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2b43e6f7e0
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).
396 lines
19 KiB
C++
396 lines
19 KiB
C++
/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef 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 <cstdint>
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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 "SelectionState.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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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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// ---- 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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private:
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bool probeAndCreatePool();
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public:
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// Friend access for ViewportWindow's reference proxies. As each
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// render method moves into ViewportCore it stops needing these
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// (it touches the fields directly); once everything has migrated
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// the friend declaration goes away.
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friend class ViewportWindow;
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private:
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ViewportHost* host_;
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// ---- wgpu lifecycle state ------------------------------------------------
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//
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// Plain pointers (wgpu C handles); zero-init means "not yet
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// initialised". Owned by ViewportCore now; reference members in
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// ViewportWindow alias these so the existing call sites don't
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// need to change to use a `core_.` prefix.
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WGPUInstance instance_ = nullptr;
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WGPUAdapter adapter_ = nullptr;
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WGPUDevice device_ = nullptr;
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WGPUQueue queue_ = nullptr;
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WGPUSurface surface_ = nullptr;
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WGPUTextureFormat surface_format_ = WGPUTextureFormat_Undefined;
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bool surface_configured_ = false;
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// ---- Pipelines + bind-group layouts (built once after init) -------------
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//
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// Main render pipeline group: one shader module + two bind group
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// layouts (frame uniforms at group=0, per-model storages at
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// group=1) feeding both the opaque-pass pipeline and the
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// transparent-pass variant. The transparent pipeline shares the
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// shader and layout; it differs only in depthWriteEnabled=False
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// and the SrcAlpha / OneMinusSrcAlpha blend on the color target.
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WGPUShaderModule main_shader_module_ = nullptr;
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WGPUBindGroupLayout frame_bgl_ = nullptr; // group 0
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WGPUBindGroupLayout model_bgl_ = nullptr; // group 1
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WGPUPipelineLayout pipeline_layout_ = nullptr;
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WGPURenderPipeline main_pipeline_ = nullptr;
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WGPURenderPipeline main_pipeline_transparent_ = nullptr;
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// HiZ occlusion-cull pipeline group. Downsamples MSAA depth into a
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// mip pyramid; consumed by next-frame cull.
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WGPUShaderModule hiz_shader_module_ = nullptr;
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WGPUBindGroupLayout hiz_bgl_ = nullptr;
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WGPUPipelineLayout hiz_pipeline_layout_ = nullptr;
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WGPURenderPipeline hiz_pipeline_ = nullptr;
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// Edge-silhouette pipeline group. Drawn after the main pass; reads
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// the depth/normal attachments to emit dark outlines.
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WGPUShaderModule edge_shader_module_ = nullptr;
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WGPUBindGroupLayout edge_bgl_ = nullptr;
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WGPUPipelineLayout edge_pipeline_layout_ = nullptr;
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WGPURenderPipeline edge_pipeline_ = nullptr;
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// Pick pass. Reuses pipeline_layout_ — same set of bindings as the
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// main pass since the pick fragment also vertex-pulls instance data.
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WGPURenderPipeline pick_pipeline_ = nullptr;
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// ---- Frame uniforms + selection bind ----------------------------------
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//
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// The per-frame UBO (view-proj + lighting + section planes + xray
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// params) and the frame bind group it lives in alongside the
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// selection flags storage buffer at group=0 binding=1.
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// ensureSelectionFlagsBuffer is the only writer for the buffer +
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// bind group; uploadSelectionFlagsIfDirty repopulates the flags
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// from selection_ when it changes.
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WGPUBuffer frame_uniform_buffer_ = nullptr;
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WGPUBindGroup frame_bind_group_ = nullptr;
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WGPUBuffer selection_flags_buffer_ = nullptr;
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uint32_t selection_flags_capacity_ = 0; // u32 entries
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std::vector<uint32_t> selection_flags_scratch_;
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// Selection + per-element visibility state machines. Pure CPU
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// bookkeeping today (no GPU touch beyond the readback uploaded via
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// selection_flags_buffer_). Mutated on the main thread between
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// renders; cull workers read concurrently which is safe as long
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// as no concurrent writes.
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SelectionState selection_;
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VisibilityState visibility_;
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// ---- Scene state ---------------------------------------------------------
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//
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// Sub-allocator for chunk vertex + index buffers. All per-chunk
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// pool slices come from here; nothing else uses it. Replaces the
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// old hand-picked streaming_vram_budget_bytes_ knob entirely.
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BufferPool pool_;
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// Background worker that does scatter-gather chunk reads off the
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// render thread. driveStreamingLoads enqueues requests for visible
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// non-resident chunks and drains completed results into the pool
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// on subsequent frames.
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StreamingThread streaming_thread_;
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// Per-model GPU + CPU state, keyed by viewport-assigned model_id.
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std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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uint32_t next_model_id_ = 1;
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// Globally-unique object_id allocator. Each applyCachedModel rebases
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// the sidecar's local object_ids by base_object_id_so_far so picks
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// are unambiguous across models.
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uint32_t next_object_id_ = 1;
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// Federation false origin (metres, double precision). Applied to
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// every instance composition so geometry rebased through a large
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// model offset doesn't lose float32 precision near the GPU origin.
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Eigen::Matrix4d federated_false_origin_meters_ = Eigen::Matrix4d::Identity();
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// Flips true once initWgpu has finished bringing up device + queue
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// (still done on the ViewportWindow side today — moves with #84-i).
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// Any method that uploads or encodes work checks this guard so a
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// queued setter that runs before init becomes a no-op rather than
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// crashing on a null device.
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bool wgpu_initialized_ = false;
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// ---- Surface geometry ----------------------------------------------------
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//
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// configured_w_/h_ track the device-pixel framebuffer size as last
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// requested through host_->framebufferSize(). depth + MSAA attachments
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// are sized against these.
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int configured_w_ = 0;
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int configured_h_ = 0;
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// ---- Orbit / fly camera state -------------------------------------------
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//
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// Mirrors the GL viewport's defaults; the orbit math lives in
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// buildViewProj (also in ViewportCore). BIM scenes are +Z up.
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float camera_target_[3] = { 0.0f, 0.0f, 0.0f };
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float camera_distance_ = 50.0f;
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float camera_yaw_deg_ = 45.0f;
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float camera_pitch_deg_ = 30.0f;
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float camera_fov_y_deg_ = 45.0f;
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float camera_near_ = 0.1f;
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float camera_far_ = 10000.0f;
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// Perspective by default; toggleProjection (P key) flips this. When
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// true, buildViewProj uses an orthographic matrix sized by
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// camera_distance_ × tan(fov/2) so toggling looks like a smooth
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// swap rather than a jump in apparent size.
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bool projection_ortho_ = false;
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// RGBA in linear-space [0..1]. The render-pass clear value applies
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// an sRGB-to-linear conversion on top so the on-screen colour
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// matches the hex value passed via setBackgroundColor.
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Eigen::Vector4f background_color_ = {0.125f, 0.137f, 0.161f, 1.0f};
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};
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#endif // VIEWPORTCORE_H
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