mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-11 10:06:47 +00:00
23dc5dac48
Adds a network byte-source alongside the local Blob one. The async-chunk
infra is source-agnostic — only the two JS primitives knew it was a Blob —
so this generalises them and reuses everything else:
- ifcvReadRangeInto: local → Blob.slice; remote → fetch() with a Range
header (206). If a server ignores Range and returns 200, the requested
window is sliced out so it still works (without the bandwidth saving).
- ifcvFileSize: Blob size, or the URL's total length resolved up front.
- ifcvBeginUrlSource: resolves total size (HEAD Content-Length, else a
0-0 ranged GET's Content-Range) then fires _ifcv_source_ready.
- The metadata bootstrap is extracted into a source-agnostic
loadSidecarMetadataWeb(label); loadSidecarFromBlobWeb / FromUrlWeb are
thin entries. streaming_from_blob → streaming_from_web (now covers both).
main_web exports load_sidecar_from_url_c(url); shell.html reads a
?model=URL query param and ccalls it once the app is live (same-origin
needs no CORS; cross-origin hosts must send CORS + Accept-Ranges).
Test: serve.mjs now answers HEAD + Range (206) and falls back to the
ifcviewer-web source dir for sample.ifcview (embedded in the wasm, not in
build-web). New smoke case loads ?model=/sample.ifcview and asserts it
renders via the Range path. 6/6 web smoke + 107/107 unit pass; desktop
unaffected (web-guarded; only the shared field rename touches it).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1060 lines
52 KiB
C++
1060 lines
52 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 VIEWPORTCORE_H
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#define VIEWPORTCORE_H
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// Platform-agnostic render core. Owns the wgpu lifecycle state +
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// (eventually) scene state + per-frame render path. Talks to its
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// embedder through ViewportHost (window/canvas surface, scheduling,
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// notifications) — has no Qt or browser dependencies of its own.
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//
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// First migration target (#84-a): wgpu instance/adapter/device/queue/
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// surface ownership. The next subsystems (pipelines, models, render
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// path) move incrementally across subsequent commits — each leaving
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// the desktop build green. ViewportWindow currently holds reference
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// members pointing back at ViewportCore's storage so its body doesn't
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// have to acquire a `core_.` prefix on every wgpu touch. Those
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// references shrink as render methods themselves move over.
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#include <webgpu/webgpu.h>
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#include <Eigen/Dense>
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#include <atomic>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include "BufferPool.h"
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#include "InstanceCompose.h"
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#include "InstancedGeometry.h"
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#include "ModelGpuData.h"
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#include "SectionPlane.h"
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#include "SelectionState.h"
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#include "SidecarCache.h"
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#include "StreamingLoader.h"
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#include "StreamingThread.h"
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#include "ViewportHost.h"
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#include "VisibilityState.h"
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// Render-loop constants shared between ViewportCore and ViewportWindow.
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// Kept here (not in OverlayRenderer.h) so IfcViewerCore stays Qt-free.
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// ViewportWindow.cpp asserts the section-plane cap matches
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// OverlayRenderer's so the WGSL clip-plane array and the section-tool
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// state vector agree by construction.
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constexpr int kMaxSectionPlanes = 6;
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constexpr uint32_t kViewportSampleCount = 4;
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// Per-frame uniform layout. Matches the WGSL struct the main pipeline
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// declares (see ViewportCore.cpp MAIN_WGSL). Both buildPipelines (in
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// ViewportCore) and updateFrameUniforms (currently in ViewportWindow)
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// allocate / write this; keeping the type here makes the layout the
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// single source of truth.
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struct FrameUniforms {
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float view_proj[16];
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float light_dir[4]; // xyz = unit dir toward light, w unused
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float fill_dir[4]; // xyz = secondary fill dir
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float sky_color[4]; // xyz = sky-tint ambient, w unused
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float ground_color[4]; // xyz = ground-tint ambient, w unused
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int clip_count; // active section-plane count (≤ kMaxSectionPlanes)
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int _pad_clip[3]; // pad to 16-byte alignment for the array below
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float clip_planes[kMaxSectionPlanes][4]; // xyz = world-space unit normal, w = plane offset
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float xray_alpha_cap; // X-ray mode: fragment alpha clamped to min(in.color.a, cap)
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float _pad_xray[3]; // pad to 16-byte alignment so the struct stays vec4-aligned
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};
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static_assert(sizeof(FrameUniforms)
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== 16 * sizeof(float)
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+ 4 * 4 * sizeof(float)
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+ 4 * sizeof(int)
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+ kMaxSectionPlanes * 4 * sizeof(float)
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+ 4 * sizeof(float),
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"FrameUniforms must match WGSL layout");
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class ViewportCore {
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public:
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explicit ViewportCore(ViewportHost* host);
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~ViewportCore();
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ViewportCore(const ViewportCore&) = delete;
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ViewportCore& operator=(const ViewportCore&) = delete;
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ViewportHost* host() const { return host_; }
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// ---- Scene-mutation methods --------------------------------------------
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//
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// composeInstanceFromPlacement composes the per-instance
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// transform = federated_false_origin × model_transformation
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// × coordinate_operation × placement
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// (all in metres, double precision) and rebakes the world AABB
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// from the mesh-local one. Used by the per-model recompose path
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// after any of the four federation matrices change. Pure scene
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// math — no GPU touch.
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void composeInstanceFromPlacement(InstanceCpu& inst,
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const ModelGpuData& m) const;
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// Cross-model object_id lookup. Delegates to
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// InstanceCompose::findInstanceInModels; the wrapper exists so
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// callers don't have to know about the underlying map of models.
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bool findInstance(uint32_t object_id,
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InstanceCompose::InstanceLookup& out) const;
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// A point that actually lies on the model's first instance — used
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// by the federation false-origin guess on first geometry. Pure
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// read of models_gpu_; no GPU touch.
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bool firstGeometryPointWorldM(uint32_t model_id,
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Eigen::Vector3d& out) const;
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// ---- Scene mutators -----------------------------------------------------
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//
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// All of these flip scene state (or post a recompose) and ask the
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// host to schedule another frame via host_->requestFrame(). The host
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// is responsible for coalescing those requests (Qt's requestUpdate
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// does it natively; the web host wraps requestAnimationFrame).
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void removeModel(uint32_t model_id);
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void resetScene();
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void hideModel(uint32_t model_id);
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void showModel(uint32_t model_id);
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// Federation matrix setters. Each writes to model state and posts
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// a recompose so per-instance world matrices stay consistent with
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// the configured georef + transformation pipeline.
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void setFederatedFalseOrigin(const Eigen::Matrix4d& matrix_meters);
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void setModelCoordinateOperation(uint32_t model_id,
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const Eigen::Matrix4d& matrix_meters);
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void setModelTransformation(uint32_t model_id,
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const Eigen::Matrix4d& matrix_meters);
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// Walk every instance of `model_id`, recompose its transform from
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// the current federation matrices, refresh per-chunk world AABBs,
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// and re-upload InstanceGpu[] into m.instance_storage. No-op if
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// the model is unknown, has no instances, or wgpu init hasn't
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// completed.
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void recomposeAndUploadModel(uint32_t model_id);
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// ---- Camera math --------------------------------------------------------
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//
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// buildViewProj feeds every cull, streaming, pick and render path
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// — keep it as a single helper so the projection_ortho_ toggle
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// and the near-vertical up-vector switch can't drift between
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// call sites. computeSceneAabb folds every visible model's
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// world AABBs into one — used by viewAll and the bench camera.
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// chunkScreenAreaPx projects one chunk's world AABB through a
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// VP into 2D pixels — the streaming loader's priority signal.
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void buildViewProj(Eigen::Matrix4f& view_out,
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Eigen::Matrix4f& proj_out) const;
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bool computeSceneAabb(float mn[3], float mx[3]) const;
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float chunkScreenAreaPx(const ModelGpuData::Chunk& c,
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const Eigen::Matrix4f& vp_mat) const;
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// Camera state snapshot for save-view / restore-view round-trips.
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// Same shape as ViewportWindow::CameraState (kept as a `using` alias
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// there) so bonsai's HomeView code keeps working.
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struct CameraState {
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Eigen::Vector3f target = Eigen::Vector3f::Zero();
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float distance = 50.0f;
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float yaw = 45.0f;
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float pitch = 30.0f;
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};
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// ---- Camera mutators / getters ------------------------------------------
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void viewAll();
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void setCamera(float tx, float ty, float tz,
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float dist, float yaw_deg, float pitch_deg);
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void setStandardView(float yaw_deg, float pitch_deg);
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// ---- Incremental orbit navigation ---------------------------------------
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//
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// Pixel-delta camera moves, shared by every host (Qt desktop + web).
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// Hosts translate raw pointer/wheel events into these calls and own
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// their own UI concerns (drag promotion, pivot indicator, cursor
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// capture); the orbit math lives here so it can't drift between
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// platforms. Each schedules a frame via the host.
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//
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// orbitBy: drag-right yaws the world right (yaw -= dx), drag-down
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// tilts the camera up (pitch += dy). 0.4 deg/px matches GL.
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// panBy: shifts the target in the camera's screen plane; world
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// units/pixel track the frustum height at the pivot so the
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// feel is zoom-independent. Needs the viewport height.
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// dollyBy: each wheel notch zooms ~10% (distance *= 0.9^notches);
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// positive notches zoom in.
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void orbitBy(float dx_px, float dy_px);
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void panBy(float dx_px, float dy_px, int viewport_height_px);
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void dollyBy(float notches);
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void toggleProjection();
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bool projectionOrtho() const { return projection_ortho_; }
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std::string cameraString() const;
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CameraState cameraState() const;
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// Re-aim the orbit camera so [mn, mx] fits the view with `padding`
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// headroom (1.10 typical). Used by viewAll and focusOnSelectedObject.
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void frameAabb(const float mn[3], const float mx[3], float padding);
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// Per-object AABB lookup. Aggregates every instance of `object_id`
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// across every loaded model. Two overloads — float[3] for internal
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// callers; the Eigen::Vector3f overload exists so bonsai's volume
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// readout + focus paths compile unchanged.
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bool computeObjectAabb(uint32_t object_id, float mn[3], float mx[3]) const;
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bool computeObjectAabb(uint32_t object_id,
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Eigen::Vector3f& mn, Eigen::Vector3f& mx) const;
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// Sum of mesh-local volumes (m³) of every instance whose object_id
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// is in `object_ids`. Each instance is scaled by |det(placement_3x3)|
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// to pick up mapped-item scale/mirror; signed-tetrahedra absolute
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// value means winding is ignored. Volumes are precomputed at
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// applyCachedModel — this call is just lookups + multiplies.
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double volumeOfObjects(const std::vector<uint32_t>& object_ids) const;
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// Per-object variant. Used by the Volume tool to drive both the
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// total HUD and the per-object overlay labels at AABB centres.
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std::vector<std::pair<uint32_t, double>>
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volumesPerObject(const std::vector<uint32_t>& object_ids) const;
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// ---- Pipeline construction --------------------------------------------
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//
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// buildPipelines creates the main render pipelines (opaque +
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// transparent variants), bind group layouts, the per-frame UBO,
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// and the WGSL shader module. Called once after the device + queue
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// come up + the surface format is picked.
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//
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// ensureSelectionFlagsBuffer (re)allocates the selection flags
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// storage buffer geometrically as next_object_id_ grows, and
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// (re)builds the frame bind group when its referenced buffers
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// change. uploadSelectionFlagsIfDirty flushes
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// selection_.fillFlagsArray() into the GPU when selection_'s dirty
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// flag is set — called once per frame at render time.
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bool buildPipelines();
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void ensureSelectionFlagsBuffer();
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void uploadSelectionFlagsIfDirty();
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// Build the FrameUniforms struct (view-proj + lighting + section
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// planes + xray cap) from current camera + section_planes_ +
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// xray_alpha_cap_ and upload it via the queue. Called once per
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// render() at frame start, before any draw encode.
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void updateFrameUniforms();
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// ---- wgpu lifecycle ----------------------------------------------------
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//
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// initWgpu brings up the wgpu instance, gets the platform surface
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// from host_->createSurface, requests adapter + device + queue,
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// probes the streaming pool capacity, starts the background loader
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// thread, and picks the swap-chain surface format. Does NOT build
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// pipelines — the host runs the pipeline construction after this
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// (so VW can still keep its HiZ / edge / pick / overlay builders
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// co-located).
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//
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// `web_limits` forces the WebGPU spec mandatory floor (128 MB max
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// storage binding, 256 MB max buffer) instead of the adapter's
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// actual maximum — used by --web-limits to verify chunking fits
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// through browser constraints.
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//
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// shutdown tears down everything ViewportCore owns. The host's own
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// teardown (depth/MSAA/HiZ/edge/pick attachments + overlays) must
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// run BEFORE this call so its device-owned resources release
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// against a still-live device.
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bool initWgpu(bool web_limits);
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void shutdown();
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#if defined(__EMSCRIPTEN__)
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// Async-init driver for the web. The spin-wait pattern in initWgpu()
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// doesn't work on Dawn-web — RequestDevice's callback never fires
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// when the caller is parked inside an Asyncify spin loop, even with
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// AllowSpontaneous + emscripten_sleep yields. The fix is to mirror
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// the original main_web.cpp spike: nested callbacks, no spin.
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// Fires `on_complete(true)` once instance + adapter + device + queue
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// + pool + surface_format_ are all in place; on any failure, fires
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// on_complete(false). Caller is responsible for calling
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// buildPipelines + buildHiz/Edge/Pick + scene-load after on_complete.
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void initWgpuAsyncWeb(std::function<void(bool ok)> on_complete);
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#endif
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// ---- Chunk residency (#84-n) ------------------------------------------
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//
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// Build the per-chunk WGPUBindGroup over its current pool slices +
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// shared model storage. Idempotent — releases any previous bind group
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// first. Called after a slice's bytes have been written via
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// applyStreamedChunk, and from buildModelBindGroup for every chunk
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// at model-load time.
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void buildChunkBindGroup(ModelGpuData& m, std::size_t chunk_idx);
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// Pool-allocate vertex + index slices for the chunk, queueWriteBuffer
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// the bytes, build the bind group, flip is_resident=true. Returns
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// false on pool OOM (caller should have made room first); on
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// failure, no slices are claimed and is_resident stays false.
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// Called from the worker-result drain (async) and from
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// loadChunkBytesAndUploadGpu (sync first-frame fallback). Fires
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// on_volume_dirty_ when this chunk filled in any mesh-local volume
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// so consumers (the Volume tool's HUD) can refresh.
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bool applyStreamedChunk(ModelGpuData& m, std::size_t chunk_idx,
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const std::vector<std::uint8_t>& vbytes,
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const std::vector<std::uint32_t>& idx);
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// Synchronous-fallback path: read this chunk's byte ranges from
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// the sidecar file directly (no worker thread) and apply. Used by
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// the screenshot test on first frame, and any caller that needs a
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// chunk resident inside the same call (no deferred-state to
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// manage). Returns true on success.
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bool loadChunkBytesAndUploadGpu(ModelGpuData& m, std::size_t chunk_idx);
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// Release the chunk's pool slices + bind group, clear residency.
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// No-op if !c.is_resident.
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void unloadChunk(ModelGpuData& m, std::size_t chunk_idx);
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// Build the worker request for a chunk. Walks the chunk's mesh_ids
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// and derives scatter-gather byte/index ranges from each mesh's
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// sidecar offsets. Pure function of model + chunk metadata; safe to
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// call from the main thread.
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static StreamingThread::Request makeChunkRequest(
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const ModelGpuData& m, std::size_t chunk_idx, std::uint32_t model_id);
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// Per-frame streaming driver. Called from render() after cull. Walks
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// every model's chunks once for residency bookkeeping, drains the
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// worker's completed results into the pool, then enqueues new
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// requests for visible non-resident chunks (LRU + priority eviction
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// when the pool can't fit). Triggers host_->requestFrame() while
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// residency is still settling so the render loop keeps ticking.
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void driveStreamingLoads();
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// ---- Sidecar / direct load (#84-q) -----------------------------------
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//
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// Apply a parsed sidecar's metadata + planned chunk layout to
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// models_gpu_[model_id]. Builds the per-chunk small buffers
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// (visible_draws / prefix_sums / per_chunk_uniform), the per-model
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// mesh + instance storage SSBOs, and the spatial chunk plan; chunk
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// vertex/index slices stay non-resident until the streaming loader
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// brings them in. Triggers an auto-viewAll on the first model (so a
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// freshly-loaded scene frames itself).
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void applyCachedModel(std::uint32_t model_id, StreamingSidecar metadata);
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// Qt-free sidecar load: readSidecarMetadataOnly + applyCachedModel.
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// Used by the web build (and any other non-Qt embedder) so the
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// public ViewportWindow::loadSidecar's QString + QFile triage
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// tilde-expansion doesn't have to be replicated. Returns 0 on
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// any failure (device not ready, file missing, magic / version
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// mismatch) and the freshly-assigned model_id on success.
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std::uint32_t loadSidecarFromPath(const std::string& path);
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#if defined(__EMSCRIPTEN__)
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// Web byte-range load (#88). Streams a sidecar from a JS-side source
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// WITHOUT copying the whole file into the wasm heap: head + tail metadata
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// are read via byte ranges, the streaming model is built, and it is tagged
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// web-sourced so each chunk's vertex/index ranges are pulled lazily.
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// Asynchronous — returns immediately and frames the model from the JS
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// completion callback. resetScene() first to replace.
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//
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// - Blob: the picked File on Module.__ifcvFile (Blob.slice).
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// - URL: a remote sidecar (HTTP Range); resolves total size first, then
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// runs the shared bootstrap via the ifcv_source_ready callback.
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void loadSidecarFromBlobWeb();
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void loadSidecarFromUrlWeb(std::string url);
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void loadSidecarMetadataWeb(std::string source_label);
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// Kick off the async read of one chunk's vertex + index byte ranges (from
|
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// the active web source). applyStreamedChunk runs in the JS completion
|
||
// callback; c.is_loading is held until then. No-op if the model/chunk
|
||
// vanished mid-flight (e.g. a resetScene landed between issue and done).
|
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void beginWebChunkLoad(std::uint32_t model_id, std::size_t chunk_idx);
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#endif
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// Direct-load (bonsai-side) entry points. Bonsai's SceneLoader feeds
|
||
// the viewer one mesh + one instance at a time, then calls
|
||
// finalizeModel once everything's staged. The staging map lives on
|
||
// ViewportCore so both halves can share it.
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||
void uploadMeshChunk(const MeshChunk& chunk);
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void uploadInstanceChunk(const InstanceChunk& chunk);
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||
void finalizeModel(std::uint32_t model_id);
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||
|
||
// ---- Cross-chunk + screenshot capture (#84-v) -------------------------
|
||
//
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// Rebuild every chunk's bind group for the supplied model. No-op
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||
// when the model has no GPU storage yet (empty load — the chunk
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// draw loop skips it anyway).
|
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void buildModelBindGroup(ModelGpuData& m);
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// Arm a one-shot screenshot capture. The next render() encodes a
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// surface-to-buffer copy alongside the main pass, maps it back to
|
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// RGBA8, and saves a PNG at `path`. `quit_after` requests host
|
||
// shutdown once the capture writes — the host's quit() decides
|
||
// when (synchronously or queued).
|
||
void captureNextFrameToPng(const std::string& path, bool quit_after);
|
||
bool pending_screenshot_quit_ = false;
|
||
|
||
// Encode a surface-to-buffer copy of the swapchain texture into the
|
||
// supplied encoder. Returns the allocated readback buffer (caller
|
||
// releases) and writes the row-aligned bytes-per-row through
|
||
// `padded_bpr_out`. The caller is expected to wait for queue submit
|
||
// before calling finalizeScreenshotCapture below.
|
||
WGPUBuffer encodeScreenshotCapture(WGPUCommandEncoder enc,
|
||
WGPUTexture surface_texture,
|
||
std::uint32_t& padded_bpr_out);
|
||
|
||
// After queue submit, map the staging buffer back to host memory,
|
||
// BGRA→RGBA-swap into a tightly-packed RGBA8 image, hand it to
|
||
// host_->saveScreenshotRgba8, then release the staging buffer.
|
||
// Clears pending_screenshot_path_ and (when pending_screenshot_quit_
|
||
// was set) invokes host_->quit().
|
||
void finalizeScreenshotCapture(WGPUBuffer capture_buffer,
|
||
std::uint32_t padded_bpr);
|
||
|
||
// ---- Section planes (#84-y) -------------------------------------------
|
||
//
|
||
// Append a section plane at the supplied surface hit, with a normal
|
||
// auto-flipped toward the camera so the first click reveals the
|
||
// surface the user just clicked. `visual_radius` controls the
|
||
// overlay gizmo size; <= 0 falls back to 1 m. Returns false when
|
||
// the kMaxSectionPlanes cap is already reached.
|
||
bool addSectionPlaneAtSurface(const Eigen::Vector3f& point,
|
||
const Eigen::Vector3f& normal,
|
||
float visual_radius);
|
||
|
||
// Remove a single section plane by index (no-op when out of range).
|
||
void removeSectionPlane(int index);
|
||
|
||
// Drop every section plane. No-op when none are active.
|
||
void clearSectionPlanes();
|
||
|
||
// ---- Render loop (#84-x) ----------------------------------------------
|
||
//
|
||
// Encode one frame: acquire the swapchain texture, run cull (parallel
|
||
// when WGPU_CULL_THREADS!=0), drive streaming residency, encode the
|
||
// two-pass main draw, edge pass, HiZ resolve, and (optionally) the
|
||
// screenshot capture. Calls host_->encodeOverlaysInMainPass and
|
||
// host_->encodeOverlaysPostMain for the overlay layers (still
|
||
// Qt-bound), and host_->onFrameStats for the bench / status bar
|
||
// listeners. Idempotent re: framebuffer size — reconfigures the
|
||
// surface on Outdated/Lost. Returns early when the surface query
|
||
// fails so the next frame retries cleanly.
|
||
void render();
|
||
|
||
// ---- Surface configuration (#84-u) ------------------------------------
|
||
//
|
||
// Configure the swapchain at the given physical size. Picks a present
|
||
// mode from caps + preference order (Mailbox → Immediate → FifoRelaxed
|
||
// → Fifo, overridable via WGPU_PRESENT_MODE), reconfigures the
|
||
// surface, then (re)allocates the depth + MSAA color + HiZ resolve
|
||
// textures and invalidates the HiZ + edge bind groups so they
|
||
// rebuild against the new depth view on next encode.
|
||
void configureSurface(int width_px, int height_px);
|
||
|
||
// ---- HiZ + framebuffer attachments (#84-r) ----------------------------
|
||
//
|
||
// Build the HiZ resolve pipeline (and shader module + BGL + uniform
|
||
// buffer). Run once during init, after buildPipelines but before the
|
||
// first render. Returns false on pipeline creation failure.
|
||
bool buildHizPipeline();
|
||
|
||
// (Re)allocate the resolve depth texture + ping-pong staging buffers
|
||
// to match a viewport_w x viewport_h surface. Idempotent when
|
||
// dimensions match. Resets ping-pong state so any in-flight map is
|
||
// dropped (caller already ensured the surface resize blocked).
|
||
void ensureHizTextures(int viewport_w, int viewport_h);
|
||
|
||
// Tear down every HiZ-owned wgpu resource (pipeline + textures +
|
||
// staging buffers + pyramid). Called from shutdown() before
|
||
// device_ is released.
|
||
void releaseHizResources();
|
||
|
||
// Encode the per-frame resolve pass + texture-to-buffer copy into
|
||
// the supplied command encoder. Picks an idle ping-pong slot (or
|
||
// returns -1 when both slots are still in flight). Returns the
|
||
// chosen slot so the caller can later call startHizMap on it.
|
||
int encodeHizResolve(WGPUCommandEncoder enc);
|
||
|
||
// Queue the async map for the given slot. Records the VP the
|
||
// resolve was rendered with so the eventual readback knows which
|
||
// matrix produced the depth.
|
||
void startHizMap(int slot, const Eigen::Matrix4f& vp_used);
|
||
|
||
// Drain any mapAsync completions that fired since last frame,
|
||
// rebuild the CPU mip pyramid from the freshly-mapped data, swap
|
||
// it into hiz_pyramid_. Non-blocking — frames where no slot has
|
||
// completed just leave the pyramid untouched.
|
||
void drainHizReadbacks();
|
||
|
||
// Per-instance HiZ occlusion test. Projects the AABB through
|
||
// hiz_vp_ (the matrix the pyramid was rendered with), maps to mip
|
||
// pixel coords, max-reduces across the covered area, rejects when
|
||
// the AABB's nearest projected z is behind the pyramid coverage.
|
||
bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
|
||
|
||
// Ensure the main render-pass depth attachment matches the current
|
||
// surface size. Created with MSAA + TextureBinding usage so the HiZ
|
||
// resolve can sample it. Idempotent when dimensions match.
|
||
void ensureDepthTexture(int w, int h);
|
||
void releaseDepthTexture();
|
||
|
||
// MSAA color attachment for the main pass. Same lifecycle pattern
|
||
// as the depth texture above.
|
||
void ensureMsaaColorTexture(int w, int h);
|
||
void releaseMsaaColorTexture();
|
||
|
||
// ---- Edge silhouette post-process (#84-s) -----------------------------
|
||
//
|
||
// Build the edge pipeline + shader + BGL. Run after initWgpu's
|
||
// device is up. Returns false on pipeline creation failure.
|
||
bool buildEdgePipeline();
|
||
|
||
// Encode the edge silhouette fullscreen pass into the supplied
|
||
// command encoder. No-op when edges_enabled_ is false or the
|
||
// pipeline / depth view / surface view is null. Lazily builds the
|
||
// bind group on first call after a surface resize.
|
||
void encodeEdgePass(WGPUCommandEncoder enc, WGPUTextureView surface_view);
|
||
|
||
// Tear down the edge pipeline + bind group + supporting state.
|
||
// Called from shutdown() before the device dies.
|
||
void releaseEdgeResources();
|
||
|
||
// ---- Pick + raycast (#84-t) -------------------------------------------
|
||
//
|
||
// Build the pick pipeline. Reuses the main shader module's
|
||
// vs_pick / fs_pick entry points + pipeline_layout_ (same bindings
|
||
// as the main draw). Single-sample target. Returns false on
|
||
// pipeline creation failure.
|
||
bool buildPickPipeline();
|
||
|
||
// (Re)allocate the pick MRT attachments + readback staging buffers
|
||
// to the supplied size. Idempotent when dimensions match.
|
||
void ensurePickAttachments(int w, int h);
|
||
|
||
// Encode the one-shot pick pass + copy the (x, y) texel into the pick
|
||
// staging buffer(s) and submit. Shared by the sync (pickObjectAt) and
|
||
// async (pickObjectAtAsync) readbacks. Caller validates bounds/attachments.
|
||
void encodePickReadbackToStaging(int x_pixels, int y_pixels, bool want_normal);
|
||
|
||
// Tear down every pick-owned wgpu resource (pipeline + MRTs +
|
||
// staging buffers). Called from shutdown() before device_ dies.
|
||
void releasePickResources();
|
||
|
||
// Encode + readback the single-pixel object_id + normal at (x, y).
|
||
// Returns 0 on miss (or any guard failure). When `normal_out` is
|
||
// non-null, decodes the RGBA16F normal MRT's first texel into a
|
||
// unit world-space normal. Synchronous (interactive click path).
|
||
std::uint32_t pickObjectAt(int x_pixels, int y_pixels,
|
||
Eigen::Vector3f* normal_out = nullptr);
|
||
|
||
// Route a pick result into the selection state machine (replace / add /
|
||
// remove / empty-click-clear), mirroring the desktop click semantics.
|
||
// Marks selection_ dirty for the next render's flush.
|
||
void applyPickToSelection(std::uint32_t object_id, bool add, bool remove);
|
||
|
||
#if defined(__EMSCRIPTEN__)
|
||
// Async object pick for the web build: encodes the same pick pass as
|
||
// pickObjectAt but reads the staging buffer back via a spontaneous map
|
||
// callback (no blocking spin, which would hang the JS event loop) and
|
||
// delivers object_id to `cb`. Object-id only; one pick in flight at a
|
||
// time (a pick issued while another is mapping is dropped → cb(0)).
|
||
void pickObjectAtAsync(int x_pixels, int y_pixels,
|
||
std::function<void(std::uint32_t)> cb);
|
||
#endif
|
||
|
||
// Marquee box select: encode the pick pass, copy the (x, y, w, h)
|
||
// sub-rect of the object_id MRT back, return the set of unique
|
||
// non-zero ids. Synchronous (rare interaction).
|
||
std::vector<std::uint32_t> picksInRect(int x, int y, int w, int h);
|
||
|
||
// Run pickObjectAt + raycast against every instance carrying the
|
||
// hit object_id, then return the closest hit's world position,
|
||
// world normal, and (optionally) the bounding-sphere radius. The
|
||
// normal preference goes to the pick MRT's per-fragment value; the
|
||
// AABB-face normal is a fallback.
|
||
bool pickSurfaceAt(int x_pixels, int y_pixels,
|
||
std::uint32_t& object_id_out,
|
||
Eigen::Vector3f& world_pos_out,
|
||
Eigen::Vector3f& world_normal_out,
|
||
float* aabb_radius_out = nullptr);
|
||
|
||
// Per-pick result for the Area / Length / Volume tools. The
|
||
// composed_transform mirrors InstanceCpu::transform so callers can
|
||
// round-trip from mesh-local back to world without re-deriving it.
|
||
struct MeshLocalPick {
|
||
std::uint32_t object_id = 0;
|
||
std::uint32_t model_id = 0;
|
||
std::uint32_t mesh_id = 0;
|
||
float mesh_local [3] = {0, 0, 0};
|
||
float world_pos [3] = {0, 0, 0};
|
||
float world_normal[3] = {0, 0, 0};
|
||
float composed_transform[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
|
||
};
|
||
|
||
// pickSurfaceAt + transform back into the picked instance's mesh-
|
||
// local space, refined against the cached CPU mesh shadow when
|
||
// available (Möller-Trumbore per-triangle). Output sits on a real
|
||
// triangle, not the AABB face. Returns false on miss.
|
||
bool pickMeshLocalAt(int x, int y, MeshLocalPick& out);
|
||
|
||
// Bonsai-side raycast helper. Walks every visible instance's
|
||
// world-AABB, then Möller-Trumbore against the cached mesh
|
||
// triangles. `dir` must be a unit vector — distance is the ray's
|
||
// t parameter (= world distance only at |dir|=1).
|
||
struct RaycastHit {
|
||
std::uint32_t object_id = 0;
|
||
float distance = 0.0f;
|
||
float world_pos[3] = {0, 0, 0};
|
||
float world_normal[3] = {0, 0, 0};
|
||
};
|
||
bool raycast(const float origin[3], const float dir[3], RaycastHit& out) const;
|
||
|
||
// ---- Cull (#84-p) -----------------------------------------------------
|
||
//
|
||
// Per-instance occlusion test, supplied by the caller. Wired by
|
||
// ViewportWindow to its HiZ pyramid (still VW-side) — when the
|
||
// function is null, occlusion is implicitly "miss" and only
|
||
// frustum + contribution culling apply.
|
||
using HizOccludedFn = std::function<bool(const float mn[3], const float mx[3])>;
|
||
|
||
// Walk every instance in `m`, frustum-test, contribution-test, and
|
||
// (when `hiz_occluded` is non-null) HiZ-test. Populates each
|
||
// chunk's visible_draws_scratch + prefix_sums_scratch with the
|
||
// partition the render pass will issue. Returns the number of
|
||
// instances HiZ rejected so render() can aggregate the counter.
|
||
// `const` because cull doesn't touch wgpu state — pure CPU work
|
||
// over ModelGpuData scratch fields.
|
||
std::uint32_t cullModelCpuCompute(
|
||
ModelGpuData& m,
|
||
const float planes[6][4],
|
||
const float eye[3],
|
||
const float forward[3],
|
||
const float right[3],
|
||
const float up[3],
|
||
float focal_px,
|
||
float min_radius_px,
|
||
float lod1_threshold_px,
|
||
const HizOccludedFn& hiz_occluded) const;
|
||
|
||
// Upload the per-chunk visible-draw + prefix-sum partitions + the
|
||
// per-chunk uniform (counts + the opaque/transparent split point)
|
||
// for every chunk in `m`. Called once per visible model after
|
||
// cullModelCpuCompute fills the scratch.
|
||
void cullModelCpuUpload(ModelGpuData& m);
|
||
|
||
// ---- Per-frame cull-cycle debug counters -----------------------------
|
||
//
|
||
// Tally how often the LOD1 pick triggered, how many triangles it
|
||
// saved, and how many instances either had no LOD1 to pick or sat
|
||
// above the threshold. Reset at the end of every render() cycle by
|
||
// the bench / frame-stats path in VW. Mutable so cullModelCpuCompute
|
||
// can stay const for the rest of its data flow.
|
||
mutable std::uint32_t lod1_dbg_count_ = 0;
|
||
mutable std::uint32_t lod0_dbg_eligible_count_ = 0;
|
||
mutable std::uint32_t lod0_dbg_no_lod1_count_ = 0;
|
||
mutable std::uint64_t lod1_dbg_tris_saved_ = 0;
|
||
|
||
private:
|
||
bool createPool();
|
||
|
||
public:
|
||
|
||
// Friend access for ViewportWindow's reference proxies. As each
|
||
// render method moves into ViewportCore it stops needing these
|
||
// (it touches the fields directly); once everything has migrated
|
||
// the friend declaration goes away.
|
||
friend class ViewportWindow;
|
||
|
||
private:
|
||
ViewportHost* host_;
|
||
|
||
// ---- wgpu lifecycle state ------------------------------------------------
|
||
//
|
||
// Plain pointers (wgpu C handles); zero-init means "not yet
|
||
// initialised". Owned by ViewportCore now; reference members in
|
||
// ViewportWindow alias these so the existing call sites don't
|
||
// need to change to use a `core_.` prefix.
|
||
WGPUInstance instance_ = nullptr;
|
||
WGPUAdapter adapter_ = nullptr;
|
||
WGPUDevice device_ = nullptr;
|
||
WGPUQueue queue_ = nullptr;
|
||
WGPUSurface surface_ = nullptr;
|
||
WGPUTextureFormat surface_format_ = WGPUTextureFormat_Undefined;
|
||
// Format the colour pipelines + surface view actually render through. Equals
|
||
// surface_format_ on desktop (already sRGB); on web it's the sRGB sibling of
|
||
// the plain-Unorm canvas format so the shader's sRGB encode-cancel works.
|
||
WGPUTextureFormat surface_view_format_ = WGPUTextureFormat_Undefined;
|
||
bool surface_configured_ = false;
|
||
|
||
public:
|
||
// Latched by the device-lost callback (web) when the GPU reclaims our
|
||
// device — typically GPU-memory pressure from another client. render()
|
||
// bails while set so the loop doesn't hammer a dead surface (which freezes
|
||
// the tab). Public so the spontaneous C callback can set it.
|
||
bool device_lost_ = false;
|
||
private:
|
||
|
||
// ---- Pipelines + bind-group layouts (built once after init) -------------
|
||
//
|
||
// Main render pipeline group: one shader module + two bind group
|
||
// layouts (frame uniforms at group=0, per-model storages at
|
||
// group=1) feeding both the opaque-pass pipeline and the
|
||
// transparent-pass variant. The transparent pipeline shares the
|
||
// shader and layout; it differs only in depthWriteEnabled=False
|
||
// and the SrcAlpha / OneMinusSrcAlpha blend on the color target.
|
||
WGPUShaderModule main_shader_module_ = nullptr;
|
||
WGPUBindGroupLayout frame_bgl_ = nullptr; // group 0
|
||
WGPUBindGroupLayout model_bgl_ = nullptr; // group 1
|
||
WGPUPipelineLayout pipeline_layout_ = nullptr;
|
||
WGPURenderPipeline main_pipeline_ = nullptr;
|
||
WGPURenderPipeline main_pipeline_transparent_ = nullptr;
|
||
|
||
// HiZ occlusion-cull pipeline group. Downsamples MSAA depth into a
|
||
// mip pyramid; consumed by next-frame cull.
|
||
WGPUShaderModule hiz_shader_module_ = nullptr;
|
||
WGPUBindGroupLayout hiz_bgl_ = nullptr;
|
||
WGPUPipelineLayout hiz_pipeline_layout_ = nullptr;
|
||
WGPURenderPipeline hiz_pipeline_ = nullptr;
|
||
WGPUBuffer hiz_uniform_buffer_ = nullptr;
|
||
WGPUBindGroup hiz_bind_group_ = nullptr;
|
||
|
||
// Downsampled HiZ depth target (single-sampled, 256-wide-by-aspect).
|
||
// The resolve pass writes max-reduced depth into this; one frame later
|
||
// we copy it into a CPU-mappable staging buffer and rebuild the mip
|
||
// pyramid.
|
||
WGPUTexture hiz_resolve_texture_ = nullptr;
|
||
WGPUTextureView hiz_resolve_view_ = nullptr;
|
||
std::uint32_t hiz_resolve_w_ = 0;
|
||
std::uint32_t hiz_resolve_h_ = 0;
|
||
std::uint32_t hiz_padded_bpr_ = 0; // bytes per row in the staging buffer
|
||
|
||
// Ping-pong async readback. Frame N submits a copy into slot
|
||
// hiz_write_idx_ and calls mapAsync. Frame N+K (K >= 1) calls
|
||
// processEvents to drain; whichever slot signalled completion is
|
||
// mapped, read into hiz_pyramid_, and unmapped — making the pyramid
|
||
// 1+ frames stale (the "slightly-stale depth" pattern). Two slots
|
||
// overlap GPU write with CPU read; we never block on the readback.
|
||
enum class HizSlotState : std::uint8_t { Idle, Mapping, Mapped };
|
||
static constexpr int HIZ_SLOTS = 2;
|
||
WGPUBuffer hiz_staging_buffers_[HIZ_SLOTS] = { nullptr, nullptr };
|
||
Eigen::Matrix4f hiz_slot_vp_ [HIZ_SLOTS];
|
||
HizSlotState hiz_slot_state_ [HIZ_SLOTS] = { HizSlotState::Idle,
|
||
HizSlotState::Idle };
|
||
int hiz_write_idx_ = 0;
|
||
|
||
// CPU mip pyramid (max-reduce). hiz_pyramid_[hiz_mip_offset_[L] + y*W + x].
|
||
std::vector<float> hiz_pyramid_;
|
||
std::vector<std::uint32_t> hiz_mip_offset_;
|
||
std::vector<std::uint32_t> hiz_mip_w_;
|
||
std::vector<std::uint32_t> hiz_mip_h_;
|
||
Eigen::Matrix4f hiz_vp_ = Eigen::Matrix4f::Identity();
|
||
bool hiz_valid_ = false;
|
||
bool hiz_enabled_ = false;
|
||
std::uint32_t hiz_reject_count_ = 0; // per-frame stat
|
||
|
||
// Per-frame trace budget for WGPU_HIZ_TRACE. The render() loop
|
||
// resets it to kHizTracePerFrame at the start of each frame; the
|
||
// parallel cull workers atomically decrement when logging a
|
||
// rejection.
|
||
mutable std::atomic<int> hiz_trace_budget_{0};
|
||
|
||
// GL's HiZ default is 256 wide; we match. Height tracks viewport aspect.
|
||
static constexpr std::uint32_t HIZ_BASE_W = 256;
|
||
|
||
// ---- Depth + MSAA color attachments -----------------------------------
|
||
//
|
||
// Owned by core because both the main render pass (still VW-side) and
|
||
// the HiZ resolve pass (now core-side) bind these. Reallocated on
|
||
// surface resize via ensureDepthTexture / ensureMsaaColorTexture.
|
||
WGPUTexture depth_texture_ = nullptr;
|
||
WGPUTextureView depth_view_ = nullptr;
|
||
int depth_w_ = 0;
|
||
int depth_h_ = 0;
|
||
WGPUTexture msaa_color_texture_ = nullptr;
|
||
WGPUTextureView msaa_color_view_ = nullptr;
|
||
int msaa_w_ = 0;
|
||
int msaa_h_ = 0;
|
||
|
||
// Edge-silhouette pipeline group. Drawn after the main pass; reads
|
||
// the depth/normal attachments to emit dark outlines.
|
||
WGPUShaderModule edge_shader_module_ = nullptr;
|
||
WGPUBindGroupLayout edge_bgl_ = nullptr;
|
||
WGPUPipelineLayout edge_pipeline_layout_ = nullptr;
|
||
WGPURenderPipeline edge_pipeline_ = nullptr;
|
||
WGPUBindGroup edge_bind_group_ = nullptr;
|
||
bool edges_enabled_ = true;
|
||
|
||
// Pick pass. Reuses pipeline_layout_ — same set of bindings as the
|
||
// main pass since the pick fragment also vertex-pulls instance data.
|
||
WGPURenderPipeline pick_pipeline_ = nullptr;
|
||
|
||
// Pick render targets + readback staging. Single-sample, surface-
|
||
// sized R32UInt for object_id + RGBA16F for the packed world-space
|
||
// normal (the section tool drops perpendicular cuts at the picked
|
||
// pixel). picksInRect grows box_pick_staging_buffer_ on demand for
|
||
// marquee selection.
|
||
WGPUTexture pick_color_texture_ = nullptr;
|
||
WGPUTextureView pick_color_view_ = nullptr;
|
||
WGPUTexture pick_normal_texture_ = nullptr;
|
||
WGPUTextureView pick_normal_view_ = nullptr;
|
||
WGPUTexture pick_depth_texture_ = nullptr;
|
||
WGPUTextureView pick_depth_view_ = nullptr;
|
||
WGPUBuffer pick_staging_buffer_ = nullptr;
|
||
WGPUBuffer pick_normal_staging_buffer_ = nullptr;
|
||
int pick_w_ = 0;
|
||
int pick_h_ = 0;
|
||
WGPUBuffer box_pick_staging_buffer_ = nullptr;
|
||
std::uint64_t box_pick_staging_capacity_ = 0;
|
||
#if defined(__EMSCRIPTEN__)
|
||
// Async object-pick state (web). Held while the staging map is in flight;
|
||
// pick_async_cb_ fires with object_id when the spontaneous map resolves.
|
||
bool pick_async_in_flight_ = false;
|
||
std::function<void(std::uint32_t)> pick_async_cb_;
|
||
#endif
|
||
|
||
// ---- Frame uniforms + selection bind ----------------------------------
|
||
//
|
||
// The per-frame UBO (view-proj + lighting + section planes + xray
|
||
// params) and the frame bind group it lives in alongside the
|
||
// selection flags storage buffer at group=0 binding=1.
|
||
// ensureSelectionFlagsBuffer is the only writer for the buffer +
|
||
// bind group; uploadSelectionFlagsIfDirty repopulates the flags
|
||
// from selection_ when it changes.
|
||
WGPUBuffer frame_uniform_buffer_ = nullptr;
|
||
WGPUBindGroup frame_bind_group_ = nullptr;
|
||
WGPUBuffer selection_flags_buffer_ = nullptr;
|
||
uint32_t selection_flags_capacity_ = 0; // u32 entries
|
||
std::vector<uint32_t> selection_flags_scratch_;
|
||
|
||
// Active world-space section planes (up to kMaxSectionPlanes); packed
|
||
// into the per-frame uniform every render and consumed by the WGSL
|
||
// is_section_clipped fragment gate. The section tool in
|
||
// ViewportWindow mutates this through addSectionPlaneAtSurface /
|
||
// removeSectionPlane (still Qt-bound — they wire into the input
|
||
// path). Reading happens here.
|
||
std::vector<SectionPlane> section_planes_;
|
||
|
||
// X-ray mode alpha clamp: when < 1.0 every instance routes through
|
||
// the transparent pass with fragment.a clamped to min(in.color.a, cap).
|
||
// Toggled by ViewportWindow::toggleXray; consumed by cull
|
||
// (transparent-pass classifier) and updateFrameUniforms.
|
||
float xray_alpha_cap_ = 1.0f;
|
||
|
||
// Selection + per-element visibility state machines. Pure CPU
|
||
// bookkeeping today (no GPU touch beyond the readback uploaded via
|
||
// selection_flags_buffer_). Mutated on the main thread between
|
||
// renders; cull workers read concurrently which is safe as long
|
||
// as no concurrent writes.
|
||
SelectionState selection_;
|
||
VisibilityState visibility_;
|
||
|
||
// ---- Scene state ---------------------------------------------------------
|
||
//
|
||
// Sub-allocator for chunk vertex + index buffers. All per-chunk
|
||
// pool slices come from here; nothing else uses it. Replaces the
|
||
// old hand-picked streaming_vram_budget_bytes_ knob entirely.
|
||
BufferPool pool_;
|
||
|
||
// Background worker that does scatter-gather chunk reads off the
|
||
// render thread. driveStreamingLoads enqueues requests for visible
|
||
// non-resident chunks and drains completed results into the pool
|
||
// on subsequent frames.
|
||
StreamingThread streaming_thread_;
|
||
|
||
// Per-model GPU + CPU state, keyed by viewport-assigned model_id.
|
||
std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
|
||
uint32_t next_model_id_ = 1;
|
||
// Globally-unique object_id allocator. Each applyCachedModel rebases
|
||
// the sidecar's local object_ids by base_object_id_so_far so picks
|
||
// are unambiguous across models.
|
||
uint32_t next_object_id_ = 1;
|
||
|
||
// Monotonic streaming-residency clock. Bumped at the top of
|
||
// driveStreamingLoads; applyStreamedChunk stamps loaded_frame_idx
|
||
// with it for the new-chunk grace period; the LRU evictor reads
|
||
// last_visible_frame_idx against it. Lifetime matches models_gpu_
|
||
// (resets only at shutdown).
|
||
std::uint64_t streaming_frame_idx_ = 0;
|
||
|
||
// Per-frame streaming activity. Written by driveStreamingLoads,
|
||
// consumed by the benchmark warm-gate (`loads_this_frame == 0 AND
|
||
// worker idle == settled`). `more_pending` is a soft hint — true
|
||
// means residency hasn't converged and the loop should keep ticking.
|
||
int streaming_loads_this_frame_ = 0;
|
||
bool streaming_more_pending_ = false;
|
||
|
||
// Settle burst: keep the render loop alive for a few frames after any
|
||
// streaming activity so the cull→load→display latency (the draw + cull
|
||
// precede driveStreamingLoads, so a freshly-resident chunk paints a frame
|
||
// later) flushes even under an on-demand render loop (web). Bounded, so
|
||
// the loop still quiesces when streaming is done. See driveStreamingLoads.
|
||
static constexpr int kStreamingSettleFrames = 4;
|
||
int streaming_settle_frames_ = 0;
|
||
|
||
// Per-frame breakdown counters consumed by the WGPU_STREAM_DEBUG
|
||
// log. All reset at the top of driveStreamingLoads.
|
||
int streaming_candidates_this_frame_ = 0;
|
||
int streaming_evictions_lru_this_frame_ = 0;
|
||
int streaming_evictions_pri_this_frame_ = 0;
|
||
int streaming_drained_this_frame_ = 0;
|
||
int streaming_blocked_oom_this_frame_ = 0;
|
||
bool streaming_debug_ = false; // WGPU_STREAM_DEBUG=1
|
||
|
||
// Click-and-track diagnostic. Set by the pick handler when an
|
||
// object is selected; driveStreamingLoads dumps priority + pool
|
||
// state every time that chunk transitions resident→evicted so
|
||
// we can pinpoint WHY a piece of geometry disappeared.
|
||
std::uint32_t tracked_object_id_ = 0;
|
||
std::uint32_t tracked_chunk_mid_ = 0;
|
||
std::size_t tracked_chunk_idx_ = SIZE_MAX;
|
||
bool tracked_was_resident_ = false;
|
||
|
||
// When non-empty, a screenshot capture is pending and the streaming
|
||
// loader switches to the synchronous-fetch fallback so the
|
||
// first-frame capture isn't an empty buffer. Cleared after capture
|
||
// completes.
|
||
std::string pending_screenshot_path_;
|
||
|
||
// Bonsai direct-load staging map. uploadMeshChunk +
|
||
// uploadInstanceChunk append into entries keyed by model_id; the
|
||
// finalizeModel call moves the entry out, hands it to
|
||
// applyCachedModel, and uploads the chunk slices synchronously.
|
||
std::unordered_map<std::uint32_t, std::unique_ptr<SidecarData>>
|
||
pending_direct_loads_;
|
||
|
||
// ---- Render-loop state (#84-x) ---------------------------------------
|
||
|
||
// Contribution-cull thresholds. min_pixel_radius_ is the still-frame
|
||
// floor; motion_min_pixel_radius_ kicks in during orbit/pan/zoom to
|
||
// drop more sub-pixel work. lod1_pixel_threshold_ chooses LOD1 over
|
||
// LOD0 when an instance projects below that radius.
|
||
float min_pixel_radius_ = 3.0f;
|
||
float motion_min_pixel_radius_ = 15.0f;
|
||
float lod1_pixel_threshold_ = 30.0f;
|
||
// WGPU_CULL_THREADS=0 forces sequential cull (one model after another)
|
||
// for parallel-vs-serial benchmarking. Default ON.
|
||
bool cull_threads_enabled_ = true;
|
||
|
||
// Per-frame stats latched by render() for FrameStats emission +
|
||
// the interactive heartbeat / bench per-frame line.
|
||
std::uint32_t last_visible_objects_ = 0;
|
||
std::uint32_t last_visible_triangles_ = 0;
|
||
std::uint32_t last_sub_draws_ = 0;
|
||
double last_cull_ms_ = 0.0;
|
||
double last_cull_compute_ms_ = 0.0;
|
||
double last_cull_upload_ms_ = 0.0;
|
||
double last_stream_ms_ = 0.0;
|
||
// True when the cull just used motion_min_pixel_radius_ — render()
|
||
// schedules one more frame so the camera-now-stopped state recomputes
|
||
// the cull at the still threshold and previously dropped sub-pixel
|
||
// instances pop back in.
|
||
bool last_cull_was_motion_ = false;
|
||
|
||
// Previous frame's camera state for the motion-vs-still decision.
|
||
float prev_camera_target_[3] = { 0, 0, 0 };
|
||
float prev_camera_distance_ = 0.0f;
|
||
float prev_camera_yaw_deg_ = 0.0f;
|
||
float prev_camera_pitch_deg_ = 0.0f;
|
||
bool has_prev_camera_ = false;
|
||
|
||
// Rolling-average FPS readout (60-frame window). frame_time_ms_sum_
|
||
// tracks the running sum so FrameStats can divide-by-count without
|
||
// re-summing.
|
||
static constexpr int FRAME_TIME_WINDOW = 60;
|
||
double frame_time_ms_window_[FRAME_TIME_WINDOW] = {};
|
||
int frame_time_ms_count_ = 0;
|
||
int frame_time_ms_head_ = 0;
|
||
double frame_time_ms_sum_ = 0.0;
|
||
|
||
// Benchmark-mode state. Activated by setBenchmarkFrames(n); render()
|
||
// orbits the camera at bench_yaw_speed_ deg/frame for bench_total_
|
||
// frames after a bench_warmup_ settle period, collects per-frame ms,
|
||
// emits a percentile summary, and calls host_->quit().
|
||
int bench_total_ = 0;
|
||
int bench_count_ = 0;
|
||
int bench_warmup_ = 5;
|
||
float bench_yaw_start_ = 0.0f;
|
||
float bench_yaw_speed_ = 0.5f; // degrees per frame
|
||
std::vector<float> bench_frame_ms_;
|
||
|
||
// Cold-load warmup gate counters. The orbit sweep waits until
|
||
// streaming has converged for CONVERGE_FRAMES_REQUIRED consecutive
|
||
// frames before starting the sample collection.
|
||
int bench_warm_streak_ = 0;
|
||
int bench_warm_frames_total_ = 0;
|
||
bool bench_warm_done_ = false;
|
||
|
||
// Per-frame timing accumulators for the bench summary. Each
|
||
// accumulator is divided by bench_total_ when the run finishes.
|
||
double bench_cull_ms_total_ = 0.0;
|
||
double bench_stream_ms_total_ = 0.0;
|
||
double bench_hiz_readback_ms_total_ = 0.0;
|
||
|
||
// Interactive [frame] heartbeat counter. Used to rate-limit the
|
||
// stream-health summary + WGPU_STREAM_DEEP_DEBUG dump.
|
||
int interactive_frame_count_ = 0;
|
||
|
||
// Auto-viewAll suppression. Flipped true by the first applyCachedModel
|
||
// (so a fresh scene frames itself) or by any explicit setCamera (so a
|
||
// user/bonsai-side camera write isn't overridden by the next model
|
||
// load). Lives here so applyCachedModel can read + write it.
|
||
bool initial_view_applied_ = false;
|
||
|
||
// Tool-refresh callback: fired by applyStreamedChunk when a newly-
|
||
// arrived chunk filled in a mesh-local volume. ViewportWindow wires
|
||
// this to its Volume-tool HUD refresh in the ctor. Null by default
|
||
// (no-op) so headless and non-Qt hosts pay nothing.
|
||
std::function<void()> on_volume_dirty_;
|
||
|
||
// Federation false origin (metres, double precision). Applied to
|
||
// every instance composition so geometry rebased through a large
|
||
// model offset doesn't lose float32 precision near the GPU origin.
|
||
Eigen::Matrix4d federated_false_origin_meters_ = Eigen::Matrix4d::Identity();
|
||
|
||
// Flips true once initWgpu has finished bringing up device + queue
|
||
// (still done on the ViewportWindow side today — moves with #84-i).
|
||
// Any method that uploads or encodes work checks this guard so a
|
||
// queued setter that runs before init becomes a no-op rather than
|
||
// crashing on a null device.
|
||
bool wgpu_initialized_ = false;
|
||
|
||
// ---- Surface geometry ----------------------------------------------------
|
||
//
|
||
// configured_w_/h_ track the device-pixel framebuffer size as last
|
||
// requested through host_->framebufferSize(). depth + MSAA attachments
|
||
// are sized against these.
|
||
int configured_w_ = 0;
|
||
int configured_h_ = 0;
|
||
|
||
// ---- Orbit / fly camera state -------------------------------------------
|
||
//
|
||
// Mirrors the GL viewport's defaults; the orbit math lives in
|
||
// buildViewProj (also in ViewportCore). BIM scenes are +Z up.
|
||
float camera_target_[3] = { 0.0f, 0.0f, 0.0f };
|
||
float camera_distance_ = 50.0f;
|
||
float camera_yaw_deg_ = 45.0f;
|
||
float camera_pitch_deg_ = 30.0f;
|
||
float camera_fov_y_deg_ = 45.0f;
|
||
float camera_near_ = 0.1f;
|
||
float camera_far_ = 10000.0f;
|
||
// Perspective by default; toggleProjection (P key) flips this. When
|
||
// true, buildViewProj uses an orthographic matrix sized by
|
||
// camera_distance_ × tan(fov/2) so toggling looks like a smooth
|
||
// swap rather than a jump in apparent size.
|
||
bool projection_ortho_ = false;
|
||
|
||
// RGBA in linear-space [0..1]. The render-pass clear value applies
|
||
// an sRGB-to-linear conversion on top so the on-screen colour
|
||
// matches the hex value passed via setBackgroundColor.
|
||
Eigen::Vector4f background_color_ = {0.125f, 0.137f, 0.161f, 1.0f};
|
||
};
|
||
|
||
#endif // VIEWPORTCORE_H
|