Multiview support for priority queue

This commit is contained in:
Clement 2018-04-18 16:21:03 -07:00
parent d47ddbd6e4
commit 21213e81f4
8 changed files with 71 additions and 23 deletions

View file

@ -223,7 +223,7 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
// prepare to sort
ViewFrustum cameraView = nodeData->getViewFrustum();
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(cameraView,
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars({cameraView},
AvatarData::_avatarSortCoefficientSize,
AvatarData::_avatarSortCoefficientCenter,
AvatarData::_avatarSortCoefficientAge);

View file

@ -175,13 +175,13 @@ public:
Camera& getCamera() { return _myCamera; }
const Camera& getCamera() const { return _myCamera; }
// Represents the current view frustum of the avatar.
void copyViewFrustum(ViewFrustum& viewOut) const;
void copyViewFrustum(ViewFrustum& viewOut) const override;
void copySecondaryViewFrustum(ViewFrustum& viewOut) const override;
bool hasSecondaryViewFrustum() const override { return _hasSecondaryViewFrustum; }
// Represents the view frustum of the current rendering pass,
// which might be different from the viewFrustum, i.e. shadowmap
// passes, mirror window passes, etc
void copyDisplayViewFrustum(ViewFrustum& viewOut) const;
void copySecondaryViewFrustum(ViewFrustum& viewOut) const;
bool hasSecondaryViewFrustum() const { return _hasSecondaryViewFrustum; }
const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; }
QSharedPointer<EntityTreeRenderer> getEntities() const { return DependencyManager::get<EntityTreeRenderer>(); }

View file

@ -155,9 +155,19 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
AvatarSharedPointer _avatar;
};
ViewFrustum cameraView;
qApp->copyDisplayViewFrustum(cameraView);
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(cameraView,
std::vector<ViewFrustum> views;
ViewFrustum view;
qApp->copyCurrentViewFrustum(view);
views.push_back(view);
if (qApp->hasSecondaryViewFrustum()) {
qApp->copySecondaryViewFrustum(view);
views.push_back(view);
}
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(views,
AvatarData::_avatarSortCoefficientSize,
AvatarData::_avatarSortCoefficientCenter,
AvatarData::_avatarSortCoefficientAge);

View file

@ -296,7 +296,8 @@ void EntityTreeRenderer::addPendingEntities(const render::ScenePointer& scene, r
}
}
void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene, const ViewFrustum& view, render::Transaction& transaction) {
void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene, const std::vector<ViewFrustum>& views,
render::Transaction& transaction) {
PROFILE_RANGE_EX(simulation_physics, "ChangeInScene", 0xffff00ff, (uint64_t)_changedEntities.size());
PerformanceTimer pt("change");
std::unordered_set<EntityItemID> changedEntities;
@ -357,7 +358,7 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
// prioritize and sort the renderables
uint64_t sortStart = usecTimestampNow();
PrioritySortUtil::PriorityQueue<SortableRenderer> sortedRenderables(view);
PrioritySortUtil::PriorityQueue<SortableRenderer> sortedRenderables(views);
{
PROFILE_RANGE_EX(simulation_physics, "SortRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
std::unordered_map<EntityItemID, EntityRendererPointer>::iterator itr = _renderablesToUpdate.begin();
@ -415,9 +416,20 @@ void EntityTreeRenderer::update(bool simulate) {
if (scene) {
render::Transaction transaction;
addPendingEntities(scene, transaction);
std::vector<ViewFrustum> views;
ViewFrustum view;
_viewState->copyCurrentViewFrustum(view);
updateChangedEntities(scene, view, transaction);
_viewState->copyViewFrustum(view);
views.push_back(view);
if (_viewState->hasSecondaryViewFrustum()) {
_viewState->copySecondaryViewFrustum(view);
views.push_back(view);
}
updateChangedEntities(scene, views, transaction);
scene->enqueueTransaction(transaction);
}
}

View file

@ -148,7 +148,8 @@ protected:
private:
void addPendingEntities(const render::ScenePointer& scene, render::Transaction& transaction);
void updateChangedEntities(const render::ScenePointer& scene, const ViewFrustum& view, render::Transaction& transaction);
void updateChangedEntities(const render::ScenePointer& scene, const std::vector<ViewFrustum>& views,
render::Transaction& transaction);
EntityRendererPointer renderableForEntity(const EntityItemPointer& entity) const { return renderableForEntityId(entity->getID()); }
render::ItemID renderableIdForEntity(const EntityItemPointer& entity) const { return renderableIdForEntityId(entity->getID()); }

View file

@ -31,6 +31,10 @@ public:
/// copies the current view frustum for rendering the view state
virtual void copyCurrentViewFrustum(ViewFrustum& viewOut) const = 0;
virtual void copyViewFrustum(ViewFrustum& viewOut) const = 0;
virtual void copySecondaryViewFrustum(ViewFrustum& viewOut) const = 0;
virtual bool hasSecondaryViewFrustum() const = 0;
virtual QThread* getMainThread() = 0;
virtual PickRay computePickRay(float x, float y) const = 0;

View file

@ -83,15 +83,15 @@ namespace PrioritySortUtil {
template <typename T>
class PriorityQueue {
public:
using Views = std::vector<ViewFrustum>;
PriorityQueue() = delete;
PriorityQueue(const ViewFrustum& view) : _view(view) { }
PriorityQueue(const ViewFrustum& view, float angularWeight, float centerWeight, float ageWeight)
: _view(view), _angularWeight(angularWeight), _centerWeight(centerWeight), _ageWeight(ageWeight)
PriorityQueue(const Views& views) : _views(views) { }
PriorityQueue(const Views& views, float angularWeight, float centerWeight, float ageWeight)
: _views(views), _angularWeight(angularWeight), _centerWeight(centerWeight), _ageWeight(ageWeight)
{ }
void setView(const ViewFrustum& view) { _view = view; }
void setViews(const Views& views) { _views = views; }
void setWeights(float angularWeight, float centerWeight, float ageWeight) {
_angularWeight = angularWeight;
@ -109,7 +109,18 @@ namespace PrioritySortUtil {
bool empty() const { return _queue.empty(); }
private:
float computePriority(const T& thing) const {
float priority = std::numeric_limits<float>::min();
for (const auto& view : _views) {
priority = std::max(priority, computePriority(view, thing));
}
return priority;
}
float computePriority(const ViewFrustum& view, const T& thing) const {
// priority = weighted linear combination of multiple values:
// (a) angular size
// (b) proximity to center of view
@ -117,11 +128,11 @@ namespace PrioritySortUtil {
// where the relative "weights" are tuned to scale the contributing values into units of "priority".
glm::vec3 position = thing.getPosition();
glm::vec3 offset = position - _view.getPosition();
glm::vec3 offset = position - view.getPosition();
float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
const float MIN_RADIUS = 0.1f; // WORKAROUND for zero size objects (we still want them to sort by distance)
float radius = glm::min(thing.getRadius(), MIN_RADIUS);
float cosineAngle = (glm::dot(offset, _view.getDirection()) / distance);
float cosineAngle = (glm::dot(offset, view.getDirection()) / distance);
float age = (float)(usecTimestampNow() - thing.getTimestamp());
// we modulatate "age" drift rate by the cosineAngle term to make periphrial objects sort forward
@ -134,8 +145,8 @@ namespace PrioritySortUtil {
+ _ageWeight * cosineAngleFactor * age;
// decrement priority of things outside keyhole
if (distance - radius > _view.getCenterRadius()) {
if (!_view.sphereIntersectsFrustum(position, radius)) {
if (distance - radius > view.getCenterRadius()) {
if (!view.sphereIntersectsFrustum(position, radius)) {
constexpr float OUT_OF_VIEW_PENALTY = -10.0f;
priority += OUT_OF_VIEW_PENALTY;
}
@ -143,7 +154,7 @@ namespace PrioritySortUtil {
return priority;
}
ViewFrustum _view;
Views _views;
std::priority_queue<T> _queue;
float _angularWeight { DEFAULT_ANGULAR_COEF };
float _centerWeight { DEFAULT_CENTER_COEF };

View file

@ -441,6 +441,16 @@ protected:
viewOut = _viewFrustum;
}
void copyViewFrustum(ViewFrustum& viewOut) const override {
viewOut = _viewFrustum;
}
void copySecondaryViewFrustum(ViewFrustum& viewOut) const override {}
bool hasSecondaryViewFrustum() const override {
return false;
}
QThread* getMainThread() override {
return QThread::currentThread();
}