// // LODManager.cpp // interface/src/LODManager.h // // Created by Clement on 1/16/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include "Application.h" #include "ui/DialogsManager.h" #include "InterfaceLogging.h" #include "LODManager.h" Setting::Handle desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS); Setting::Handle hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS); LODManager::LODManager() { calculateAvatarLODDistanceMultiplier(); } float LODManager::getLODDecreaseFPS() { if (qApp->isHMDMode()) { return getHMDLODDecreaseFPS(); } return getDesktopLODDecreaseFPS(); } float LODManager::getLODIncreaseFPS() { if (qApp->isHMDMode()) { return getHMDLODIncreaseFPS(); } return getDesktopLODIncreaseFPS(); } void LODManager::autoAdjustLOD(float currentFPS) { // NOTE: our first ~100 samples at app startup are completely all over the place, and we don't // really want to count them in our average, so we will ignore the real frame rates and stuff // our moving average with simulated good data const int IGNORE_THESE_SAMPLES = 100; if (_fpsAverageUpWindow.getSampleCount() < IGNORE_THESE_SAMPLES) { currentFPS = ASSUMED_FPS; _lastStable = _lastUpShift = _lastDownShift = usecTimestampNow(); } _fpsAverageStartWindow.updateAverage(currentFPS); _fpsAverageDownWindow.updateAverage(currentFPS); _fpsAverageUpWindow.updateAverage(currentFPS); quint64 now = usecTimestampNow(); bool changed = false; quint64 elapsedSinceDownShift = now - _lastDownShift; quint64 elapsedSinceUpShift = now - _lastUpShift; quint64 lastStableOrUpshift = glm::max(_lastUpShift, _lastStable); quint64 elapsedSinceStableOrUpShift = now - lastStableOrUpshift; if (_automaticLODAdjust) { // LOD Downward adjustment // If we've been downshifting, we watch a shorter downshift window so that we will quickly move toward our // target frame rate. But if we haven't just done a downshift (either because our last shift was an upshift, // or because we've just started out) then we look at a much longer window to consider whether or not to start // downshifting. bool doDownShift = false; if (_isDownshifting) { // only consider things if our DOWN_SHIFT time has elapsed... if (elapsedSinceDownShift > DOWN_SHIFT_ELPASED) { doDownShift = _fpsAverageDownWindow.getAverage() < getLODDecreaseFPS(); if (!doDownShift) { qCDebug(interfaceapp) << "---- WE APPEAR TO BE DONE DOWN SHIFTING -----"; _isDownshifting = false; _lastStable = now; } } } else { doDownShift = (elapsedSinceStableOrUpShift > START_SHIFT_ELPASED && _fpsAverageStartWindow.getAverage() < getLODDecreaseFPS()); } if (doDownShift) { // Octree items... stepwise adjustment if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale *= ADJUST_LOD_DOWN_BY; if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE; } changed = true; } if (changed) { if (_isDownshifting) { // subsequent downshift qCDebug(interfaceapp) << "adjusting LOD DOWN..." << "average fps for last "<< DOWN_SHIFT_WINDOW_IN_SECS <<"seconds was " << _fpsAverageDownWindow.getAverage() << "minimum is:" << getLODDecreaseFPS() << "elapsedSinceDownShift:" << elapsedSinceDownShift << " NEW _octreeSizeScale=" << _octreeSizeScale; } else { // first downshift qCDebug(interfaceapp) << "adjusting LOD DOWN after initial delay..." << "average fps for last "<< START_DELAY_WINDOW_IN_SECS <<"seconds was " << _fpsAverageStartWindow.getAverage() << "minimum is:" << getLODDecreaseFPS() << "elapsedSinceUpShift:" << elapsedSinceUpShift << " NEW _octreeSizeScale=" << _octreeSizeScale; } _lastDownShift = now; _isDownshifting = true; emit LODDecreased(); } } else { // LOD Upward adjustment if (elapsedSinceUpShift > UP_SHIFT_ELPASED) { if (_fpsAverageUpWindow.getAverage() > getLODIncreaseFPS()) { // Octee items... stepwise adjustment if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) { if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE; } else { _octreeSizeScale *= ADJUST_LOD_UP_BY; } if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) { _octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE; } changed = true; } } if (changed) { qCDebug(interfaceapp) << "adjusting LOD UP... average fps for last "<< UP_SHIFT_WINDOW_IN_SECS <<"seconds was " << _fpsAverageUpWindow.getAverage() << "upshift point is:" << getLODIncreaseFPS() << "elapsedSinceUpShift:" << elapsedSinceUpShift << " NEW _octreeSizeScale=" << _octreeSizeScale; _lastUpShift = now; _isDownshifting = false; emit LODIncreased(); } } } if (changed) { calculateAvatarLODDistanceMultiplier(); _shouldRenderTableNeedsRebuilding = true; auto lodToolsDialog = DependencyManager::get()->getLodToolsDialog(); if (lodToolsDialog) { lodToolsDialog->reloadSliders(); } } } } void LODManager::resetLODAdjust() { _fpsAverageStartWindow.reset(); _fpsAverageDownWindow.reset(); _fpsAverageUpWindow.reset(); _lastUpShift = _lastDownShift = usecTimestampNow(); _isDownshifting = false; } QString LODManager::getLODFeedbackText() { // determine granularity feedback int boundaryLevelAdjust = getBoundaryLevelAdjust(); QString granularityFeedback; switch (boundaryLevelAdjust) { case 0: { granularityFeedback = QString("."); } break; case 1: { granularityFeedback = QString(" at half of standard granularity."); } break; case 2: { granularityFeedback = QString(" at a third of standard granularity."); } break; default: { granularityFeedback = QString(" at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1); } break; } // distance feedback float octreeSizeScale = getOctreeSizeScale(); float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE; int relativeToTwentyTwenty = 20 / relativeToDefault; QString result; if (relativeToDefault > 1.01f) { result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',2).arg(granularityFeedback); } else if (relativeToDefault > 0.99f) { result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback); } else if (relativeToDefault > 0.01f) { result = QString("20:%1 or %2 of default distance for average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',3).arg(granularityFeedback); } else { result = QString("%2 of default distance for average vision%3").arg(relativeToDefault,0,'f',3).arg(granularityFeedback); } return result; } bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) { const float maxScale = (float)TREE_SCALE; const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it. float octreeSizeScale = args->_sizeScale; int boundaryLevelAdjust = args->_boundaryLevelAdjust; float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio; float distanceToCamera = glm::length(bounds.calcCenter() - args->_viewFrustum->getPosition()); float largestDimension = bounds.getLargestDimension(); static bool shouldRenderTableNeedsBuilding = true; static QMap shouldRenderTable; if (shouldRenderTableNeedsBuilding) { 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; } shouldRenderTableNeedsBuilding = false; } float closestScale = maxScale; float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale; QMap::const_iterator lowerBound = shouldRenderTable.lowerBound(largestDimension); if (lowerBound != shouldRenderTable.constEnd()) { closestScale = lowerBound.key(); visibleDistanceAtClosestScale = visibleDistanceAtMaxScale * lowerBound.value(); } if (closestScale < largestDimension) { visibleDistanceAtClosestScale *= 2.0f; } return distanceToCamera <= visibleDistanceAtClosestScale; }; // TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells // I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it. bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) { const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it. float octreeSizeScale = getOctreeSizeScale(); int boundaryLevelAdjust = getBoundaryLevelAdjust(); float maxScale = (float)TREE_SCALE; float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio; if (_shouldRenderTableNeedsRebuilding) { _shouldRenderTable.clear(); float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small float scale = maxScale; float visibleDistanceAtScale = visibleDistanceAtMaxScale; while (scale > SMALLEST_SCALE_IN_TABLE) { scale /= 2.0f; visibleDistanceAtScale /= 2.0f; _shouldRenderTable[scale] = visibleDistanceAtScale; } _shouldRenderTableNeedsRebuilding = false; } float closestScale = maxScale; float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale; QMap::const_iterator lowerBound = _shouldRenderTable.lowerBound(largestDimension); if (lowerBound != _shouldRenderTable.constEnd()) { closestScale = lowerBound.key(); visibleDistanceAtClosestScale = lowerBound.value(); } if (closestScale < largestDimension) { visibleDistanceAtClosestScale *= 2.0f; } return (distanceToCamera <= visibleDistanceAtClosestScale); } void LODManager::setOctreeSizeScale(float sizeScale) { _octreeSizeScale = sizeScale; calculateAvatarLODDistanceMultiplier(); _shouldRenderTableNeedsRebuilding = true; } void LODManager::calculateAvatarLODDistanceMultiplier() { _avatarLODDistanceMultiplier = AVATAR_TO_ENTITY_RATIO / (_octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE); } void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) { _boundaryLevelAdjust = boundaryLevelAdjust; _shouldRenderTableNeedsRebuilding = true; } void LODManager::loadSettings() { setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get()); setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get()); } void LODManager::saveSettings() { desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS()); hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS()); }