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Set shouldRender method
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3 changed files with 45 additions and 0 deletions
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@ -3434,6 +3434,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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{
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PerformanceTimer perfTimer("EngineRun");
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render::RenderContext renderContext;
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renderArgs->_shouldRender = LODManager::shouldRender;
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renderContext.args = renderArgs;
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_renderEngine->setRenderContext(renderContext);
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@ -217,6 +217,47 @@ QString LODManager::getLODFeedbackText() {
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return result;
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}
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bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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const float maxScale = (float)TREE_SCALE;
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const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
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float octreeSizeScale = args->_sizeScale;
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int boundaryLevelAdjust = args->_boundaryLevelAdjust;
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float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
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float distanceToCamera = glm::length(bounds.calcCenter() - args->_viewFrustum->getPosition());
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float largestDimension = bounds.getLargestDimension();
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static bool shouldRenderTableNeedsBuilding = true;
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static QMap<float, float> shouldRenderTable;
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if (shouldRenderTableNeedsBuilding) {
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float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
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float scale = maxScale;
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float factor = 1.0f;
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while (scale > SMALLEST_SCALE_IN_TABLE) {
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scale /= 2.0f;
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factor /= 2.0f;
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shouldRenderTable[scale] = factor;
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}
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shouldRenderTableNeedsBuilding = false;
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}
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float closestScale = maxScale;
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float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
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QMap<float, float>::const_iterator lowerBound = shouldRenderTable.lowerBound(largestDimension);
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if (lowerBound != shouldRenderTable.constEnd()) {
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closestScale = lowerBound.key();
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visibleDistanceAtClosestScale = visibleDistanceAtMaxScale * lowerBound.value();
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}
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if (closestScale < largestDimension) {
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visibleDistanceAtClosestScale *= 2.0f;
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}
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return distanceToCamera <= visibleDistanceAtClosestScale;
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};
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// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
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// I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it.
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bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) {
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@ -49,6 +49,8 @@ const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
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// do. But both are still culled using the same angular size logic.
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const float AVATAR_TO_ENTITY_RATIO = 2.0f;
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class RenderArgs;
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class AABox;
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class LODManager : public QObject, public Dependency {
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Q_OBJECT
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@ -79,6 +81,7 @@ public:
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Q_INVOKABLE float getLODDecreaseFPS();
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Q_INVOKABLE float getLODIncreaseFPS();
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static bool shouldRender(const RenderArgs* args, const AABox& bounds);
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bool shouldRenderMesh(float largestDimension, float distanceToCamera);
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void autoAdjustLOD(float currentFPS);
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