Clean up and re-name to reflect what uses octreeSizeScale and what uses

visibilityDistance
This commit is contained in:
sabrina-shanman 2019-08-05 18:59:29 -07:00
parent eb616452ec
commit bc3acfa3c0
8 changed files with 49 additions and 89 deletions

View file

@ -27,11 +27,8 @@ Rectangle {
HifiConstants { id: hifi }
readonly property real treeScale: 32768; // ~20 miles.. This is the number of meters of the 0.0 to 1.0 voxel universe
readonly property real halfTreeScale: treeScale / 2;
// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
readonly property real defaultOctreeSizeScale: treeScale * 400.0
// This controls the LOD. Larger number will make smaller objects visible at greater distance.
readonly property real defaultMaxVisibilityDistance: 400.0
Column {
anchors.margins: 10
@ -89,10 +86,10 @@ Rectangle {
anchors.right: parent.right
minimumValue: 5
maximumValue: 2000
value: LODManager.getOctreeSizeScale() / treeScale
value: defaultMaxVisibilityDistance
tickmarksEnabled: false
onValueChanged: {
LODManager.setOctreeSizeScale(value * treeScale);
LODManager.setVisibilityDistanceForUnitElement(value);
whatYouCanSeeLabel.text = LODManager.getLODFeedbackText()
}
}
@ -106,7 +103,7 @@ Rectangle {
colorScheme: root.colorScheme
height: 30
onClicked: {
slider.value = defaultOctreeSizeScale/treeScale
slider.value = defaultMaxVisibilityDistance
adjustCheckbox.checked = false
LODManager.setAutomaticLODAdjust(adjustCheckbox.checked);
}

View file

@ -6817,7 +6817,7 @@ void Application::updateRenderArgs(float deltaTime) {
_viewFrustum.setProjection(adjustedProjection);
_viewFrustum.calculate();
}
appRenderArgs._renderArgs = RenderArgs(_graphicsEngine.getGPUContext(), lodManager->getOctreeSizeScale(),
appRenderArgs._renderArgs = RenderArgs(_graphicsEngine.getGPUContext(), lodManager->getVisibilityDistance(),
lodManager->getBoundaryLevelAdjust(), lodManager->getLODAngleHalfTan(), RenderArgs::DEFAULT_RENDER_MODE,
RenderArgs::MONO, RenderArgs::DEFERRED, RenderArgs::RENDER_DEBUG_NONE);
appRenderArgs._renderArgs._scene = getMain3DScene();

View file

@ -94,7 +94,7 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
}
// Previous values for output
float oldOctreeSizeScale = getOctreeSizeScale();
float oldVisibilityDistance = getVisibilityDistance();
float oldLODAngle = getLODAngleDeg();
// Target fps is slightly overshooted by 5hz
@ -165,7 +165,7 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
// And now add the output of the controller to the LODAngle where we will guarantee it is in the proper range
setLODAngleDeg(oldLODAngle + output);
if (oldOctreeSizeScale != _octreeSizeScale) {
if (oldVisibilityDistance != _visibilityDistance) {
auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
if (lodToolsDialog) {
lodToolsDialog->reloadSliders();
@ -174,7 +174,7 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
}
float LODManager::getLODAngleHalfTan() const {
return getPerspectiveAccuracyAngleTan(_octreeSizeScale, _boundaryLevelAdjust);
return getPerspectiveAccuracyAngleTan(_visibilityDistance, _boundaryLevelAdjust);
}
float LODManager::getLODAngle() const {
@ -184,11 +184,19 @@ float LODManager::getLODAngleDeg() const {
return glm::degrees(getLODAngle());
}
float LODManager::getVisibilityDistance() const {
return _visibilityDistance;
}
void LODManager::setVisibilityDistance(float distance) {
_visibilityDistance = distance;
}
void LODManager::setLODAngleDeg(float lodAngle) {
auto newSolidAngle = std::max(0.001f, std::min(lodAngle, 90.f));
auto halfTan = glm::tan(glm::radians(newSolidAngle * 0.5f));
auto octreeSizeScale = /*TREE_SCALE * OCTREE_TO_MESH_RATIO */ (sqrtf(3.0f) * 0.5f) / halfTan;
setOctreeSizeScale(octreeSizeScale);
auto visibilityDistance = UNIT_ELEMENT_MAX_EXTENT / halfTan;
setVisibilityDistance(visibilityDistance);
}
void LODManager::setSmoothScale(float t) {
@ -268,7 +276,11 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
};
void LODManager::setOctreeSizeScale(float sizeScale) {
_octreeSizeScale = sizeScale;
setVisibilityDistance(sizeScale / TREE_SCALE);
}
float LODManager::getOctreeSizeScale() const {
return getVisibilityDistance() * TREE_SCALE;
}
void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
@ -294,9 +306,8 @@ QString LODManager::getLODFeedbackText() {
} break;
}
// distance feedback
float octreeSizeScale = getOctreeSizeScale();
// float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
float relativeToDefault = octreeSizeScale / MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
float visibilityDistance = getVisibilityDistance();
float relativeToDefault = visibilityDistance / DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
int relativeToTwentyTwenty = 20 / relativeToDefault;
QString result;

View file

@ -145,7 +145,7 @@ public:
* @function LODManager.getOctreeSizeScale
* @returns {number}
*/
Q_INVOKABLE float getOctreeSizeScale() const { return _octreeSizeScale; }
Q_INVOKABLE float getOctreeSizeScale() const;
/**jsdoc
* @function LODManager.setBoundaryLevelAdjust
@ -198,6 +198,8 @@ public:
void setLODAngleDeg(float lodAngle);
float getLODAngleHalfTan() const;
float getLODAngle() const;
float getVisibilityDistance() const;
void setVisibilityDistance(float distance);
float getPidKp() const;
float getPidKi() const;
@ -254,7 +256,7 @@ private:
float _desktopTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS };
float _hmdTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS };
float _octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
float _visibilityDistance = DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
int _boundaryLevelAdjust = 0;
glm::vec4 _pidCoefs{ 1.0f, 0.0f, 0.0f, 1.0f }; // Kp, Ki, Kd, Kv

View file

@ -64,7 +64,7 @@ LodToolsDialog::LodToolsDialog(QWidget* parent) :
_lodSize->setTickPosition(QSlider::TicksBelow);
_lodSize->setFixedWidth(SLIDER_WIDTH);
_lodSize->setPageStep(PAGE_STEP_LOD_SIZE);
int sliderValue = lodManager->getOctreeSizeScale() / TREE_SCALE;
int sliderValue = lodManager->getVisibilityDistance();
_lodSize->setValue(sliderValue);
form->addRow("Level of Detail:", _lodSize);
connect(_lodSize,SIGNAL(valueChanged(int)),this,SLOT(sizeScaleValueChanged(int)));
@ -81,7 +81,7 @@ LodToolsDialog::LodToolsDialog(QWidget* parent) :
void LodToolsDialog::reloadSliders() {
auto lodManager = DependencyManager::get<LODManager>();
_lodSize->setValue(lodManager->getOctreeSizeScale() / TREE_SCALE);
_lodSize->setValue(lodManager->getVisibilityDistance());
_feedback->setText(lodManager->getLODFeedbackText());
}
@ -93,15 +93,14 @@ void LodToolsDialog::updateAutomaticLODAdjust() {
void LodToolsDialog::sizeScaleValueChanged(int value) {
auto lodManager = DependencyManager::get<LODManager>();
float realValue = value /** TREE_SCALE*/;
lodManager->setOctreeSizeScale(realValue);
lodManager->setVisibilityDistance(value);
_feedback->setText(lodManager->getLODFeedbackText());
}
void LodToolsDialog::resetClicked(bool checked) {
int sliderValue = DEFAULT_OCTREE_SIZE_SCALE / TREE_SCALE;
int sliderValue = DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
_lodSize->setValue(sliderValue);
_manualLODAdjust->setChecked(false);
@ -124,8 +123,8 @@ void LodToolsDialog::closeEvent(QCloseEvent* event) {
lodManager->setAutomaticLODAdjust(true);
// if the user adjusted the LOD above "normal" then always revert back to default
if (lodManager->getOctreeSizeScale() > DEFAULT_OCTREE_SIZE_SCALE) {
lodManager->setOctreeSizeScale(DEFAULT_OCTREE_SIZE_SCALE);
if (lodManager->getVisibilityDistance() > DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) {
lodManager->setVisibilityDistance(DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT);
}
#endif
}

View file

@ -21,8 +21,9 @@ const int TREE_SCALE = 32768; // ~20 miles.. This is the number of meters of the
const int HALF_TREE_SCALE = TREE_SCALE / 2;
// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
const float MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
const float DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
const float UNIT_ELEMENT_MAX_EXTENT = sqrt(3.0f) / 2.0f; // A unit cube tilted on its edge will have its edge jutting out sqrt(3)/2 units from the center
const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
// Since entities like models live inside of octree cells, and they themselves can have very small mesh parts,
// we want to have some constant that controls have big a mesh part must be to render even if the octree cell itself

View file

@ -18,64 +18,21 @@
#include <AABox.h>
#include <AACube.h>
float calculateRenderAccuracy(const glm::vec3& position,
const AABox& bounds,
float octreeSizeScale,
int boundaryLevelAdjust) {
float largestDimension = bounds.getLargestDimension();
const float maxScale = (float)TREE_SCALE;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / OCTREE_TO_MESH_RATIO;
static std::once_flag once;
static QMap<float, float> shouldRenderTable;
std::call_once(once, [&] {
float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
float scale = maxScale;
float factor = 1.0f;
while (scale > SMALLEST_SCALE_IN_TABLE) {
scale /= 2.0f;
factor /= 2.0f;
shouldRenderTable[scale] = factor;
}
});
float closestScale = maxScale;
float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
QMap<float, float>::const_iterator lowerBound = shouldRenderTable.lowerBound(largestDimension);
if (lowerBound != shouldRenderTable.constEnd()) {
closestScale = lowerBound.key();
visibleDistanceAtClosestScale = visibleDistanceAtMaxScale * lowerBound.value();
}
if (closestScale < largestDimension) {
visibleDistanceAtClosestScale *= 2.0f;
}
// FIXME - for now, it's either visible or not visible. We want to adjust this to eventually return
// a floating point for objects that have small angular size to indicate that they may be rendered
// with lower preciscion
float distanceToCamera = glm::length(bounds.calcCenter() - position);
return (distanceToCamera <= visibleDistanceAtClosestScale) ? 1.0f : 0.0f;
}
float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeScale) {
return voxelSizeScale / powf(2.0f, renderLevel);
}
float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust) {
const float maxScale = sqrtf(3.0f) * 0.5f; //(float)TREE_SCALE;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) /* / OCTREE_TO_MESH_RATIO*/;
return (maxScale / visibleDistanceAtMaxScale);
float getPerspectiveAccuracyAngleTan(float visibilityDistance, int boundaryLevelAdjust) {
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, visibilityDistance);
return UNIT_ELEMENT_MAX_EXTENT / visibleDistanceAtMaxScale; // TODO: consider renaming this function to half tangent because we're taking into account a factor of 1/2
}
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust) {
return atan(getPerspectiveAccuracyAngleTan(octreeSizeScale, boundaryLevelAdjust));
float getPerspectiveAccuracyAngle(float visibilityDistance, int boundaryLevelAdjust) {
return atan(getPerspectiveAccuracyAngleTan(visibilityDistance, boundaryLevelAdjust));
}
float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust) {
float getOrthographicAccuracySize(float visibilityDistance, int boundaryLevelAdjust) {
// Smallest visible element is 1cm
const float smallestSize = 0.01f;
return (smallestSize * MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) / boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale);
return (smallestSize * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) / boundaryDistanceForRenderLevel(boundaryLevelAdjust, visibilityDistance);
}

View file

@ -20,18 +20,11 @@ class AABox;
class AACube;
class QJsonDocument;
/// renderAccuracy represents a floating point "visibility" of an object based on it's view from the camera. At a simple
/// level it returns 0.0f for things that are so small for the current settings that they could not be visible.
float calculateRenderAccuracy(const glm::vec3& position,
const AABox& bounds,
float octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE,
int boundaryLevelAdjust = 0);
float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeScale);
float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust);
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust);
float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust);
float getPerspectiveAccuracyAngleTan(float visibilityDistance, int boundaryLevelAdjust);
float getPerspectiveAccuracyAngle(float visibilityDistance, int boundaryLevelAdjust);
float getOrthographicAccuracySize(float visibilityDistance, int boundaryLevelAdjust);
// MIN_ELEMENT_ANGULAR_DIAMETER = angular diameter of 1x1x1m cube at 400m = sqrt(3) / 400 = 0.0043301 radians ~= 0.25 degrees
const float MIN_ELEMENT_ANGULAR_DIAMETER = 0.0043301f; // radians