Files
IfcOpenShell/src/ifcviewer/ViewportCore.cpp
T
Dion Moult 2b43e6f7e0 ifcviewer: move initWgpu + probeAndCreatePool + shutdown into ViewportCore (#84-l)
The instance/adapter/device/queue/pool/surface-format wgpu lifecycle now
lives in ViewportCore — including the OOM-scoped pool size probe and
the worker-thread startup. ViewportWindow::initWgpu becomes a Qt shell
that handles env-var tuning + nav-button preset wiring, then delegates
to core_.initWgpu(); the VW-only pipeline builders (HiZ, edge, overlays,
pick) still run after. ViewportWindow::shutdown drops the VW-only
resources (depth, msaa, hiz, edge, overlays, pick) and lets
core_.shutdown() release the shared wgpu handles it now owns.

The wgpu-native log callback (wgpuSetLogCallback / WGPULogLevel) is
gated on !__EMSCRIPTEN__: it's not part of the W3C spec header, and
the emdawnwebgpu port doesn't ship wgpu.h — validation errors there
land in the browser console regardless.

Drive-by: update test_federation to compare HomeView::target as
Eigen::Vector3f (left stale by #79 when QVector3D was retired).
2026-06-05 18:06:25 +10:00

1370 lines
57 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#include "ViewportCore.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstring>
#include <limits>
#include <vector>
// wgpu-native extensions (log callback, MULTI_DRAW_INDIRECT). The web
// build (emdawnwebgpu / Dawn) doesn't ship this header — validation
// errors there go to the browser console, so the log-callback path
// simply compiles out under __EMSCRIPTEN__.
#if !defined(__EMSCRIPTEN__)
# include <webgpu/wgpu.h>
#endif
#include "CameraMath.h"
#include "InstanceCompose.h"
#include "Log.h"
namespace {
// Orbit camera around target_. World +Z up (BIM convention). Yaw is
// rotation about Z (positive = anticlockwise looking down +Z); pitch
// is elevation above the XY plane. Matches the GL viewport's
// updateCamera convention so framing aligns between backends.
Eigen::Vector3f orbitEye(const float target[3], float dist,
float yaw_deg, float pitch_deg) {
constexpr float kDeg2Rad = float(M_PI) / 180.0f;
const float yaw = yaw_deg * kDeg2Rad;
const float pit = pitch_deg * kDeg2Rad;
const float cp = std::cos(pit), sp = std::sin(pit);
const float cy = std::cos(yaw), sy = std::sin(yaw);
return Eigen::Vector3f(target[0] + dist * cp * cy,
target[1] + dist * cp * sy,
target[2] + dist * sp);
}
} // namespace
ViewportCore::ViewportCore(ViewportHost* host) : host_(host) {}
ViewportCore::~ViewportCore() = default;
// Tear down a model's per-chunk GPU resources, free its pool slices,
// and reset all the bookkeeping vectors so the slot can be reused.
// Static because callers from outside this TU still live in
// ViewportWindow.cpp; ModelGpuData.h's declaration keeps the
// inter-TU contract.
void releaseWgpuModelGpuData(ModelGpuData& m, BufferPool& pool) {
for (auto& c : m.chunks) {
if (c.bind_group) { wgpuBindGroupRelease(c.bind_group); c.bind_group = nullptr; }
if (c.vertex_slice.valid()) {
pool.free(c.vertex_slice);
c.vertex_slice = {};
}
if (c.index_slice.valid()) {
pool.free(c.index_slice);
c.index_slice = {};
}
if (c.visible_draws_buffer) { wgpuBufferRelease(c.visible_draws_buffer); c.visible_draws_buffer = nullptr; }
if (c.prefix_sums_buffer) { wgpuBufferRelease(c.prefix_sums_buffer); c.prefix_sums_buffer = nullptr; }
if (c.per_chunk_uniform) { wgpuBufferRelease(c.per_chunk_uniform); c.per_chunk_uniform = nullptr; }
}
m.chunks.clear();
m.mesh_chunk_idx.clear();
m.mesh_chunk_local_base_vertex.clear();
m.mesh_chunk_local_ebo_first_u32.clear();
m.mesh_chunk_local_lod1_first_u32.clear();
m.instance_chunk_idx.clear();
m.instance_base_vertex.clear();
m.instance_ebo_first_u32.clear();
m.instance_lod1_first_u32.clear();
if (m.mesh_storage) { wgpuBufferRelease(m.mesh_storage); m.mesh_storage = nullptr; }
if (m.instance_storage) { wgpuBufferRelease(m.instance_storage); m.instance_storage = nullptr; }
m.vertex_bytes = 0;
m.index_count = 0;
m.mesh_count = 0;
m.instance_count = 0;
m.meshes.clear();
m.instances.clear();
}
// ---- Scene mutators -------------------------------------------------------
void ViewportCore::removeModel(uint32_t model_id) {
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end()) return;
releaseWgpuModelGpuData(it->second, pool_);
models_gpu_.erase(it);
host_->requestFrame();
}
void ViewportCore::resetScene() {
for (auto& [mid, m] : models_gpu_) releaseWgpuModelGpuData(m, pool_);
models_gpu_.clear();
host_->requestFrame();
}
void ViewportCore::hideModel(uint32_t model_id) {
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end() || it->second.hidden) return;
it->second.hidden = true;
host_->requestFrame();
}
void ViewportCore::showModel(uint32_t model_id) {
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end() || !it->second.hidden) return;
it->second.hidden = false;
host_->requestFrame();
}
void ViewportCore::setFederatedFalseOrigin(const Eigen::Matrix4d& matrix_meters) {
if (federated_false_origin_meters_ == matrix_meters) return;
federated_false_origin_meters_ = matrix_meters;
for (auto& kv : models_gpu_) recomposeAndUploadModel(kv.first);
}
void ViewportCore::setModelCoordinateOperation(uint32_t model_id,
const Eigen::Matrix4d& matrix_meters) {
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end()) return;
if (it->second.coordinate_operation_meters == matrix_meters) return;
it->second.coordinate_operation_meters = matrix_meters;
recomposeAndUploadModel(model_id);
}
void ViewportCore::setModelTransformation(uint32_t model_id,
const Eigen::Matrix4d& matrix_meters) {
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end()) return;
if (it->second.model_transformation_meters == matrix_meters) return;
it->second.model_transformation_meters = matrix_meters;
recomposeAndUploadModel(model_id);
}
// ---- Camera math ----------------------------------------------------------
void ViewportCore::buildViewProj(Eigen::Matrix4f& view_out,
Eigen::Matrix4f& proj_out) const {
const Eigen::Vector3f target(camera_target_[0], camera_target_[1], camera_target_[2]);
const Eigen::Vector3f eye = orbitEye(camera_target_, camera_distance_,
camera_yaw_deg_, camera_pitch_deg_);
// Within 1° of straight-up/down, switch up from world +Z to world +Y
// so lookAt's side vector doesn't degenerate (forward × up → 0).
const Eigen::Vector3f up = (std::abs(camera_pitch_deg_) >= 89.0f)
? Eigen::Vector3f(0.0f, 1.0f, 0.0f)
: Eigen::Vector3f(0.0f, 0.0f, 1.0f);
view_out = lookAtRH(eye, target, up);
const float aspect = (configured_h_ > 0)
? float(configured_w_) / float(configured_h_)
: 1.0f;
Eigen::Matrix4f p;
if (projection_ortho_) {
constexpr float kDeg2Rad = float(M_PI) / 180.0f;
const float half_h = camera_distance_
* std::tan(camera_fov_y_deg_ * 0.5f * kDeg2Rad);
const float half_w = half_h * aspect;
const float depth = camera_distance_ * 10.0f;
p = orthoGL(-half_w, half_w, -half_h, half_h, -depth, depth);
} else {
p = perspectiveYFovGL(camera_fov_y_deg_, aspect, camera_near_, camera_far_);
}
Eigen::Matrix4f z_remap = Eigen::Matrix4f::Identity();
z_remap(2, 2) = 0.5f;
z_remap(2, 3) = 0.5f;
proj_out = z_remap * p;
}
bool ViewportCore::computeSceneAabb(float mn[3], float mx[3]) const {
bool any = false;
for (int i = 0; i < 3; ++i) {
mn[i] = std::numeric_limits<float>::infinity();
mx[i] = -std::numeric_limits<float>::infinity();
}
for (const auto& [mid, m] : models_gpu_) {
if (m.hidden) continue;
for (const auto& inst : m.instances) {
for (int i = 0; i < 3; ++i) {
mn[i] = std::min(mn[i], inst.world_aabb_min[i]);
mx[i] = std::max(mx[i], inst.world_aabb_max[i]);
}
any = true;
}
}
return any;
}
float ViewportCore::chunkScreenAreaPx(const ModelGpuData::Chunk& c,
const Eigen::Matrix4f& vp_mat) const {
if (configured_w_ <= 0 || configured_h_ <= 0) return 0.0f;
if (c.aabb_min[0] > c.aabb_max[0]) return 0.0f;
const float full_area = float(configured_w_) * float(configured_h_);
// Eye-inside-AABB → full viewport (matches GL contribution-cull
// short-circuit). Any corner behind near plane → also full
// viewport; 8 corners can't measure true on-screen extent once
// any are behind, so over-prioritise rather than under-prioritise.
const Eigen::Vector3f eye = orbitEye(camera_target_, camera_distance_,
camera_yaw_deg_, camera_pitch_deg_);
if (eye.x() >= c.aabb_min[0] && eye.x() <= c.aabb_max[0] &&
eye.y() >= c.aabb_min[1] && eye.y() <= c.aabb_max[1] &&
eye.z() >= c.aabb_min[2] && eye.z() <= c.aabb_max[2]) {
return full_area;
}
float xmin = std::numeric_limits<float>::infinity();
float ymin = std::numeric_limits<float>::infinity();
float xmax = -std::numeric_limits<float>::infinity();
float ymax = -std::numeric_limits<float>::infinity();
int corners_in_front = 0;
int corners_behind = 0;
for (int i = 0; i < 8; ++i) {
const Eigen::Vector4f corner_world(
(i & 1) ? c.aabb_max[0] : c.aabb_min[0],
(i & 2) ? c.aabb_max[1] : c.aabb_min[1],
(i & 4) ? c.aabb_max[2] : c.aabb_min[2],
1.0f);
const Eigen::Vector4f clip = vp_mat * corner_world;
if (clip.w() <= 1e-3f) { ++corners_behind; continue; }
++corners_in_front;
const float ndc_x = clip.x() / clip.w();
const float ndc_y = clip.y() / clip.w();
const float px_x = (ndc_x * 0.5f + 0.5f) * float(configured_w_);
const float px_y = (ndc_y * 0.5f + 0.5f) * float(configured_h_);
xmin = std::min(xmin, px_x);
ymin = std::min(ymin, px_y);
xmax = std::max(xmax, px_x);
ymax = std::max(ymax, px_y);
}
if (corners_in_front == 0) return 0.0f;
if (corners_behind > 0) return full_area;
xmin = std::max(xmin, 0.0f);
ymin = std::max(ymin, 0.0f);
xmax = std::min(xmax, float(configured_w_));
ymax = std::min(ymax, float(configured_h_));
if (xmax <= xmin || ymax <= ymin) return 0.0f;
return (xmax - xmin) * (ymax - ymin);
}
void ViewportCore::recomposeAndUploadModel(uint32_t model_id) {
if (!wgpu_initialized_) return;
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end()) return;
ModelGpuData& m = it->second;
if (m.instances.empty() || m.instance_storage == nullptr) return;
std::vector<InstanceGpu> gpu(m.instances.size());
for (size_t i = 0; i < m.instances.size(); ++i) {
InstanceCpu& inst = m.instances[i];
composeInstanceFromPlacement(inst, m);
InstanceGpu& dst = gpu[i];
std::memcpy(dst.transform, inst.transform, sizeof(dst.transform));
dst.object_id = inst.object_id;
dst.color_override_rgba8 = inst.color_override_rgba8;
dst.mesh_id = inst.mesh_id;
dst._pad1 = 0;
}
wgpuQueueWriteBuffer(queue_, m.instance_storage, 0,
gpu.data(), gpu.size() * sizeof(InstanceGpu));
// Per-chunk world AABBs are derived from instance world AABBs; they
// drive chunk-level frustum cull and the streaming priority, so they
// must follow the recompose. Reset to ±inf and re-fold every chunk's
// instances. Streaming chunks that haven't yet been assigned
// instance_ids (extremely rare path) just stay at ±inf and naturally
// fall out of frustum tests until the next load completes.
for (auto& c : m.chunks) {
c.aabb_min[0] = c.aabb_min[1] = c.aabb_min[2] =
std::numeric_limits<float>::infinity();
c.aabb_max[0] = c.aabb_max[1] = c.aabb_max[2] =
-std::numeric_limits<float>::infinity();
for (uint32_t inst_idx : c.instance_ids) {
if (inst_idx >= m.instances.size()) continue;
const InstanceCpu& inst = m.instances[inst_idx];
for (int a = 0; a < 3; ++a) {
c.aabb_min[a] = std::min(c.aabb_min[a], inst.world_aabb_min[a]);
c.aabb_max[a] = std::max(c.aabb_max[a], inst.world_aabb_max[a]);
}
}
}
host_->requestFrame();
}
bool ViewportCore::findInstance(uint32_t object_id,
InstanceCompose::InstanceLookup& out) const {
return InstanceCompose::findInstanceInModels(object_id, models_gpu_, out);
}
bool ViewportCore::firstGeometryPointWorldM(uint32_t model_id,
Eigen::Vector3d& out) const {
auto it = models_gpu_.find(model_id);
if (it == models_gpu_.end()) return false;
const ModelGpuData& m = it->second;
if (m.instances.empty()) return false;
const InstanceCpu& inst0 = m.instances[0];
if (inst0.mesh_id >= m.meshes.size()) return false;
const MeshInfo& mesh0 = m.meshes[inst0.mesh_id];
// Mesh-local AABB centre — a point that's actually on the geometry.
// Using AABB centre (vs. literal vertex 0) gives a centroid-like
// anchor rather than a corner, which is more representative of where
// the mesh "is" for the false-origin guess.
const Eigen::Vector3d local_center_m(
0.5 * (double(mesh0.local_aabb_min[0]) + double(mesh0.local_aabb_max[0])),
0.5 * (double(mesh0.local_aabb_min[1]) + double(mesh0.local_aabb_max[1])),
0.5 * (double(mesh0.local_aabb_min[2]) + double(mesh0.local_aabb_max[2])));
// placement_transformation is double[16] column-major in metres,
// pre-CoordinateOperation / FederatedFalseOrigin / ModelTransformation
// (same convention as InstanceLookup above).
using Mat4dCol = Eigen::Matrix<double, 4, 4, Eigen::ColMajor>;
const Eigen::Matrix4d P =
Eigen::Map<const Mat4dCol>(inst0.placement_transformation);
out = (P * local_center_m.homogeneous()).head<3>();
return true;
}
void ViewportCore::composeInstanceFromPlacement(InstanceCpu& inst,
const ModelGpuData& m) const {
if (inst.mesh_id < m.meshes.size()) {
const MeshInfo& mi = m.meshes[inst.mesh_id];
InstanceCompose::composeInstance(
inst.placement_transformation,
federated_false_origin_meters_,
m.model_transformation_meters,
m.coordinate_operation_meters,
mi.local_aabb_min, mi.local_aabb_max,
inst.transform,
inst.world_aabb_min, inst.world_aabb_max);
} else {
// Unknown mesh id: still compose the transform (downstream may
// use it for picking / readback even without geometry), but
// emit a degenerate world AABB so cull doesn't pick this up.
const float zero[3] = {0.0f, 0.0f, 0.0f};
InstanceCompose::composeInstance(
inst.placement_transformation,
federated_false_origin_meters_,
m.model_transformation_meters,
m.coordinate_operation_meters,
zero, zero,
inst.transform,
inst.world_aabb_min, inst.world_aabb_max);
for (int a = 0; a < 3; ++a) {
inst.world_aabb_min[a] = 0.0f;
inst.world_aabb_max[a] = 0.0f;
}
}
}
// ---- Camera mutators ------------------------------------------------------
void ViewportCore::frameAabb(const float mn[3], const float mx[3],
float padding) {
constexpr float kDeg2Rad = float(M_PI) / 180.0f;
const float cx = 0.5f * (mn[0] + mx[0]);
const float cy = 0.5f * (mn[1] + mx[1]);
const float cz = 0.5f * (mn[2] + mx[2]);
camera_target_[0] = cx;
camera_target_[1] = cy;
camera_target_[2] = cz;
const float dx = mx[0] - mn[0];
const float dy = mx[1] - mn[1];
const float dz = mx[2] - mn[2];
const float radius = 0.5f * std::sqrt(dx*dx + dy*dy + dz*dz);
if (radius > 1e-4f) {
const float fovy_rad = camera_fov_y_deg_ * kDeg2Rad;
const float tan_half = std::tan(fovy_rad * 0.5f);
if (tan_half > 1e-6f) {
const int h = std::max(configured_h_, 1);
const float aspect = float(std::max(configured_w_, 1)) / float(h);
const float min_aspect = aspect < 1.0f ? aspect : 1.0f;
camera_distance_ = std::max(0.1f, (radius / (tan_half * min_aspect)) * padding);
}
}
host_->requestFrame();
}
void ViewportCore::viewAll() {
float mn[3], mx[3];
if (!computeSceneAabb(mn, mx)) return;
// Same math as GL's frameAabb(mn, mx, 1.10): target at centroid,
// distance pulls the bounding sphere just inside the tighter of
// horizontal/vertical FOV. 1.10 padding matches GL viewAll.
frameAabb(mn, mx, 1.10f);
const float cx = 0.5f * (mn[0] + mx[0]);
const float cy = 0.5f * (mn[1] + mx[1]);
const float cz = 0.5f * (mn[2] + mx[2]);
const float dx = mx[0] - mn[0];
const float dy = mx[1] - mn[1];
const float dz = mx[2] - mn[2];
const float radius = 0.5f * std::sqrt(dx*dx + dy*dy + dz*dz);
std::fprintf(stderr,
"[info] [wgpu] viewAll target=(%g, %g, %g) distance=%g (scene radius=%g)\n",
cx, cy, cz, camera_distance_, radius);
}
void ViewportCore::setCamera(float tx, float ty, float tz,
float dist, float yaw_deg, float pitch_deg) {
camera_target_[0] = tx;
camera_target_[1] = ty;
camera_target_[2] = tz;
camera_distance_ = std::max(0.01f, dist);
camera_yaw_deg_ = yaw_deg;
// Mirrors GL clamp — keep pitch just shy of the pole so orbit math
// doesn't degenerate. The standard-view top/bottom hotkeys go through
// setStandardView, which bypasses the clamp on purpose.
camera_pitch_deg_ = std::clamp(pitch_deg, -89.9f, 89.9f);
host_->requestFrame();
}
void ViewportCore::setStandardView(float yaw_deg, float pitch_deg) {
// Bypass the orbit-pitch clamp so top/bottom land exactly at ±90°.
// buildViewProj picks the up vector based on |pitch| so lookAt
// stays well-conditioned at the poles.
camera_yaw_deg_ = yaw_deg;
camera_pitch_deg_ = pitch_deg;
host_->requestFrame();
}
void ViewportCore::toggleProjection() {
projection_ortho_ = !projection_ortho_;
std::fprintf(stderr, "[info] [wgpu] projection: %s\n",
projection_ortho_ ? "ortho" : "perspective");
host_->requestFrame();
}
std::string ViewportCore::cameraString() const {
char buf[128];
std::snprintf(buf, sizeof(buf), "%.4f,%.4f,%.4f,%.4f,%.2f,%.2f",
camera_target_[0], camera_target_[1], camera_target_[2],
camera_distance_, camera_yaw_deg_, camera_pitch_deg_);
return std::string(buf);
}
ViewportCore::CameraState ViewportCore::cameraState() const {
CameraState s;
s.target = Eigen::Vector3f(camera_target_[0], camera_target_[1], camera_target_[2]);
s.distance = camera_distance_;
s.yaw = camera_yaw_deg_;
s.pitch = camera_pitch_deg_;
return s;
}
bool ViewportCore::computeObjectAabb(uint32_t object_id,
float mn[3], float mx[3]) const {
bool any = false;
for (int i = 0; i < 3; ++i) {
mn[i] = std::numeric_limits<float>::infinity();
mx[i] = -std::numeric_limits<float>::infinity();
}
for (const auto& [mid, m] : models_gpu_) {
for (const auto& inst : m.instances) {
if (inst.object_id != object_id) continue;
for (int i = 0; i < 3; ++i) {
mn[i] = std::min(mn[i], inst.world_aabb_min[i]);
mx[i] = std::max(mx[i], inst.world_aabb_max[i]);
}
any = true;
}
}
return any;
}
bool ViewportCore::computeObjectAabb(uint32_t object_id,
Eigen::Vector3f& mn,
Eigen::Vector3f& mx) const {
float fmin[3], fmax[3];
if (!computeObjectAabb(object_id, fmin, fmax)) return false;
mn = Eigen::Vector3f(fmin[0], fmin[1], fmin[2]);
mx = Eigen::Vector3f(fmax[0], fmax[1], fmax[2]);
return true;
}
// |det| of the 3×3 linear part of a column-major double[16] placement
// matrix. Picks up uniform scale + mirror so a 2× clone of a 1m³ mesh
// reports 8m³. Used by the volume readout below.
namespace {
double det3OfPlacement(const double M[16]) {
const double m00 = M[0], m10 = M[1], m20 = M[2];
const double m01 = M[4], m11 = M[5], m21 = M[6];
const double m02 = M[8], m12 = M[9], m22 = M[10];
return m00 * (m11 * m22 - m12 * m21)
- m01 * (m10 * m22 - m12 * m20)
+ m02 * (m10 * m21 - m11 * m20);
}
} // namespace
double ViewportCore::volumeOfObjects(
const std::vector<uint32_t>& object_ids) const {
if (object_ids.empty()) return 0.0;
double total = 0.0;
for (uint32_t oid : object_ids) {
for (const auto& [mid, m] : models_gpu_) {
auto it = m.object_id_to_instance.find(oid);
if (it == m.object_id_to_instance.end()) continue;
const InstanceCpu& inst = m.instances[it->second];
if (inst.mesh_id >= m.mesh_local_volumes.size()) break;
const double v_local = m.mesh_local_volumes[inst.mesh_id];
const double det = std::abs(det3OfPlacement(inst.placement_transformation));
total += v_local * det;
break; // object_id is globally unique → at most one hit
}
}
return total;
}
std::vector<std::pair<uint32_t, double>>
ViewportCore::volumesPerObject(
const std::vector<uint32_t>& object_ids) const {
std::vector<std::pair<uint32_t, double>> out;
if (object_ids.empty()) return out;
out.reserve(object_ids.size());
for (uint32_t oid : object_ids) {
for (const auto& [mid, m] : models_gpu_) {
auto it = m.object_id_to_instance.find(oid);
if (it == m.object_id_to_instance.end()) continue;
const InstanceCpu& inst = m.instances[it->second];
if (inst.mesh_id >= m.mesh_local_volumes.size()) break;
const double v_local = m.mesh_local_volumes[inst.mesh_id];
const double det = std::abs(det3OfPlacement(inst.placement_transformation));
out.emplace_back(oid, v_local * det);
break;
}
}
return out;
}
// ===========================================================================
// Pipeline construction (#84-k)
// ===========================================================================
namespace {
// WGPUStringView builder for null-terminated C strings. Used heavily by
// label fields and shader source descriptors. Tiny but worth a name.
WGPUStringView svFromCStr(const char* s) {
WGPUStringView v{};
v.data = s;
v.length = std::strlen(s);
return v;
}
static const char* MAIN_WGSL = R"(
struct InstanceRecord {
transform: mat4x4<f32>,
object_id: u32,
color_override: u32,
mesh_id: u32,
_pad1: u32,
};
struct MeshQuant {
aabb_min: vec4<f32>,
aabb_max: vec4<f32>,
};
struct FrameUniforms {
view_proj: mat4x4<f32>,
light_dir: vec4<f32>,
fill_dir: vec4<f32>,
sky_color: vec4<f32>,
ground_color: vec4<f32>,
clip_count: i32,
// Three scalar i32 pads instead of vec3<i32>: vec3 has 16-byte
// alignment so it would also pad the SUBSEQUENT clip_planes start
// up to offset 160. Three i32s pad to 144 with no further nudge,
// matching the tightly-packed C++ FrameUniforms (240 B).
_pad_clip_0: i32,
_pad_clip_1: i32,
_pad_clip_2: i32,
clip_planes: array<vec4<f32>, 6>,
// X-ray mode cap. fs_main clamps `out.a = min(in.color.a, xray_alpha_cap)`.
// Default 1.0 (no effect — the min returns in.color.a). Alt+X drops it
// toward ~0.3 to translucent-everything. The cull classifier also
// routes every instance into the transparent pass when this is < 1
// so the blend stage actually fires (an opaque-pass fragment with
// capped alpha would still overwrite the back buffer).
xray_alpha_cap: f32,
_pad_xray_0: f32,
_pad_xray_1: f32,
_pad_xray_2: f32,
};
// Returns true if `world` lies on the positive (clipped-away) side of any
// active section plane. Each plane is (n.xyz, d) and clips where
// dot(n, world) + d > 0. Both the main and pick fragments discard with
// this predicate so cuts are visible AND consistent with selection.
fn is_section_clipped(world: vec3<f32>) -> bool {
let n = u_frame.clip_count;
if (n == 0) { return false; }
for (var i = 0; i < n; i = i + 1) {
let p = u_frame.clip_planes[i];
if (dot(p.xyz, world) + p.w > 0.0) { return true; }
}
return false;
}
struct VisibleDraw {
mesh_id: u32,
instance_idx: u32,
ebo_first_u32: u32,
base_vertex: u32,
};
struct PerModel {
draw_count: u32,
total_vertex_count: u32,
_pad0: u32,
_pad1: u32,
};
@group(0) @binding(0) var<uniform> u_frame: FrameUniforms;
// Selection flags indexed by object_id. bit 0 = in selection, bit 1 = active.
// Sized to next_object_id_ on the CPU side; out-of-range reads can't happen
// because we cap the index by arrayLength before fetching.
@group(0) @binding(1) var<storage, read> sel_flags: array<u32>;
@group(1) @binding(0) var<storage, read> vertices: array<u32>;
@group(1) @binding(1) var<storage, read> meshes: array<MeshQuant>;
@group(1) @binding(2) var<storage, read> instances: array<InstanceRecord>;
@group(1) @binding(3) var<storage, read> indices: array<u32>;
@group(1) @binding(4) var<storage, read> visible_draws: array<VisibleDraw>;
@group(1) @binding(5) var<storage, read> prefix_sums: array<u32>;
@group(1) @binding(6) var<uniform> u_model: PerModel;
struct VsOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) world_pos: vec3<f32>,
@location(3) @interpolate(flat) object_id: u32,
};
// Sign-extend an i8 packed into the byte_idx'th byte of `packed`.
fn extractI8(packed: u32, byte_idx: u32) -> i32 {
let raw = i32((packed >> (byte_idx * 8u)) & 0xFFu);
return select(raw, raw - 256, raw >= 128);
}
// Meyer et al. octahedral normal decode. Input in [-1,1]^2.
fn octDecode(e: vec2<f32>) -> vec3<f32> {
var n = vec3<f32>(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));
if (n.z < 0.0) {
let tx = select(-1.0, 1.0, n.x >= 0.0);
let ty = select(-1.0, 1.0, n.y >= 0.0);
n = vec3<f32>((1.0 - abs(n.y)) * tx, (1.0 - abs(n.x)) * ty, n.z);
}
return normalize(n);
}
// Binary search for the largest i in [0, draw_count) with prefix_sums[i] <= vid.
// prefix_sums is monotonic non-decreasing and contains draw_count+1 entries
// (prefix_sums[draw_count] == total_vertex_count).
fn find_draw(vid: u32) -> u32 {
var lo: u32 = 0u;
var hi: u32 = u_model.draw_count;
while (lo + 1u < hi) {
let mid = (lo + hi) >> 1u;
if (prefix_sums[mid] <= vid) {
lo = mid;
} else {
hi = mid;
}
}
return lo;
}
@vertex
fn vs_main(@builtin(vertex_index) vid: u32) -> VsOut {
// Saturate past the end (shouldn't happen given draw() count, but safe).
if (vid >= u_model.total_vertex_count) {
var degen: VsOut;
degen.clip_pos = vec4<f32>(0.0, 0.0, 0.0, 0.0);
return degen;
}
let draw_idx = find_draw(vid);
let local_v = vid - prefix_sums[draw_idx];
let item = visible_draws[draw_idx];
// Fetch the mesh-local index then the global vertex index.
let mesh_local_index = indices[item.ebo_first_u32 + local_v];
let v_global = item.base_vertex + mesh_local_index;
let inst = instances[item.instance_idx];
let mq = meshes[item.mesh_id];
let w0 = vertices[v_global * 3u + 0u];
let w1 = vertices[v_global * 3u + 1u];
let w2 = vertices[v_global * 3u + 2u];
let px = f32(w0 & 0xFFFFu) / 65535.0;
let py = f32((w0 >> 16u) & 0xFFFFu) / 65535.0;
let pz = f32(w1 & 0xFFFFu) / 65535.0;
let pos_local = mix(mq.aabb_min.xyz, mq.aabb_max.xyz, vec3<f32>(px, py, pz));
let nx = f32(extractI8(w1, 2u)) / 127.0;
let ny = f32(extractI8(w1, 3u)) / 127.0;
let n_local = octDecode(vec2<f32>(nx, ny));
let r = f32(w2 & 0xFFu) / 255.0;
let g = f32((w2 >> 8u) & 0xFFu) / 255.0;
let b = f32((w2 >> 16u) & 0xFFu) / 255.0;
let a = f32((w2 >> 24u) & 0xFFu) / 255.0;
let world4 = inst.transform * vec4<f32>(pos_local, 1.0);
let rot = mat3x3<f32>(inst.transform[0].xyz,
inst.transform[1].xyz,
inst.transform[2].xyz);
let n_world = normalize(rot * n_local);
let det = determinant(rot);
let n_final = select(n_world, -n_world, det < 0.0);
var color = vec4<f32>(r, g, b, a);
if (inst.color_override != 0u) {
let cr = f32(inst.color_override & 0xFFu) / 255.0;
let cg = f32((inst.color_override >> 8u) & 0xFFu) / 255.0;
let cb = f32((inst.color_override >> 16u) & 0xFFu) / 255.0;
let ca = f32((inst.color_override >> 24u) & 0xFFu) / 255.0;
if (ca > 0.0) { color = vec4<f32>(cr, cg, cb, ca); }
}
var out: VsOut;
out.clip_pos = u_frame.view_proj * world4;
out.normal = n_final;
out.color = color;
out.world_pos = world4.xyz;
out.object_id = inst.object_id;
return out;
}
// sRGB decode — used to undo wgpu's automatic linear→sRGB write encoding
// on swap-chain BGRA8Unorm so the final bytes match what the GL backend
// writes directly. The GL pipeline outputs to a non-sRGB FB and treats
// every colour input as already-linear, so its bytes are exactly its
// shader outputs. wgpu on the same swap chain auto-encodes, which makes
// everything appear ~3× brighter unless we pre-decode once.
fn srgbToLinear(s: vec3<f32>) -> vec3<f32> {
let lo = s / 12.92;
let hi = pow((s + 0.055) / 1.055, vec3<f32>(2.4));
return select(hi, lo, s <= vec3<f32>(0.04045));
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
if (is_section_clipped(in.world_pos)) { discard; }
var n = normalize(in.normal);
// World +Z is up (BIM convention). Hemisphere ambient: faces pointing
// up read sky, faces pointing down read ground, lerp by n.z.
let hemi_t = 0.5 + 0.5 * n.z;
let ambient = mix(u_frame.ground_color.xyz, u_frame.sky_color.xyz, hemi_t);
let key = max(dot(n, u_frame.light_dir.xyz), 0.0);
let fill = max(dot(n, u_frame.fill_dir.xyz), 0.0) * 0.35;
var color = in.color.xyz * (ambient + (key + fill) * 0.7);
// Cavity shading: where adjacent fragments have a sharp normal change
// (concave creases, edges where two faces meet), darken slightly so
// shape boundaries read on flat-colour models. Matches the GL shader.
let cavity = clamp(length(fwidth(n)) * 1.5, 0.0, 0.35);
color = color * (1.0 - cavity);
// Selection tint. bit 0 = in selection (cool blue mix), bit 1 = active
// (slightly stronger blue mix). Matches the GL main shader.
if (in.object_id < arrayLength(&sel_flags)) {
let flags = sel_flags[in.object_id];
if ((flags & 1u) != 0u) { color = mix(color, vec3<f32>(0.2, 0.6, 1.0), 0.45); }
if ((flags & 2u) != 0u) { color = mix(color, vec3<f32>(0.4, 0.8, 1.0), 0.40); }
}
// Cancel the swap chain's implicit linear→sRGB encoding so the final
// bytes match the GL backend (see srgbToLinear above). Alpha is
// clamped to `xray_alpha_cap` (default 1.0 = no effect; X-ray sets
// it to ~0.3) so a global translucency override lands without
// touching any per-instance state.
let alpha_out = min(in.color.a, u_frame.xray_alpha_cap);
return vec4<f32>(srgbToLinear(color), alpha_out);
}
// --------------------------- Pick pipeline ---------------------------------
// Same vertex pulling as vs_main, but VsOutPick carries only the object_id
// (flat-interpolated). Fragment writes the object_id to an R32UInt target.
// Background (no draw) reads 0 because the pick attachment is cleared to 0.
struct VsOutPick {
@builtin(position) clip_pos: vec4<f32>,
@location(0) @interpolate(flat) object_id: u32,
@location(1) world_pos: vec3<f32>,
@location(2) normal: vec3<f32>,
};
// Section tool needs the actual per-fragment normal (the AABB face was
// too coarse for diagonal geometry). Two color attachments — R32UInt
// object_id at @location(0), RGBA16F packed normal at @location(1).
// We multiply-by-0.5+0.5 so unsigned half-floats keep the sign without
// extra channel allocation.
struct FsOutPick {
@location(0) object_id: u32,
@location(1) normal: vec4<f32>,
};
@vertex
fn vs_pick(@builtin(vertex_index) vid: u32) -> VsOutPick {
var out: VsOutPick;
if (vid >= u_model.total_vertex_count) {
out.clip_pos = vec4<f32>(0.0, 0.0, 0.0, 0.0);
out.object_id = 0u;
out.world_pos = vec3<f32>(0.0, 0.0, 0.0);
out.normal = vec3<f32>(0.0, 0.0, 1.0);
return out;
}
let draw_idx = find_draw(vid);
let local_v = vid - prefix_sums[draw_idx];
let item = visible_draws[draw_idx];
let mesh_local_index = indices[item.ebo_first_u32 + local_v];
let v_global = item.base_vertex + mesh_local_index;
let inst = instances[item.instance_idx];
let mq = meshes[item.mesh_id];
let w0 = vertices[v_global * 3u + 0u];
let w1 = vertices[v_global * 3u + 1u];
let pos_norm = vec3<f32>(
f32(w0 & 0xFFFFu) / 65535.0,
f32((w0 >> 16u) & 0xFFFFu) / 65535.0,
f32(w1 & 0xFFFFu) / 65535.0,
);
let pos_local = mix(mq.aabb_min.xyz, mq.aabb_max.xyz, pos_norm);
let world4 = inst.transform * vec4<f32>(pos_local, 1.0);
// Decode the same octahedral normal as vs_main — pick needs it so
// the section tool can drop perpendicular cuts.
let nx = f32(extractI8(w1, 2u)) / 127.0;
let ny = f32(extractI8(w1, 3u)) / 127.0;
let n_local = octDecode(vec2<f32>(nx, ny));
let rot = mat3x3<f32>(inst.transform[0].xyz,
inst.transform[1].xyz,
inst.transform[2].xyz);
let n_world = normalize(rot * n_local);
let det = determinant(rot);
let n_final = select(n_world, -n_world, det < 0.0);
out.clip_pos = u_frame.view_proj * world4;
out.object_id = inst.object_id;
out.world_pos = world4.xyz;
out.normal = n_final;
return out;
}
@fragment
fn fs_pick(in: VsOutPick) -> FsOutPick {
if (is_section_clipped(in.world_pos)) { discard; }
var out: FsOutPick;
out.object_id = in.object_id;
// Pack signed normal into RGBA16F (unsigned-ish half range) as ×0.5+0.5.
out.normal = vec4<f32>(normalize(in.normal) * 0.5 + vec3<f32>(0.5), 1.0);
return out;
}
)";
} // namespace
bool ViewportCore::buildPipelines() {
// ---- Bind group layouts ----------------------------------------------
WGPUBindGroupLayoutEntry frame_entries[2] = {};
frame_entries[0].binding = 0;
frame_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
frame_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
frame_entries[0].buffer.minBindingSize = sizeof(FrameUniforms);
frame_entries[1].binding = 1;
frame_entries[1].visibility = WGPUShaderStage_Fragment;
frame_entries[1].buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
WGPUBindGroupLayoutDescriptor frame_bgl_desc = {};
frame_bgl_desc.entryCount = 2;
frame_bgl_desc.entries = frame_entries;
frame_bgl_desc.label = svFromCStr("ifcviewer-wgpu.frame_bgl");
frame_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &frame_bgl_desc);
// 6 read-only storage buffers (vertices, meshes, instances, indices,
// visible_draws, prefix_sums) + 1 uniform (per-model count). All read
// in the vertex shader. WebGPU's mandatory min is 8 storage / 12 uniform
// per stage, so we're comfortably under the cap.
WGPUBindGroupLayoutEntry model_entries[7] = {};
for (int i = 0; i < 6; ++i) {
model_entries[i].binding = uint32_t(i);
model_entries[i].visibility = WGPUShaderStage_Vertex;
model_entries[i].buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
}
model_entries[6].binding = 6;
model_entries[6].visibility = WGPUShaderStage_Vertex;
model_entries[6].buffer.type = WGPUBufferBindingType_Uniform;
model_entries[6].buffer.minBindingSize = 16;
WGPUBindGroupLayoutDescriptor model_bgl_desc = {};
model_bgl_desc.entryCount = 7;
model_bgl_desc.entries = model_entries;
model_bgl_desc.label = svFromCStr("ifcviewer-wgpu.model_bgl");
model_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &model_bgl_desc);
// ---- Pipeline layout -------------------------------------------------
WGPUBindGroupLayout bgls[2] = { frame_bgl_, model_bgl_ };
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 2;
pl_desc.bindGroupLayouts = bgls;
pl_desc.label = svFromCStr("ifcviewer-wgpu.pipeline_layout");
pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
// ---- Shader module ---------------------------------------------------
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(MAIN_WGSL);
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.main_wgsl");
main_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
// ---- Render pipeline -------------------------------------------------
WGPUColorTargetState color_target = {};
color_target.format = surface_format_;
color_target.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = main_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &color_target;
WGPUDepthStencilState depth = {};
depth.format = WGPUTextureFormat_Depth32Float;
depth.depthWriteEnabled = WGPUOptionalBool_True;
depth.depthCompare = WGPUCompareFunction_Less;
depth.stencilFront.compare = WGPUCompareFunction_Always;
depth.stencilBack.compare = WGPUCompareFunction_Always;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.main_pipeline");
rp_desc.vertex.module = main_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 0; // vertex pulling: no IA bindings
rp_desc.fragment = &frag;
rp_desc.depthStencil = &depth;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_Back;
rp_desc.primitive.frontFace = WGPUFrontFace_CCW;
rp_desc.multisample.count = kViewportSampleCount;
rp_desc.multisample.mask = 0xFFFFFFFFu;
main_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
if (!main_pipeline_) {
Log::warn() << "wgpu main render pipeline creation failed";
return false;
}
// ---- Transparent variant of the main pipeline ----------------------
// Same shader, same layout, same vertex pulling, same depth test —
// differs only in:
// * depth.depthWriteEnabled = False (we still depth-test against
// the opaque pass's z-buffer, but the transparent fragment's z
// doesn't write, so further-back geometry behind the glass still
// paints over)
// * color_target.blend = SrcAlpha / OneMinusSrcAlpha (standard
// porter-duff "over" — premultiplied wouldn't help because our
// vertex colours come in straight-alpha from the IFC iterator)
// No sort, no OIT — overlapping transparent surfaces of the same
// kind will produce order-dependent artefacts but for typical IFC
// glazing (panes that don't overlap much in screen space) the
// result is "good enough".
WGPUBlendState main_blend = {};
main_blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
main_blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
main_blend.color.operation = WGPUBlendOperation_Add;
main_blend.alpha.srcFactor = WGPUBlendFactor_One;
main_blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
main_blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState color_target_transparent = color_target;
color_target_transparent.blend = &main_blend;
WGPUFragmentState frag_transparent = frag;
frag_transparent.targets = &color_target_transparent;
// depthWriteEnabled stays True so the edge-detect pass (which samples
// depth_view_ to find silhouette discontinuities) can see window
// panes — leaving it False made transparent surfaces invisible to
// the edge detector, so windows ended up as edge-less "framed holes"
// and the edges of opaque geometry behind the glass painted through
// at full intensity. Trade-off: overlapping transparent surfaces
// become depth-test-occluded by the closer one, increasing order
// sensitivity. For BIM glass (panes that don't overlap in screen
// space) this is invisible; for scenes where it matters, the right
// fix is OIT or sort-by-distance, not turning depth write off.
WGPUDepthStencilState depth_transparent = depth;
WGPURenderPipelineDescriptor rp_desc_t = rp_desc;
rp_desc_t.label = svFromCStr("ifcviewer-wgpu.main_pipeline_transparent");
rp_desc_t.fragment = &frag_transparent;
rp_desc_t.depthStencil = &depth_transparent;
main_pipeline_transparent_ =
wgpuDeviceCreateRenderPipeline(device_, &rp_desc_t);
if (!main_pipeline_transparent_) {
Log::warn() << "wgpu main transparent render pipeline creation failed";
return false;
}
// ---- Per-frame uniform buffer ---------------------------------------
WGPUBufferDescriptor fb_desc = {};
fb_desc.size = sizeof(FrameUniforms);
fb_desc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
fb_desc.label = svFromCStr("ifcviewer-wgpu.frame_uniform");
frame_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &fb_desc);
// frame_bind_group_ is built lazily once we have a selection_flags_
// buffer to bind alongside the uniform — ensureSelectionFlagsBuffer
// handles both the first creation and any subsequent resize.
return true;
}
void ViewportCore::ensureSelectionFlagsBuffer() {
// Round up to at least 64 entries (256 B — minimum useful storage) and
// grow geometrically when next_object_id_ outruns the current capacity.
const uint32_t needed = std::max<uint32_t>(next_object_id_, 64);
if (selection_flags_buffer_ && selection_flags_capacity_ >= needed) {
if (!frame_bind_group_) {
// First-time bind group creation after the buffer exists.
// (Should always be true here.)
} else {
return;
}
}
// (Re)allocate. Geometric grow so we don't recreate every frame as a
// big scene streams in.
uint32_t new_cap = selection_flags_capacity_;
if (new_cap < 64) new_cap = 64;
while (new_cap < needed) new_cap *= 2;
if (!selection_flags_buffer_ || selection_flags_capacity_ < new_cap) {
if (selection_flags_buffer_) {
wgpuBufferRelease(selection_flags_buffer_);
selection_flags_buffer_ = nullptr;
}
WGPUBufferDescriptor sb = {};
sb.size = uint64_t(new_cap) * sizeof(uint32_t);
sb.usage = WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst;
sb.label = svFromCStr("ifcviewer-wgpu.selection_flags");
selection_flags_buffer_ = wgpuDeviceCreateBuffer(device_, &sb);
selection_flags_capacity_ = new_cap;
// Initialise to zero so any unused range reads as "not selected".
// wgpuQueueWriteBuffer with a small zero block is enough; the rest
// is created as zero-initialised by wgpu per the spec.
}
// Rebuild the frame bind group against the (possibly new) buffer.
if (frame_bind_group_) {
wgpuBindGroupRelease(frame_bind_group_);
frame_bind_group_ = nullptr;
}
WGPUBindGroupEntry fbg_entries[2] = {};
fbg_entries[0].binding = 0;
fbg_entries[0].buffer = frame_uniform_buffer_;
fbg_entries[0].size = sizeof(FrameUniforms);
fbg_entries[1].binding = 1;
fbg_entries[1].buffer = selection_flags_buffer_;
fbg_entries[1].size = WGPU_WHOLE_SIZE;
WGPUBindGroupDescriptor fbg_desc = {};
fbg_desc.layout = frame_bgl_;
fbg_desc.entryCount = 2;
fbg_desc.entries = fbg_entries;
fbg_desc.label = svFromCStr("ifcviewer-wgpu.frame_bind_group");
frame_bind_group_ = wgpuDeviceCreateBindGroup(device_, &fbg_desc);
// Force a re-upload of the flags into the (possibly new) buffer.
selection_flags_scratch_.assign(selection_flags_capacity_, 0);
selection_.fillFlagsArray(selection_flags_scratch_, selection_flags_capacity_);
wgpuQueueWriteBuffer(queue_, selection_flags_buffer_, 0,
selection_flags_scratch_.data(),
selection_flags_scratch_.size() * sizeof(uint32_t));
selection_.markClean();
}
void ViewportCore::uploadSelectionFlagsIfDirty() {
if (!selection_.dirty() || !selection_flags_buffer_) return;
selection_flags_scratch_.assign(selection_flags_capacity_, 0);
selection_.fillFlagsArray(selection_flags_scratch_, selection_flags_capacity_);
wgpuQueueWriteBuffer(queue_, selection_flags_buffer_, 0,
selection_flags_scratch_.data(),
selection_flags_scratch_.size() * sizeof(uint32_t));
selection_.markClean();
}
// ===========================================================================
// Lifecycle (#84-l): initWgpu + probeAndCreatePool + shutdown
// ===========================================================================
namespace {
// String-view → std::string for log output. WGPU_STRLEN is the
// sentinel meaning "nul-terminated", in which case strlen() gives the
// length.
std::string svToStr(WGPUStringView s) {
if (!s.data) return {};
const std::size_t len = (s.length == WGPU_STRLEN)
? std::strlen(s.data)
: s.length;
return std::string(s.data, len);
}
#if !defined(__EMSCRIPTEN__)
// wgpu-native callback: route every log line to Log::warn / Log::info
// so backend init problems surface in the console instead of being
// swallowed by the native runtime. Not available on emdawnwebgpu —
// see the include guard above.
void onWgpuLog(WGPULogLevel level, WGPUStringView message, void* /*userdata*/) {
const std::string m = svToStr(message);
switch (level) {
case WGPULogLevel_Error: Log::warn() << "[wgpu err] " << m; break;
case WGPULogLevel_Warn: Log::warn() << "[wgpu warn] " << m; break;
case WGPULogLevel_Info: Log::info() << "[wgpu info] " << m; break;
case WGPULogLevel_Debug: Log::info() << "[wgpu dbg] " << m; break;
case WGPULogLevel_Trace: Log::info() << "[wgpu trace] " << m; break;
default: break;
}
}
#endif
// Per-device uncaptured-error callback. Validation failures land here
// when no error scope is open. Surfacing them into Log::warn makes
// otherwise-silent driver complaints attributable.
void onUncapturedError(WGPUDevice const* /*device*/,
WGPUErrorType type, WGPUStringView message,
void* /*ud1*/, void* /*ud2*/) {
Log::warn() << "[wgpu device error " << int(type) << "] " << svToStr(message);
}
} // namespace
bool ViewportCore::probeAndCreatePool() {
// Discover the largest single buffer the runtime will grant. Each
// attempt sits inside OOM + Validation error scopes so a failed
// allocation doesn't surface as a noisy uncaptured-error warning.
WGPULimits device_limits = {};
wgpuDeviceGetLimits(device_, &device_limits);
constexpr uint64_t MIN_POOL_CAPACITY = 64ull * 1024 * 1024;
constexpr uint64_t MAX_PROBE_START = 4ull * 1024 * 1024 * 1024;
uint64_t try_size = std::min<uint64_t>(device_limits.maxBufferSize,
MAX_PROBE_START);
if (try_size < MIN_POOL_CAPACITY) try_size = MIN_POOL_CAPACITY;
const WGPUBufferUsage pool_usage = WGPUBufferUsage_Storage
| WGPUBufferUsage_CopyDst;
while (try_size >= MIN_POOL_CAPACITY) {
wgpuDevicePushErrorScope(device_, WGPUErrorFilter_Validation);
wgpuDevicePushErrorScope(device_, WGPUErrorFilter_OutOfMemory);
WGPUBufferDescriptor desc = {};
desc.usage = pool_usage;
desc.size = try_size;
desc.label.data = "ifcviewer-wgpu.pool_probe";
desc.label.length = std::strlen("ifcviewer-wgpu.pool_probe");
WGPUBuffer probe_buf = wgpuDeviceCreateBuffer(device_, &desc);
struct PopResult { bool done = false; bool error = false; };
auto pop = [&](PopResult& pr) {
WGPUPopErrorScopeCallbackInfo pcb = {};
pcb.mode = WGPUCallbackMode_AllowProcessEvents;
pcb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type,
WGPUStringView, void* ud1, void* /*ud2*/) {
auto* p = static_cast<PopResult*>(ud1);
p->done = true;
p->error = (type != WGPUErrorType_NoError);
};
pcb.userdata1 = &pr;
wgpuDevicePopErrorScope(device_, pcb);
while (!pr.done) wgpuInstanceProcessEvents(instance_);
};
PopResult oom_pop, validation_pop;
pop(oom_pop);
pop(validation_pop);
if (probe_buf) wgpuBufferRelease(probe_buf);
if (probe_buf && !oom_pop.error && !validation_pop.error) {
pool_.configure(instance_, device_, pool_usage, try_size,
"ifcviewer-wgpu.pool");
Log::info() << "wgpu: pool per-sub-buffer capacity = "
<< (try_size / (1024 * 1024)) << " MB"
<< " (device maxBufferSize = "
<< (device_limits.maxBufferSize / (1024 * 1024))
<< " MB); pool will grow on demand";
return true;
}
try_size /= 2;
}
Log::warn() << "wgpu: pool probe found no allocatable size >= "
<< (MIN_POOL_CAPACITY / (1024 * 1024)) << " MB";
return false;
}
bool ViewportCore::initWgpu(bool web_limits) {
#if !defined(__EMSCRIPTEN__)
wgpuSetLogCallback(onWgpuLog, nullptr);
wgpuSetLogLevel(WGPULogLevel_Warn);
#endif
instance_ = wgpuCreateInstance(nullptr);
if (!instance_) {
Log::warn() << "wgpuCreateInstance returned null";
return false;
}
// Surface comes from the host (X11/HWND/CAMetalLayer on desktop;
// Emscripten canvas selector on web).
surface_ = host_->createSurface(instance_);
if (!surface_) {
Log::warn() << "host createSurface returned null";
return false;
}
// ---- Async request adapter -------------------------------------------
struct AdapterReq { WGPUAdapter adapter = nullptr; bool done = false; bool ok = false; };
AdapterReq areq;
WGPURequestAdapterOptions adapter_opts = {};
adapter_opts.compatibleSurface = surface_;
adapter_opts.powerPreference = WGPUPowerPreference_HighPerformance;
WGPURequestAdapterCallbackInfo acb = {};
acb.mode = WGPUCallbackMode_AllowProcessEvents;
acb.callback = [](WGPURequestAdapterStatus status, WGPUAdapter adapter,
WGPUStringView message, void* ud1, void* /*ud2*/) {
auto* r = static_cast<AdapterReq*>(ud1);
r->done = true;
if (status == WGPURequestAdapterStatus_Success) {
r->adapter = adapter;
r->ok = true;
} else {
Log::warn() << "RequestAdapter failed: " << svToStr(message);
}
};
acb.userdata1 = &areq;
wgpuInstanceRequestAdapter(instance_, &adapter_opts, acb);
while (!areq.done) wgpuInstanceProcessEvents(instance_);
if (!areq.ok) return false;
adapter_ = areq.adapter;
// ---- Async request device --------------------------------------------
struct DeviceReq { WGPUDevice device = nullptr; bool done = false; bool ok = false; };
DeviceReq dreq;
WGPULimits adapter_limits = {};
wgpuAdapterGetLimits(adapter_, &adapter_limits);
WGPULimits web_floor_limits = adapter_limits;
web_floor_limits.maxStorageBufferBindingSize = 128ull * 1024 * 1024;
web_floor_limits.maxBufferSize = 256ull * 1024 * 1024;
WGPUDeviceDescriptor dev_desc = {};
dev_desc.requiredLimits = web_limits ? &web_floor_limits : &adapter_limits;
if (web_limits) {
Log::info() << "wgpu --web-limits: requesting browser-floor limits "
"(maxStorageBufferBindingSize=128MB, maxBufferSize=256MB)";
}
dev_desc.uncapturedErrorCallbackInfo.callback = onUncapturedError;
WGPURequestDeviceCallbackInfo dcb = {};
dcb.mode = WGPUCallbackMode_AllowProcessEvents;
dcb.callback = [](WGPURequestDeviceStatus status, WGPUDevice device,
WGPUStringView message, void* ud1, void* /*ud2*/) {
auto* r = static_cast<DeviceReq*>(ud1);
r->done = true;
if (status == WGPURequestDeviceStatus_Success) {
r->device = device;
r->ok = true;
} else {
Log::warn() << "RequestDevice failed: " << svToStr(message);
}
};
dcb.userdata1 = &dreq;
wgpuAdapterRequestDevice(adapter_, &dev_desc, dcb);
while (!dreq.done) wgpuInstanceProcessEvents(instance_);
if (!dreq.ok) return false;
device_ = dreq.device;
queue_ = wgpuDeviceGetQueue(device_);
if (!probeAndCreatePool()) {
Log::warn() << "wgpu: streaming pool probe failed; cannot start";
return false;
}
streaming_thread_.start();
WGPUSurfaceCapabilities caps = {};
if (wgpuSurfaceGetCapabilities(surface_, adapter_, &caps) != WGPUStatus_Success
|| caps.formatCount == 0) {
Log::warn() << "wgpuSurfaceGetCapabilities returned no formats";
return false;
}
surface_format_ = caps.formats[0];
wgpuSurfaceCapabilitiesFreeMembers(caps);
Log::info() << "wgpu init OK; surface format = " << int(surface_format_);
return true;
}
void ViewportCore::shutdown() {
// Stop streaming first so no late results land in the pool after
// we've torn down model state. Worker drains its queue then joins.
streaming_thread_.stop();
for (auto& [mid, m] : models_gpu_) releaseWgpuModelGpuData(m, pool_);
models_gpu_.clear();
if (frame_bind_group_) { wgpuBindGroupRelease(frame_bind_group_); frame_bind_group_ = nullptr; }
if (frame_uniform_buffer_) { wgpuBufferRelease(frame_uniform_buffer_); frame_uniform_buffer_ = nullptr; }
if (selection_flags_buffer_) { wgpuBufferRelease(selection_flags_buffer_); selection_flags_buffer_ = nullptr; }
selection_flags_capacity_ = 0;
if (main_pipeline_) { wgpuRenderPipelineRelease(main_pipeline_); main_pipeline_ = nullptr; }
if (main_pipeline_transparent_) { wgpuRenderPipelineRelease(main_pipeline_transparent_); main_pipeline_transparent_ = nullptr; }
if (main_shader_module_) { wgpuShaderModuleRelease(main_shader_module_); main_shader_module_ = nullptr; }
if (pipeline_layout_) { wgpuPipelineLayoutRelease(pipeline_layout_); pipeline_layout_ = nullptr; }
if (model_bgl_) { wgpuBindGroupLayoutRelease(model_bgl_); model_bgl_ = nullptr; }
if (frame_bgl_) { wgpuBindGroupLayoutRelease(frame_bgl_); frame_bgl_ = nullptr; }
// Destroy the streaming pool while device_ is still alive — it owns
// the underlying WGPUBuffer.
pool_.destroy();
if (queue_) { wgpuQueueRelease(queue_); queue_ = nullptr; }
if (device_) { wgpuDeviceRelease(device_); device_ = nullptr; }
if (adapter_) { wgpuAdapterRelease(adapter_); adapter_ = nullptr; }
if (surface_) { wgpuSurfaceRelease(surface_); surface_ = nullptr; }
if (instance_) { wgpuInstanceRelease(instance_); instance_ = nullptr; }
wgpu_initialized_ = false;
surface_configured_ = false;
}