mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
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1a17ba9e6d
Last round of straight-swap Qt value types in ViewportWindow + its
overlay co-pilot.
setBackgroundColor(const QColor&) → (float r, float g, float b, float a)
QColor background_color_ → Eigen::Vector4f (linear, 0..1)
QPoint {nav_,box_select_,fps_, } → Eigen::Vector2i
{section_drag_start_mouse_}
QSet<int> fps_keys_held_ → std::unordered_set<int>
QElapsedTimer fps_last_tick_, → Stopwatch (new header in
fly_render_clock_, IfcViewerCore — std::chrono-
render_thread_local_ backed, exposes the existing
timers in render() QElapsedTimer .start/.restart/
.elapsed/.nsecsElapsed surface)
Also propagates the QPoint → Eigen::Vector2i change through
OverlayRenderer::encodeMarquee since the marquee corner coords flow
through that interface.
API-level helpers:
toV2i(QPoint) — small inline in ViewportWindow.cpp, isolates
the QMouseEvent→Vector2i conversion at the
five mouse-event handlers
Stopwatch.h — new file, IfcViewerCore. Same call shape as
QElapsedTimer; backed by std::chrono::steady_clock.
QSet method swaps:
.isEmpty() → .empty()
.contains(k) → .count(k) (C++17, no std contains() until C++20)
.remove(k) → .erase(k)
Eigen::Vector2i doesn't have .manhattanLength(); the box-select drag
threshold uses std::abs(diff.x()) + std::abs(diff.y()) inline.
Bonsai side: View.cpp's setBackgroundColor wrapper now decomposes the
QColor into floats at the call site (kept locally so the bonsai UI
keeps its QColor-driven theming).
Closes #81 + the QElapsedTimer half of #83. QTimer
(pivot_indicator_hide_timer_) still uses Qt — it needs the host's
scheduleOnce mechanism that lands with #85.
Builds: desktop / bonsai / web all green. Tests 100/100.
338 lines
17 KiB
C++
338 lines
17 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 WGPUOVERLAYRENDERER_H
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#define WGPUOVERLAYRENDERER_H
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#include <QHash>
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#include <QString>
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#include <Eigen/Dense>
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#include <webgpu/webgpu.h>
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#include <cstdint>
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#include <vector>
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// Per-frame snapshot of viewport state that every overlay needs. Built once
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// at the top of render() and passed by const-ref to each encodeX() call so
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// the overlay renderer never reaches back into the viewport.
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struct OverlayFrame {
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Eigen::Matrix4f view_proj = Eigen::Matrix4f::Identity();
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Eigen::Vector3f camera_target = Eigen::Vector3f::Zero();
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float camera_distance = 5.0f;
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float camera_yaw_deg = 0.0f;
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float camera_pitch_deg = 0.0f;
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float camera_fov_y_deg = 45.0f;
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int viewport_w_px = 0;
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int viewport_h_px = 0;
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int device_pixel_ratio = 1;
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};
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// One section plane as the visualizer consumes it. The viewport owns the
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// authoritative state vector (the section tool mutates it); the overlay
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// reads from a non-owning span every frame. Held by value because the
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// struct is small and copies happen at most six times per frame.
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struct SectionPlane {
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Eigen::Vector3f n = Eigen::Vector3f::UnitZ(); // unit normal
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float d = 0.0f; // -dot(n, origin)
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Eigen::Vector3f origin = Eigen::Vector3f::Zero(); // surface point at the
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// moment the plane was added
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float visual_radius = 0.0f;
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};
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// All viewport overlays in one place: axis indicator (corner + pivot),
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// section plane gizmos, and the marquee drag rect. Mirrors GL's
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// OverlayRenderer split so ViewportWindow.cpp doesn't have to
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// carry ~1.5k lines of pipeline plumbing.
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//
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// Lifecycle: init() once after the device is up, destroy() before the
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// device dies. Pipelines are immutable after init; only per-frame
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// uniforms get re-written.
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//
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// Threading: all calls are main-thread only — they touch the wgpu queue.
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class OverlayRenderer {
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public:
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OverlayRenderer() = default;
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~OverlayRenderer();
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OverlayRenderer(const OverlayRenderer&) = delete;
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OverlayRenderer& operator=(const OverlayRenderer&) = delete;
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bool init(WGPUInstance instance, WGPUDevice device, WGPUQueue queue,
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WGPUTextureFormat surface_format, int sample_count);
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void destroy();
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// ---- Inside the main MSAA pass, after geometry ----
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// Both share depth with the scene so they're correctly occluded.
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// Orbit pivot indicator. `visible` is the viewport's UI gate (orbit
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// drag / wheel-zoom afterglow). When false this is a cheap no-op.
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void encodePivot(WGPURenderPassEncoder pass,
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const OverlayFrame& f,
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bool visible);
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// Per-plane wireframe gizmo (2 × 2 m quad outline + arrow shaft +
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// arrow head). Drawn at each plane's origin in its local basis;
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// colour comes from Bonsai's decorator_color_error.
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void encodeSectionGizmos(WGPURenderPassEncoder pass,
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const OverlayFrame& f,
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const std::vector<SectionPlane>& planes);
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// Replace the highlight-triangle list. `world_xyz` is 3 floats per
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// vertex, 3 vertices per triangle, in world space (post-composed-
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// transform). Empty disables the overlay. Color is RGBA in [0, 1] —
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// alpha < 1 gives the translucent patch shading the Area tool uses.
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// Drawn inside the main MSAA pass so depth-test hides patches
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// behind closer geometry; depth-write stays off so later overlays
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// can still draw over the highlight.
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void setHighlightTriangles(const std::vector<float>& world_xyz,
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float r, float g, float b, float a);
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void encodeHighlightTriangles(WGPURenderPassEncoder pass,
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const OverlayFrame& f);
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// One stylistic group of world-space line segments. Mirrors GL
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// OverlayRenderer::LineGroup so callers can target either backend
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// with one struct.
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struct LineGroup {
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std::vector<float> world_xyz; // 6 floats per segment (a, b)
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float color[4] = {1, 1, 1, 1}; // inner color
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float stroke_color[4] = {0, 0, 0, 1}; // halo (alpha 0 = no stroke)
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float line_width = 1.5f; // inner full-width (px)
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float stroke_extra = 0.5f; // halo per side (px)
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float dash_period_px = 0.0f; // 0 = solid
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float dash_on_ratio = 0.6f; // [0..1], only when period > 0
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};
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// Replace the overlay-line set. Each call CPU-expands every segment
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// into six vertices (two triangles), uploads the concatenated
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// expanded buffer once, and writes one uniform slot per group; the
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// next encodeOverlayLines() draws them in order. Empty `groups`
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// clears the set so subsequent encodes are no-ops.
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void setOverlayLines(const std::vector<LineGroup>& groups);
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// Encode the most-recently set line groups. One draw per group with
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// a dynamic uniform offset; the shader handles stroke + dash from
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// per-group uniforms. Drawn inside the main MSAA pass so the lines
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// are depth-tested against geometry.
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void encodeOverlayLines(WGPURenderPassEncoder pass,
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const OverlayFrame& f);
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// Replace the overlay-point set. World-space positions are CPU-
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// expanded into screen-space quads at encode time. `pixel_size` is
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// the inner-disc diameter (px); when `stroke_a > 0` each quad picks
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// up a `stroke_extra`-pixel halo per side. Empty `world_xyz` clears
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// the set. Mirrors GL OverlayRenderer::setOverlayPoints.
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void setOverlayPoints(const std::vector<float>& world_xyz,
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float r, float g, float b, float a,
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float pixel_size,
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float stroke_r, float stroke_g,
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float stroke_b, float stroke_a,
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float stroke_extra);
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// Encode the most-recently set point list. Single draw covering all
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// points; the shader does the sprite-distance pick + AA. Drawn
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// inside the main MSAA pass so depth-test correctly hides points
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// behind closer geometry.
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void encodeOverlayPoints(WGPURenderPassEncoder pass,
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const OverlayFrame& f);
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// World-anchored text label. Mirrors GL OverlayRenderer::Label so
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// measure-tool readouts can target either backend.
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struct Label {
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float world_pos[3];
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QString text;
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};
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void setOverlayLabels(const std::vector<Label>& labels);
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// Top-left HUD text (tool prompts, length / area readouts). Empty
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// string hides it. Each newline starts a new line in the same rect.
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void setHudText(const QString& text);
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// Encode all currently-set labels + the HUD. Per-string textures are
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// rasterised via QPainter into a small QImage on first sight and
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// cached by content; per-frame work is just projection, vertex
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// assembly, and one draw per visible label. Drawn on the resolved
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// surface (no depth test, no MSAA), so labels stack on top of every
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// overlay above.
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void encodeLabels(WGPUCommandEncoder enc,
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WGPUTextureView surface_view,
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const OverlayFrame& f);
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// ---- After the edge silhouette pass, on the resolved surface ----
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// Corner axis gizmo (bottom-left, 110×110 px). Independent ortho
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// projection — only the camera direction matters.
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void encodeCornerAxis(WGPUCommandEncoder enc,
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WGPUTextureView surface_view,
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const OverlayFrame& f);
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// Marquee box-select drag rect (translucent fill + thick outline).
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// No-op when `active` is false.
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void encodeMarquee(WGPUCommandEncoder enc,
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WGPUTextureView surface_view,
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const OverlayFrame& f,
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Eigen::Vector2i start_logical_px,
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Eigen::Vector2i current_logical_px,
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bool active);
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// Shared with the viewport's main FrameUniforms: same cap so the
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// viewport's clip-plane array and the gizmo visualiser agree on
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// how many planes can ever be active.
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static constexpr int kMaxSectionPlanes = 6;
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private:
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bool buildAxisIndicator();
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bool buildSectionVisualizer();
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bool buildMarquee();
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bool buildOverlayLines();
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bool buildOverlayPoints();
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bool buildHighlightTriangles();
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bool buildLabels();
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// Rasterise a single string at `font_pt` with dark-grey padded
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// background + white text, upload as an RGBA8 texture, build the
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// matching bind group. Width/height are the texture's physical-pixel
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// dimensions and are also what encodeLabels uses to size the quad.
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struct LabelTexture {
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WGPUTexture texture = nullptr;
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WGPUTextureView view = nullptr;
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WGPUBindGroup bind_group = nullptr;
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int width_px = 0;
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int height_px = 0;
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};
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LabelTexture* getOrCreateLabelTexture(const QString& cache_key,
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const QString& text,
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int font_pt,
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int dpr);
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void releaseLabelTextures();
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WGPUInstance instance_ = nullptr;
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WGPUDevice device_ = nullptr;
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WGPUQueue queue_ = nullptr;
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WGPUTextureFormat surface_format_ = WGPUTextureFormat_Undefined;
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int sample_count_ = 1;
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// ---- Axis indicator (shared shape, three pipelines) ----
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// Slot 0 = corner gizmo. Slots 1/2 = pivot visible/x-ray.
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WGPUShaderModule axis_shader_module_ = nullptr;
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WGPUBindGroupLayout axis_bgl_ = nullptr;
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WGPUPipelineLayout axis_pipeline_layout_ = nullptr;
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WGPURenderPipeline axis_pivot_pipeline_ = nullptr;
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WGPURenderPipeline axis_pivot_xray_pipeline_ = nullptr;
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WGPURenderPipeline axis_corner_pipeline_ = nullptr;
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WGPUBuffer axis_vertex_buffer_ = nullptr;
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WGPUBuffer axis_uniform_buffer_ = nullptr;
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WGPUBindGroup axis_bind_group_ = nullptr;
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static constexpr uint32_t kAxisUniformSlotSize = 256;
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// ---- Section plane gizmos (1 pipeline, dynamic offset per plane) ----
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WGPUShaderModule section_shader_module_ = nullptr;
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WGPUBindGroupLayout section_bgl_ = nullptr;
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WGPUPipelineLayout section_pipeline_layout_ = nullptr;
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WGPURenderPipeline section_pipeline_ = nullptr;
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WGPUBuffer section_vertex_buffer_ = nullptr;
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WGPUBuffer section_uniform_buffer_ = nullptr;
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WGPUBindGroup section_bind_group_ = nullptr;
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static constexpr uint32_t kSectionUniformSlotSize = 256;
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// ---- Marquee (fill + outline pipelines, one uniform buffer) ----
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WGPUShaderModule marquee_shader_module_ = nullptr;
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WGPUBindGroupLayout marquee_bgl_ = nullptr;
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WGPUPipelineLayout marquee_pipeline_layout_ = nullptr;
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WGPURenderPipeline marquee_pipeline_ = nullptr;
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WGPURenderPipeline marquee_fill_pipeline_ = nullptr;
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WGPUBuffer marquee_vertex_buffer_ = nullptr;
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WGPUBuffer marquee_fill_vertex_buffer_ = nullptr;
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WGPUBuffer marquee_uniform_buffer_ = nullptr;
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WGPUBindGroup marquee_bind_group_ = nullptr;
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// ---- Overlay lines (per-group dynamic offset, resizable buffers) ----
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// Vertex buffer holds the concatenated expansion of every group's
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// segments (8 floats × 6 verts per segment). Uniform buffer holds
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// one 256-byte slot per group; the bind group binds a single 128-byte
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// window that the encoder rebinds via dynamic offset.
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WGPUShaderModule overlay_line_shader_module_ = nullptr;
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WGPUBindGroupLayout overlay_line_bgl_ = nullptr;
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WGPUPipelineLayout overlay_line_pipeline_layout_ = nullptr;
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WGPURenderPipeline overlay_line_pipeline_ = nullptr;
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WGPUBuffer overlay_line_vertex_buffer_ = nullptr;
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uint64_t overlay_line_vertex_capacity_ = 0;
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WGPUBuffer overlay_line_uniform_buffer_ = nullptr;
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uint32_t overlay_line_uniform_slots_ = 0;
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WGPUBindGroup overlay_line_bind_group_ = nullptr;
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static constexpr uint32_t kOverlayLineUniformSlotSize = 256;
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// Per-group draw record. setOverlayLines() populates one per
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// LineGroup; encodeOverlayLines() iterates and issues one draw each.
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struct OverlayLineDraw {
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uint32_t first_vertex = 0;
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uint32_t vertex_count = 0;
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};
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std::vector<OverlayLineDraw> overlay_line_draws_;
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// ---- Overlay points (sprite-style, quad-expanded per point) ----
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// Single draw per encode covering every point in the set. Vertex
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// buffer holds 6 verts × 8 bytes per point (vec3 world + vec2 corner).
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// Uniforms are global to the set (one inner + one stroke color).
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WGPUShaderModule overlay_point_shader_module_ = nullptr;
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WGPUBindGroupLayout overlay_point_bgl_ = nullptr;
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WGPUPipelineLayout overlay_point_pipeline_layout_ = nullptr;
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WGPURenderPipeline overlay_point_pipeline_ = nullptr;
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WGPUBuffer overlay_point_vertex_buffer_ = nullptr;
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uint64_t overlay_point_vertex_capacity_ = 0;
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WGPUBuffer overlay_point_uniform_buffer_ = nullptr;
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WGPUBindGroup overlay_point_bind_group_ = nullptr;
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uint32_t overlay_point_vertex_count_ = 0;
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// ---- Highlight triangles (translucent world-space triangle list) ----
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// One pipeline + one uniform buffer (view_proj + RGBA tint). Vertex
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// buffer grows on demand to fit the current set; empty set ⇒ encode
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// is a no-op.
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WGPUShaderModule highlight_shader_module_ = nullptr;
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WGPUBindGroupLayout highlight_bgl_ = nullptr;
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WGPUPipelineLayout highlight_pipeline_layout_ = nullptr;
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WGPURenderPipeline highlight_pipeline_ = nullptr;
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WGPUBuffer highlight_vertex_buffer_ = nullptr;
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uint64_t highlight_vertex_capacity_ = 0;
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WGPUBuffer highlight_uniform_buffer_ = nullptr;
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WGPUBindGroup highlight_bind_group_ = nullptr;
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uint32_t highlight_vertex_count_ = 0;
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float highlight_color_[4] = {0, 0, 0, 0};
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// ---- Labels + HUD text (textured quads, cached by content) ----
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// One QPainter-rasterised QImage per unique text string, uploaded as
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// an RGBA8 texture and re-used across frames. Per-frame work is
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// projection + vertex assembly + draws; no allocation in the steady
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// state. Bind groups are layout-shared across all label textures so
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// every cache entry holds its own bind_group ready to bind.
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WGPUShaderModule label_shader_module_ = nullptr;
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WGPUBindGroupLayout label_bgl_ = nullptr;
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WGPUPipelineLayout label_pipeline_layout_ = nullptr;
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WGPURenderPipeline label_pipeline_ = nullptr;
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WGPUSampler label_sampler_ = nullptr;
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WGPUBuffer label_vertex_buffer_ = nullptr;
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uint64_t label_vertex_capacity_ = 0;
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QHash<QString, LabelTexture> label_tex_cache_;
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std::vector<Label> labels_;
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QString hud_text_;
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};
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#endif // WGPUOVERLAYRENDERER_H
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