mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
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9aae8f0329
This reverts commit 4fe32b54105ca2c5c00290603db17164837211e1.
374 lines
16 KiB
C++
374 lines
16 KiB
C++
/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef VIEWPORTWINDOW_H
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#define VIEWPORTWINDOW_H
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#include <QWindow>
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#include <QOpenGLContext>
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#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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#include <QVector3D>
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#include <vector>
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#include <unordered_map>
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#include <cstdint>
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#include <mutex>
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#include <memory>
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#include <atomic>
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#include <future>
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#include "BvhAccel.h"
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#include "InstancedGeometry.h"
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#include "SidecarCache.h"
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// Matches GL_DRAW_INDIRECT_BUFFER layout for glMultiDrawElementsIndirect.
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struct DrawElementsIndirectCommand {
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uint32_t count;
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uint32_t instanceCount;
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uint32_t firstIndex;
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uint32_t baseVertex;
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uint32_t baseInstance;
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};
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// Per-model GPU state for the instanced render path.
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//
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// VBO: local-coord interleaved verts (pos3 + normal3 + color1_packed) — 28 B.
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// EBO: mesh-local indices (uint32).
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// meshes[]: per-unique-representation metadata; indexed by local_mesh_id.
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// instances[]: CPU-side per-instance records; sorted by mesh_id at finalize.
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// ssbo: InstanceGpu[]; populated at finalize.
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//
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// A model is drawable once `finalized == true`.
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struct ModelGpuData {
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GLuint vao = 0;
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GLuint vbo = 0;
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GLuint ebo = 0;
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GLuint ssbo = 0;
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GLuint mesh_info_ssbo = 0; // MeshGpu[] — per-mesh quantization basis
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size_t mesh_info_capacity = 0; // bytes
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size_t vbo_capacity = 0;
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size_t ebo_capacity = 0;
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size_t ssbo_capacity = 0; // bytes
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size_t vbo_used = 0;
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size_t ebo_used = 0;
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uint32_t vertex_count = 0; // total (across all meshes)
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uint32_t total_triangles = 0;
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std::vector<MeshInfo> meshes;
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std::vector<InstanceCpu> instances; // unsorted
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// 1:1 with instances[] — true when the instance transform has
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// det < 0 (a reflection). Reflected instances need their
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// triangle winding treated as reversed so GL_CULL_FACE culls
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// the correct side.
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std::vector<uint8_t> instance_reflected;
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uint32_t ssbo_instance_count = 0;
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// Stats snapshot from the last cullAndUploadVisible call. Cached so we
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// can report the same numbers on skipped-cull frames (see
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// have_cached_cull_ on ViewportWindow) without iterating the per-model
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// scratch array again.
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uint32_t cached_visible_objects = 0;
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uint32_t cached_visible_triangles = 0;
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// Per-instance world AABB + BVH (built at finalize). The BVH is the
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// same ordering as `instances`; bvh_items[i] corresponds to instances[i].
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std::vector<BvhItem> bvh_items;
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ModelBvh bvh;
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// Per-instance world AABB on the GPU, 1:1 with `instances`.
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// Populated at finalize / applyCachedModel. Consumed by the upcoming
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// GPU-compute cull (Phase 3E); the CPU cull still reads from bvh_items.
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// Layout: struct { vec3 min; uint mesh_id; vec3 max; uint flags; } = 32 B.
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// `flags` bit 0 = reflected (for winding-bucket selection).
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GLuint aabb_ssbo = 0;
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size_t aabb_ssbo_capacity = 0; // bytes
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// Dynamic visible-instance index buffer (std430, binding = 1).
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// Re-uploaded each frame from visible_flat_.
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GLuint visible_ssbo = 0;
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size_t visible_ssbo_capacity = 0; // bytes
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// GL_DRAW_INDIRECT_BUFFER of DrawElementsIndirectCommand[], one per
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// non-empty mesh. Re-uploaded each frame.
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GLuint indirect_buffer = 0;
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size_t indirect_capacity = 0; // bytes
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uint32_t indirect_command_count = 0; // total valid commands this frame
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uint32_t indirect_forward_count = 0; // first N are CCW-winding draws
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// Per-model cull scratch — owned by the model so each cull job runs
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// without sharing mutable state. Four buckets = {fwd, rev} × {LOD0, LOD1}.
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std::vector<std::vector<uint32_t>> vis_fwd_lod0;
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std::vector<std::vector<uint32_t>> vis_fwd_lod1;
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std::vector<std::vector<uint32_t>> vis_rev_lod0;
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std::vector<std::vector<uint32_t>> vis_rev_lod1;
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std::vector<uint32_t> visible_flat;
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std::vector<DrawElementsIndirectCommand> indirect_scratch;
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bool finalized = false;
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bool hidden = false;
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};
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// Rendering is event-driven: render() runs only when QEvent::UpdateRequest
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// is delivered, posted via requestUpdate(). An idle scene costs zero CPU.
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// INVARIANT: every public mutator that changes what should be on screen
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// (camera, selection, model lifecycle, visibility) MUST call requestUpdate()
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// before returning, or the viewport will go silently stale.
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class ViewportWindow : public QWindow {
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Q_OBJECT
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public:
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explicit ViewportWindow(QWindow* parent = nullptr);
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~ViewportWindow();
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// Streaming ingress.
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void uploadMeshChunk(const MeshChunk& chunk);
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void uploadInstanceChunk(const InstanceChunk& chunk);
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// Called once all chunks for a model have arrived: sorts instances by
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// mesh_id, assigns each mesh its contiguous range, and uploads the
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// instance SSBO. The model becomes drawable.
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void finalizeModel(uint32_t model_id);
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void resetScene();
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// Snapshot the finalised model into a SidecarData struct for caching.
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// Vertices + indices are read back from the GPU; meshes/instances come
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// from the CPU-side vectors. Leaves `elements` and `string_table` empty
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// for the caller to fill in.
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bool snapshotModel(uint32_t model_id, SidecarData& out) const;
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// Restore a finalised model from a cached SidecarData struct. Replaces
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// any existing state for model_id and marks it drawable.
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void applyCachedModel(uint32_t model_id, SidecarData data);
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// After buildLods() has extended sd.indices + populated lod1_* fields,
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// push just the appended index slice + the refreshed mesh metadata onto
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// the live GPU state for model_id. VBO / SSBO / instance array are left
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// alone; only the EBO grows and m.meshes is replaced. No-op if the
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// model isn't finalised on the viewport.
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void applyLodExtension(uint32_t model_id, const SidecarData& sd);
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void hideModel(uint32_t model_id);
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void showModel(uint32_t model_id);
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void removeModel(uint32_t model_id);
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void setSelectedObjectId(uint32_t id);
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uint32_t pickObjectAt(int x, int y);
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struct FrameStats {
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float fps;
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float frame_time_ms;
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uint32_t total_objects;
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uint32_t visible_objects;
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uint32_t total_triangles;
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uint32_t visible_triangles;
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uint32_t unique_meshes;
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uint32_t gl_draw_calls; // actual glMultiDrawElementsIndirect issues per frame
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uint32_t indirect_sub_draws; // total commands packed into those indirect buffers
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};
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signals:
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void objectPicked(uint32_t object_id);
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void initialized();
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void frameStatsUpdated(const ViewportWindow::FrameStats& stats);
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protected:
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void exposeEvent(QExposeEvent* event) override;
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void resizeEvent(QResizeEvent* event) override;
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bool event(QEvent* event) override;
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private:
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void initGL();
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void render();
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void renderPickPass();
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void renderAxisGizmo();
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void updateCamera();
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void buildShaders();
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void buildAxisGizmo();
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void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
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// Resolve the default framebuffer's MSAA depth into a single-sample
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// texture, read it back, and max-reduce a mip pyramid on the CPU. The
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// resulting pyramid is stored in hiz_pyramid_ along with the VP matrix
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// used to draw it; next frame's cullAndUploadVisible can test AABBs
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// against it. Synchronous readback — at 256×128 the cost is sub-ms
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// and not a measured bottleneck; Phase 3D's compute-shader cull will
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// eliminate the readback entirely.
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void buildHizPyramid();
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// True if the AABB is fully occluded by the previous frame's depth.
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// Returns false when the HiZ is invalid, the AABB crosses the near
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// plane, or the projection falls outside NDC.
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bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
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bool growModelVbo(ModelGpuData& m, size_t needed_total);
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bool growModelEbo(ModelGpuData& m, size_t needed_total);
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bool growModelSsbo(ModelGpuData& m, size_t needed_total);
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ModelGpuData& getOrCreateModel(uint32_t model_id);
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// (Re)build the per-instance world AABB SSBO from m.instances +
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// m.instance_reflected. One-shot upload called after finalizeModel /
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// applyCachedModel once instances are settled. Consumed by the GPU
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// compute cull (Phase 3E, in progress).
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void uploadInstanceAabbs(ModelGpuData& m);
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// Frustum-cull m's instances (BVH if available, else linear scan),
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// build the per-mesh DrawElementsIndirectCommand array + flat visible
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// list, and upload both to m.indirect_buffer / m.visible_ssbo.
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//
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// `min_pixel_radius` controls contribution culling: instances (and BVH
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// subtrees) whose projected bounding-sphere radius would be below this
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// many pixels are dropped. 0 = disabled (all frustum-visible kept),
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// which is what the pick pass uses so clickable targets aren't filtered.
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void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius);
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// Thread-safe: CPU-only cull (frustum + contribution + HiZ + bucketing +
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// emit). Writes survivors into m.vis_* / m.visible_flat / m.indirect_scratch
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// and sets m.indirect_forward_count / m.indirect_command_count /
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// m.cached_visible_*. Touches no GL state and no ViewportWindow mutable
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// state other than the atomic counters below — safe to run on a worker.
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void cullModelCpu(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius);
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// Main-thread only: uploads m.visible_flat / m.indirect_scratch into the
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// model's SSBO + indirect buffer, growing them if needed.
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void uploadCullResults(ModelGpuData& m);
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// Mouse interaction
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void handleMousePress(QMouseEvent* event);
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void handleMouseRelease(QMouseEvent* event);
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void handleMouseMove(QMouseEvent* event);
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void handleWheel(QWheelEvent* event);
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QOpenGLContext* context_ = nullptr;
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QOpenGLFunctions_4_5_Core* gl_ = nullptr;
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bool gl_initialized_ = false;
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// Shaders
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GLuint main_program_ = 0;
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GLuint pick_program_ = 0;
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GLuint axis_program_ = 0;
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// Phase 3E compute cull (frustum-only, validation). Runs alongside the
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// CPU cull when IFC_GPU_CULL=1; result is cross-checked against CPU's
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// visible_objects count. No draw-path side effects yet.
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GLuint cull_program_ = 0;
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GLuint gpu_cull_counter_ssbo_ = 0;
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uint32_t gpu_cull_last_survivors_ = 0;
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uint32_t gpu_cull_last_input_ = 0;
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uint64_t gpu_cull_ns_ = 0; // per-window accumulator
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// Axis gizmo
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GLuint axis_vao_ = 0;
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GLuint axis_vbo_ = 0;
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// Per-model GPU data
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std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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// Pick framebuffer
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GLuint pick_fbo_ = 0;
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GLuint pick_color_tex_ = 0;
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GLuint pick_depth_rbo_ = 0;
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int pick_width_ = 0;
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int pick_height_ = 0;
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// HiZ occlusion culling (Phase 3C).
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//
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// Each frame after the main draw we blit the MSAA depth buffer down
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// into a single-sample depth texture (hiz_fbo_ / hiz_depth_tex_), then
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// glReadPixels it into hiz_depth_readback_. We max-reduce that into a
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// mip pyramid (hiz_pyramid_) and remember the VP matrix used
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// (hiz_vp_ + hiz_vp_valid_) so next frame's cull can test AABBs
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// against a slightly-stale depth. Skipped for the pick pass and when
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// IFC_NO_HIZ=1.
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GLuint hiz_fbo_ = 0;
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GLuint hiz_depth_tex_ = 0;
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GLuint hiz_resolve_fbo_ = 0; // full-size single-sample resolve
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GLuint hiz_resolve_depth_tex_ = 0;
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int hiz_resolve_w_ = 0;
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int hiz_resolve_h_ = 0;
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int hiz_base_w_ = 0;
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int hiz_base_h_ = 0;
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std::vector<float> hiz_depth_readback_; // hiz_base_w_ * hiz_base_h_ floats
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std::vector<float> hiz_pyramid_; // concatenated mip levels
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std::vector<uint32_t> hiz_mip_offset_; // into hiz_pyramid_
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std::vector<uint32_t> hiz_mip_w_;
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std::vector<uint32_t> hiz_mip_h_;
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QMatrix4x4 hiz_vp_;
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bool hiz_vp_valid_ = false;
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std::atomic<uint32_t> hiz_reject_count_{0}; // per-frame stat
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// Cull-phase timers. Accumulated across all frames in the current
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// 1-second stats window; divided by frame_count_ at print time to
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// give per-frame average ms. Reset each window. Lets us see where
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// CPU time actually goes: bucket clears vs BVH traversal vs emit vs
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// GPU upload.
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// Atomic so parallel cull workers can fetch_add into them without
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// contending on a lock. clr/trv/emt are SUMS across all worker threads
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// for the frame — they describe total CPU work, not wall-clock. The
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// wall counter is measured once around the dispatch block in render()
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// and is what actually determines frame time.
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std::atomic<uint64_t> cull_clear_ns_{0};
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std::atomic<uint64_t> cull_traverse_ns_{0};
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std::atomic<uint64_t> cull_emit_ns_{0};
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std::atomic<uint64_t> cull_upload_ns_{0};
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uint64_t cull_wall_ns_ = 0; // main-thread only
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uint32_t cull_skipped_frames_ = 0;
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// Skip cullAndUploadVisible + buildHizPyramid when the camera and scene
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// haven't changed since the last cull. The existing per-model
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// indirect_buffer / visible_ssbo are still correct and just get
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// redrawn. Invalidated by any function that mutates models_gpu_.
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QMatrix4x4 last_cull_view_;
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QMatrix4x4 last_cull_proj_;
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bool have_cached_cull_ = false;
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// Per-frame stats
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uint32_t visible_triangles_ = 0;
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uint32_t visible_objects_ = 0;
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uint32_t gl_draw_calls_ = 0;
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uint32_t indirect_sub_draws_ = 0;
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// Camera
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QVector3D camera_target_{0, 0, 0};
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QVector3D camera_eye_{0, 0, 0}; // world-space eye, set in updateCamera
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float camera_distance_ = 50.0f;
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float camera_yaw_ = 45.0f;
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float camera_pitch_ = 30.0f;
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float camera_fov_y_deg_ = 45.0f;
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QMatrix4x4 view_matrix_;
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QMatrix4x4 proj_matrix_;
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// Mouse
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Qt::MouseButton active_button_ = Qt::NoButton;
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QPoint last_mouse_pos_;
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// Selection
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uint32_t selected_object_id_ = 0;
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// FPS smoothing
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int frame_count_ = 0;
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float accumulated_time_ = 0.0f;
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float last_fps_ = 0.0f;
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};
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#endif // VIEWPORTWINDOW_H
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