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IfcOpenShell/src/ifcviewer/ViewportWindow.h
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Dion Moult db1a2705a3 ifcviewer: edge enhancement post-pass
Adds a per-frame depth-laplacian pass that darkens pixels at sharp
depth discontinuities — silhouettes, overlapping-surface boundaries,
section-cut edges.  Catches the wall-against-wall and slab-against-
ceiling cases that the cavity hint in the lighting shader misses.

Implementation:

- New edge_depth_fbo_ / edge_depth_tex_ — single-sample D24S8 the
  size of the window.  After the main draw, blit the default FB
  depth into it (handles MSAA resolve in the same call).
- Fullscreen triangle generated from gl_VertexID, samples four
  cardinal neighbours, computes |4c - n - s - e - w| on linearized
  depth.  Linearization branches between perspective and ortho via
  u_is_ortho.  Threshold scales with depth so distant edges still
  register.
- Output is multiplicatively blended (GL_DST_COLOR, GL_ZERO) so
  colours just darken; no separate composite step.
- Runs before the pivot/section/axis gizmos so they aren't outlined
  themselves.  HiZ pyramid build still runs after, unchanged.

Per-frame cost is one MSAA depth blit + one fullscreen pass with
five depth samples.  Sub-millisecond at 1080p on a mid GPU.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-30 14:34:38 +10:00

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#ifndef VIEWPORTWINDOW_H
#define VIEWPORTWINDOW_H
#include <QWindow>
#include <QOpenGLContext>
#include <QtOpenGL/QOpenGLFunctions_4_5_Core>
#include <QElapsedTimer>
#include <QMatrix4x4>
#include <QVector3D>
#include <QSet>
QT_BEGIN_NAMESPACE
class QTimer;
QT_END_NAMESPACE
#include <vector>
#include <unordered_map>
#include <cstdint>
#include <mutex>
#include <memory>
#include <atomic>
#include <future>
#include <deque>
#include "BvhAccel.h"
#include "InstancedGeometry.h"
#include "SidecarCache.h"
// Matches GL_DRAW_INDIRECT_BUFFER layout for glMultiDrawElementsIndirect.
struct DrawElementsIndirectCommand {
uint32_t count;
uint32_t instanceCount;
uint32_t firstIndex;
uint32_t baseVertex;
uint32_t baseInstance;
};
// Per-model GPU state for the instanced render path.
//
// VBO: local-coord interleaved verts (pos3 + normal3 + color1_packed) — 28 B.
// EBO: mesh-local indices (uint32).
// meshes[]: per-unique-representation metadata; indexed by local_mesh_id.
// instances[]: CPU-side per-instance records; sorted by mesh_id at finalize.
// ssbo: InstanceGpu[]; populated at finalize.
//
// A model is drawable once `finalized == true`.
struct ModelGpuData {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ebo = 0;
GLuint ssbo = 0;
GLuint mesh_info_ssbo = 0; // MeshGpu[] — per-mesh quantization basis
size_t mesh_info_capacity = 0; // bytes
size_t vbo_capacity = 0;
size_t ebo_capacity = 0;
size_t ssbo_capacity = 0; // bytes
size_t vbo_used = 0;
size_t ebo_used = 0;
uint32_t vertex_count = 0; // total (across all meshes)
uint32_t total_triangles = 0;
std::vector<MeshInfo> meshes;
std::vector<InstanceCpu> instances; // unsorted
// 1:1 with instances[] — true when the instance transform has
// det < 0 (a reflection). Reflected instances need their
// triangle winding treated as reversed so GL_CULL_FACE culls
// the correct side.
std::vector<uint8_t> instance_reflected;
uint32_t ssbo_instance_count = 0;
// Stats snapshot from the last cullAndUploadVisible call. Cached so we
// can report the same numbers on skipped-cull frames (see
// have_cached_cull_ on ViewportWindow) without iterating the per-model
// scratch array again.
uint32_t cached_visible_objects = 0;
uint32_t cached_visible_triangles = 0;
// Per-instance world AABB + BVH (built at finalize). The BVH is the
// same ordering as `instances`; bvh_items[i] corresponds to instances[i].
std::vector<BvhItem> bvh_items;
ModelBvh bvh;
// Dynamic visible-instance index buffer (std430, binding = 1).
// Re-uploaded each frame from visible_flat_.
GLuint visible_ssbo = 0;
size_t visible_ssbo_capacity = 0; // bytes
// GL_DRAW_INDIRECT_BUFFER of DrawElementsIndirectCommand[], one per
// non-empty mesh. Re-uploaded each frame.
GLuint indirect_buffer = 0;
size_t indirect_capacity = 0; // bytes
uint32_t indirect_command_count = 0; // total valid commands this frame
uint32_t indirect_forward_count = 0; // first N are CCW-winding draws
// Per-model cull scratch — owned by the model so each cull job runs
// without sharing mutable state. Four buckets = {fwd, rev} × {LOD0, LOD1}.
std::vector<std::vector<uint32_t>> vis_fwd_lod0;
std::vector<std::vector<uint32_t>> vis_fwd_lod1;
std::vector<std::vector<uint32_t>> vis_rev_lod0;
std::vector<std::vector<uint32_t>> vis_rev_lod1;
std::vector<uint32_t> visible_flat;
std::vector<DrawElementsIndirectCommand> indirect_scratch;
std::vector<uint32_t> dirty_meshes;
bool finalized = false;
bool hidden = false;
};
// Rendering is event-driven: render() runs only when QEvent::UpdateRequest
// is delivered, posted via requestUpdate(). An idle scene costs zero CPU.
// INVARIANT: every public mutator that changes what should be on screen
// (camera, selection, model lifecycle, visibility) MUST call requestUpdate()
// before returning, or the viewport will go silently stale.
class ViewportWindow : public QWindow {
Q_OBJECT
public:
explicit ViewportWindow(QWindow* parent = nullptr);
~ViewportWindow();
// Streaming ingress.
void uploadMeshChunk(const MeshChunk& chunk);
void uploadInstanceChunk(const InstanceChunk& chunk);
// Called once all chunks for a model have arrived: sorts instances by
// mesh_id, assigns each mesh its contiguous range, and uploads the
// instance SSBO. The model becomes drawable.
void finalizeModel(uint32_t model_id);
void resetScene();
// Snapshot the finalised model into a SidecarData struct for caching.
// Vertices + indices are read back from the GPU; meshes/instances come
// from the CPU-side vectors. Leaves `elements` and `string_table` empty
// for the caller to fill in.
bool snapshotModel(uint32_t model_id, SidecarData& out) const;
// Restore a finalised model from a cached SidecarData struct. Replaces
// any existing state for model_id and marks it drawable.
void applyCachedModel(uint32_t model_id, SidecarData data);
// After buildLods() has extended sd.indices + populated lod1_* fields,
// push just the appended index slice + the refreshed mesh metadata onto
// the live GPU state for model_id. VBO / SSBO / instance array are left
// alone; only the EBO grows and m.meshes is replaced. No-op if the
// model isn't finalised on the viewport.
void applyLodExtension(uint32_t model_id, const SidecarData& sd);
void hideModel(uint32_t model_id);
void showModel(uint32_t model_id);
void removeModel(uint32_t model_id);
void setSelectedObjectId(uint32_t id);
uint32_t pickObjectAt(int x, int y);
// Extended pick: returns the object id, world-space hit point, and
// world-space surface normal at (x, y). Renders the same pick pass as
// pickObjectAt but reads back from two extra color attachments
// (world_pos in RGB32F, world_normal in RGB16F). Returns false if the
// click missed all geometry; the out-params are then untouched.
bool pickSurfaceAt(int x, int y,
uint32_t& object_id_out,
QVector3D& world_pos_out,
QVector3D& world_normal_out);
// Section planes — fragment-shader clipping with up to MaxSectionPlanes
// active. Each plane clips the half-space dot(n, p) + d > 0. addSection-
// PlaneAtSurface auto-flips the normal toward the camera so the first
// click immediately cuts away the camera-facing side.
static constexpr int MaxSectionPlanes = 8;
struct SectionPlane {
QVector3D n; // unit world-space normal
QVector3D origin; // point on the plane — the gizmo's anchor
float d; // = -dot(n, origin); kept in sync with origin
};
int sectionPlaneCount() const { return int(section_planes_.size()); }
bool addSectionPlaneAtSurface(const QVector3D& point, const QVector3D& normal);
void removeSectionPlane(int index);
void clearSectionPlanes();
// Section tool: when active, LMB on geometry creates a new plane (using
// pickSurfaceAt for hit-point + normal); LMB on an existing plane's
// arrow gizmo selects + drags it; Delete removes the selected plane;
// Esc or another K-press exits the tool.
void toggleSectionTool();
bool sectionToolActive() const { return section_tool_active_; }
// Projection: orthographic vs perspective. In ortho mode the visible
// box is sized to match what the perspective camera would show at the
// pivot's distance, so toggling at any zoom level keeps the framing.
void toggleProjection();
bool projectionOrtho() const { return projection_ortho_; }
// Snap the camera to a canonical axis-aligned view. Yaw/pitch are
// clamped according to the orbit convention; target and distance are
// preserved (the user explicitly asked for a rotate-only behavior).
void setStandardView(float yaw_deg, float pitch_deg);
void setCamera(float tx, float ty, float tz, float dist, float yaw, float pitch);
void setBenchmarkFrames(int n);
QString cameraString() const;
// Move camera_target_ to the selected object's world-AABB centroid and
// dolly camera_distance_ so the object's bounding sphere fits the
// current viewport. Yaw/pitch are preserved. No-op if no object is
// selected or its AABB is unknown.
void focusOnSelectedObject();
// Frame the union of all finalized models. No-op if the scene is empty.
void viewAll();
struct CameraState {
QVector3D target;
float distance;
float yaw; // degrees
float pitch; // degrees
};
CameraState cameraState() const;
struct FrameStats {
float fps;
float frame_time_ms;
uint32_t total_objects;
uint32_t visible_objects;
uint32_t total_triangles;
uint32_t visible_triangles;
uint32_t unique_meshes;
uint32_t gl_draw_calls; // actual glMultiDrawElementsIndirect issues per frame
uint32_t indirect_sub_draws; // total commands packed into those indirect buffers
};
signals:
void objectPicked(uint32_t object_id);
void initialized();
void frameStatsUpdated(const ViewportWindow::FrameStats& stats);
protected:
void exposeEvent(QExposeEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
bool event(QEvent* event) override;
private:
enum class PendingOpType {
UploadMeshChunk,
UploadInstanceChunk,
FinalizeModel,
ApplyCachedModel,
ApplyLodExtension,
ResetScene,
HideModel,
ShowModel,
RemoveModel,
};
struct PendingOperation {
PendingOpType type;
MeshChunk mesh_chunk;
InstanceChunk instance_chunk;
SidecarData sidecar_data;
uint32_t model_id = 0;
};
void initGL();
void flushPendingOperations();
void enqueuePendingOperation(PendingOperation op);
void render();
void renderPickPass();
void renderAxisGizmo();
void renderPivotIndicator();
void renderSectionPlanes();
void buildSectionPlaneGizmo();
// Post-process edge enhancement: resolve MSAA depth into a single-
// sample texture, then run a fullscreen pass that detects sharp
// depth-laplacian peaks and darkens the colour buffer there. Catches
// silhouettes and overlapping-surface boundaries as faint dark lines.
void renderEdgePass();
// Returns the index of the section plane whose arrow gizmo is under
// (x, y), or -1 if none. Screen-space line-segment distance test.
int hitTestSectionGizmo(int x, int y) const;
// Update section_planes_[section_drag_index_] from the current cursor
// position by projecting the move onto the plane's normal axis in
// screen space.
void updateSectionDrag(int x, int y);
void updateCamera();
// Geometry queries used by focusOnSelectedObject() / viewAll(). Both
// return false when nothing matched (caller should leave the camera
// alone). Bounds are world-space AABBs.
bool computeObjectAabb(uint32_t object_id, QVector3D& mn, QVector3D& mx) const;
bool computeSceneAabb(QVector3D& mn, QVector3D& mx) const;
// Re-aim the orbit camera so the bounding sphere of [mn, mx] just fits
// vertically and horizontally within the current FOV, with `padding`
// headroom (1.0 = tight). Yaw/pitch are preserved; only target and
// distance change.
void frameAabb(const QVector3D& mn, const QVector3D& mx, float padding);
void buildShaders();
void buildAxisGizmo();
void buildPivotIndicator();
// Show/hide the orbit-pivot marker. hide_after_ms > 0 starts a single-shot
// timer that auto-hides — used by the wheel handler to give the marker a
// short afterglow after zoom. Drag-based callers pass 0 and toggle
// visibility manually on press/release.
void setPivotIndicatorVisible(bool visible, int hide_after_ms = 0);
void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
// Resolve the default framebuffer's MSAA depth into a single-sample
// texture, read it back, and max-reduce a mip pyramid on the CPU. The
// resulting pyramid is stored in hiz_pyramid_ along with the VP matrix
// used to draw it; next frame's cullAndUploadVisible can test AABBs
// against it. Synchronous readback — at 256×128 the cost is sub-ms
// and not a measured bottleneck; Phase 3D's compute-shader cull will
// eliminate the readback entirely.
void buildHizPyramid();
// True if the AABB is fully occluded by the previous frame's depth.
// Returns false when the HiZ is invalid, the AABB crosses the near
// plane, or the projection falls outside NDC.
bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
bool growModelVbo(ModelGpuData& m, size_t needed_total);
bool growModelEbo(ModelGpuData& m, size_t needed_total);
bool growModelSsbo(ModelGpuData& m, size_t needed_total);
ModelGpuData& getOrCreateModel(uint32_t model_id);
// Frustum-cull m's instances (BVH if available, else linear scan),
// build the per-mesh DrawElementsIndirectCommand array + flat visible
// list, and upload both to m.indirect_buffer / m.visible_ssbo.
//
// `min_pixel_radius` controls contribution culling: instances (and BVH
// subtrees) whose projected bounding-sphere radius would be below this
// many pixels are dropped. 0 = disabled (all frustum-visible kept),
// which is what the pick pass uses so clickable targets aren't filtered.
void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4],
float focal_px, float min_pixel_radius);
// Thread-safe: CPU-only cull (frustum + contribution + HiZ + bucketing +
// emit). Writes survivors into m.vis_* / m.visible_flat / m.indirect_scratch
// and sets m.indirect_forward_count / m.indirect_command_count /
// m.cached_visible_*. Touches no GL state and no ViewportWindow mutable
// state other than the atomic counters below — safe to run on a worker.
void cullModelCpu(ModelGpuData& m, const float planes[6][4],
float focal_px, float min_pixel_radius);
// Main-thread only: uploads m.visible_flat / m.indirect_scratch into the
// model's SSBO + indirect buffer, growing them if needed.
void uploadCullResults(ModelGpuData& m);
// Mouse interaction
void handleMousePress(QMouseEvent* event);
void handleMouseRelease(QMouseEvent* event);
void handleMouseMove(QMouseEvent* event);
void handleWheel(QWheelEvent* event);
// FPS/fly mode. Toggled with Shift+F; exits on any mouse click or Esc.
// While active, WASD translates the camera in view-space, Q/E moves
// world-down/up, mouse rotates the view (cursor hidden + recentered each
// move), Shift accelerates, and the wheel scales the base move speed
// instead of zooming. The underlying orbit state is preserved: movement
// translates camera_target_ and rotation re-pins it so camera_eye_ stays
// put, so exiting drops the user back into orbit at the same viewpoint.
//
// Movement is integrated inside render() using wall-clock dt and the
// next frame is requestUpdate()'d while any movement key is held — that
// way one long frame only produces a single catch-up step instead of
// also missing a QTimer tick.
enum class CameraMode { Orbit, Fps };
void enterFpsMode();
void exitFpsMode();
void fpsIntegrate(); // called from render()
void recenterFpsCursor();
QOpenGLContext* context_ = nullptr;
QOpenGLFunctions_4_5_Core* gl_ = nullptr;
bool gl_initialized_ = false;
std::deque<PendingOperation> pending_ops_;
// Shaders
GLuint main_program_ = 0;
GLuint pick_program_ = 0;
GLuint axis_program_ = 0;
// Axis gizmo
GLuint axis_vao_ = 0;
GLuint axis_vbo_ = 0;
// Orbit-pivot indicator: 1 center vertex + (N+1) rim vertices on the unit
// circle (last == first to close the triangle fan). Rendered as a screen-
// space disc at camera_target_, visible only while the user is navigating.
GLuint pivot_program_ = 0;
GLuint pivot_vao_ = 0;
GLuint pivot_vbo_ = 0;
int pivot_rim_count_ = 0;
// Per-model GPU data
std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
// Pick framebuffer. Three color attachments:
// 0: R32UI — object_id
// 1: RGB32F — world position at hit
// 2: RGB16F — world normal at hit (already flipped for reflections in
// the vertex shader)
GLuint pick_fbo_ = 0;
GLuint pick_color_tex_ = 0;
GLuint pick_pos_tex_ = 0;
GLuint pick_normal_tex_ = 0;
GLuint pick_depth_rbo_ = 0;
int pick_width_ = 0;
int pick_height_ = 0;
// HiZ occlusion culling (Phase 3C).
//
// Each frame after the main draw we blit the MSAA depth buffer down
// into a single-sample depth texture (hiz_fbo_ / hiz_depth_tex_), then
// glReadPixels it into hiz_depth_readback_. We max-reduce that into a
// mip pyramid (hiz_pyramid_) and remember the VP matrix used
// (hiz_vp_ + hiz_vp_valid_) so next frame's cull can test AABBs
// against a slightly-stale depth. Skipped for the pick pass and when
// IFC_NO_HIZ=1.
GLuint hiz_downsample_program_ = 0;
GLuint hiz_downsample_vao_ = 0;
GLuint hiz_fbo_ = 0;
GLuint hiz_depth_tex_ = 0;
GLuint hiz_resolve_fbo_ = 0; // full-size single-sample resolve
GLuint hiz_resolve_depth_tex_ = 0;
int hiz_resolve_w_ = 0;
int hiz_resolve_h_ = 0;
int hiz_base_w_ = 0;
int hiz_base_h_ = 0;
std::vector<float> hiz_depth_readback_; // hiz_base_w_ * hiz_base_h_ floats
std::vector<float> hiz_pyramid_; // concatenated mip levels
std::vector<uint32_t> hiz_mip_offset_; // into hiz_pyramid_
std::vector<uint32_t> hiz_mip_w_;
std::vector<uint32_t> hiz_mip_h_;
QMatrix4x4 hiz_vp_;
bool hiz_vp_valid_ = false;
std::atomic<uint32_t> hiz_reject_count_{0}; // per-frame stat
// Cull-phase timers. Accumulated across all frames in the current
// 1-second stats window; divided by frame_count_ at print time to
// give per-frame average ms. Reset each window. Lets us see where
// CPU time actually goes: bucket clears vs BVH traversal vs emit vs
// GPU upload.
// Atomic so parallel cull workers can fetch_add into them without
// contending on a lock. clr/trv/emt are SUMS across all worker threads
// for the frame — they describe total CPU work, not wall-clock. The
// wall counter is measured once around the dispatch block in render()
// and is what actually determines frame time.
std::atomic<uint64_t> cull_clear_ns_{0};
std::atomic<uint64_t> cull_traverse_ns_{0};
std::atomic<uint64_t> cull_emit_ns_{0};
std::atomic<uint64_t> cull_upload_ns_{0};
uint64_t cull_wall_ns_ = 0; // main-thread only
uint32_t cull_skipped_frames_ = 0;
// Skip cullAndUploadVisible + buildHizPyramid when the camera and scene
// haven't changed since the last cull. The existing per-model
// indirect_buffer / visible_ssbo are still correct and just get
// redrawn. Invalidated by any function that mutates models_gpu_.
QMatrix4x4 last_cull_view_;
QMatrix4x4 last_cull_proj_;
bool have_cached_cull_ = false;
// Motion-adaptive contribution culling. During camera motion, use a
// larger pixel-radius threshold to aggressively cull small objects.
// When the camera stops, re-cull once at the base threshold.
bool last_cull_was_motion_ = false;
// Benchmark mode: render N frames, collect stats, then exit.
int benchmark_total_ = 0;
int benchmark_count_ = 0;
int benchmark_warmup_ = 5;
float benchmark_yaw_start_ = 0.0f;
float benchmark_yaw_speed_ = 0.5f; // degrees per frame
std::vector<float> benchmark_frame_times_;
// Per-frame stats
uint32_t visible_triangles_ = 0;
uint32_t visible_objects_ = 0;
uint32_t gl_draw_calls_ = 0;
uint32_t indirect_sub_draws_ = 0;
// Camera
QVector3D camera_target_{0, 0, 0};
QVector3D camera_eye_{0, 0, 0}; // world-space eye, set in updateCamera
float camera_distance_ = 50.0f;
float camera_yaw_ = 45.0f;
float camera_pitch_ = 30.0f;
float camera_fov_y_deg_ = 45.0f;
bool projection_ortho_ = false;
QMatrix4x4 view_matrix_;
QMatrix4x4 proj_matrix_;
// Mouse
Qt::MouseButton active_button_ = Qt::NoButton;
QPoint last_mouse_pos_;
// Pivot indicator visibility — true while drag-navigating, or briefly
// after a wheel notch (the timer auto-clears it).
bool pivot_indicator_visible_ = false;
QTimer* pivot_indicator_hide_timer_ = nullptr;
// FPS/fly mode state. fps_keys_held_ tracks WASD/QE/Shift between
// press+release; fps_last_tick_ gates dt inside render().
// fps_ignore_next_mouse_move_ swallows the synthetic MouseMove that
// QCursor::setPos() generates after we recenter.
CameraMode camera_mode_ = CameraMode::Orbit;
QSet<int> fps_keys_held_;
float fps_move_speed_ = 5.0f; // m/s at speed=1
QElapsedTimer fps_last_tick_;
bool fps_ignore_next_mouse_move_ = false;
// Selection
uint32_t selected_object_id_ = 0;
// Active section planes. Uploaded as uniform array each frame to the
// main + pick programs; capped at MaxSectionPlanes.
std::vector<SectionPlane> section_planes_;
bool section_tool_active_ = false;
int section_plane_selected_ = -1;
bool section_drag_active_ = false;
int section_drag_index_ = -1;
QVector3D section_drag_start_origin_;
QPoint section_drag_start_mouse_;
// Push the current plane list into a freshly-bound program. No-op if
// the program does not declare u_clip_count / u_clip_planes.
void uploadClipPlaneUniforms(GLuint program);
// GL resources for the per-plane visualization (quad outline + arrow).
GLuint plane_program_ = 0;
GLuint plane_vao_ = 0;
GLuint plane_vbo_ = 0;
int plane_quad_offset_ = 0;
int plane_quad_count_ = 0;
int plane_arrow_offset_ = 0;
int plane_arrow_count_ = 0;
// Edge-enhancement pass resources. edge_depth_tex_ is a single-sample
// resolve target the size of the window; we blit the default FB depth
// into it each frame, then sample it from the fullscreen edge shader.
GLuint edge_program_ = 0;
GLuint edge_depth_fbo_ = 0;
GLuint edge_depth_tex_ = 0;
GLuint edge_vao_ = 0; // empty VAO for fullscreen-triangle draw
int edge_w_ = 0;
int edge_h_ = 0;
// FPS smoothing
int frame_count_ = 0;
float accumulated_time_ = 0.0f;
float last_fps_ = 0.0f;
};
#endif // VIEWPORTWINDOW_H