swallows the synthetic MouseMove that
|
||
// QCursor::setPos() generates after we recenter.
|
||
CameraMode camera_mode_ = CameraMode::Orbit;
|
||
QSet<int> fps_keys_held_;
|
||
float fps_move_speed_ = 5.0f; // m/s at speed=1
|
||
QElapsedTimer fps_last_tick_;
|
||
bool fps_ignore_next_mouse_move_ = false;
|
||
|
||
// 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
|