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1f17d73f3e
Re-wires the BVH acceleration structure on top of the new instanced renderer. Per model, build a BVH over per-instance world AABBs at finalize (and on sidecar apply). Each frame, traverse the BVH against the camera frustum to produce a visible-instance index list, bucket by mesh_id, and upload to a per-model SSBO at binding=1. The main and pick vertex shaders do a double-indirection `instances[visible[u_offset + gl_InstanceID]]` so draws only touch instances that passed the frustum test. Models with fewer than BVH_MIN_OBJECTS instances skip the BVH build and fall back to a linear per-instance frustum test. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
71 lines
3.2 KiB
C++
71 lines
3.2 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 BVHACCEL_H
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#define BVHACCEL_H
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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#include <unordered_set>
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#include <memory>
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// Generic BVH item — anything with a world AABB and a model_id.
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// For the instanced renderer each item represents one InstanceCpu.
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struct BvhItem {
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float aabb_min[3];
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float aabb_max[3];
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uint32_t model_id;
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};
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static constexpr uint32_t BVH_MAX_LEAF_SIZE = 8;
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static constexpr uint32_t BVH_MIN_OBJECTS = 32;
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struct BvhNode {
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float aabb_min[3];
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float aabb_max[3];
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uint32_t right_or_first; // interior: right child index (left is always this_index+1); leaf: first item index
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uint16_t count; // 0 = interior; >0 = leaf with this many items
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uint16_t axis; // split axis (0/1/2) for interior; unused for leaf
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};
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static_assert(sizeof(BvhNode) == 32, "BvhNode must be 32 bytes for cache alignment and sidecar format");
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struct ModelBvh {
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uint32_t model_id = 0;
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std::vector<BvhNode> nodes;
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std::vector<uint32_t> item_indices; // indices into the model's InstanceCpu array
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};
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struct BvhSet {
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std::unordered_map<uint32_t, ModelBvh> models;
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std::unordered_set<uint32_t> bvh_model_ids;
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};
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// Build BVH trees for all models in the given item snapshot.
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// Items are expected to already be grouped/filtered by caller if needed.
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// item_indices in the result reference positions within the full `items`
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// vector — callers providing a single model's items will see 0..N-1.
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std::shared_ptr<BvhSet> buildBvhSet(const std::vector<BvhItem>& items);
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// Build a single-model BVH over `items`. model_id is stored on the result
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// for identification; item_indices will be 0..items.size()-1.
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ModelBvh buildModelBvhOne(const std::vector<BvhItem>& items, uint32_t model_id);
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#endif // BVHACCEL_H
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