mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge branch 'master' of https://github.com/highfidelity/hifi into featuredStories
This commit is contained in:
commit
4fa7ac1af2
20 changed files with 952 additions and 358 deletions
|
@ -264,20 +264,27 @@ Item {
|
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StatText {
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text: "GPU: " + root.gpuFrameTime.toFixed(1) + " ms"
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}
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StatText {
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text: "Drawcalls: " + root.drawcalls
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}
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StatText {
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text: "Triangles: " + root.triangles +
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" / Material Switches: " + root.materialSwitches
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}
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StatText {
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visible: root.expanded;
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text: "GPU Free Memory: " + root.gpuFreeMemory + " MB";
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}
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StatText {
|
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visible: root.expanded;
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text: "GPU Textures: ";
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}
|
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StatText {
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visible: root.expanded;
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text: " Count: " + root.gpuTextures;
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}
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StatText {
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visible: root.expanded;
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text: " Pressure State: " + root.gpuTextureMemoryPressureState;
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}
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StatText {
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|
@ -287,27 +294,35 @@ Item {
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text: " " + root.gpuTextureResourceMemory + " / " + root.gpuTextureResourcePopulatedMemory + " / " + root.texturePendingTransfers + " MB";
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}
|
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StatText {
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visible: root.expanded;
|
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text: " Resident Memory: " + root.gpuTextureResidentMemory + " MB";
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}
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StatText {
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visible: root.expanded;
|
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text: " Framebuffer Memory: " + root.gpuTextureFramebufferMemory + " MB";
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}
|
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StatText {
|
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visible: root.expanded;
|
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text: " External Memory: " + root.gpuTextureExternalMemory + " MB";
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}
|
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StatText {
|
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visible: root.expanded;
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text: "GPU Buffers: "
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}
|
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StatText {
|
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visible: root.expanded;
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text: " Count: " + root.gpuBuffers;
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}
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StatText {
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visible: root.expanded;
|
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text: " Memory: " + root.gpuBufferMemory + " MB";
|
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}
|
||||
StatText {
|
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visible: root.expanded;
|
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text: "GL Swapchain Memory: " + root.glContextSwapchainMemory + " MB";
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}
|
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StatText {
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visible: root.expanded;
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text: "QML Texture Memory: " + root.qmlTextureMemory + " MB";
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}
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StatText {
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|
|
|
@ -304,52 +304,69 @@ Item {
|
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StatText {
|
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text: "GPU frame size: " + root.gpuFrameSize.x + " x " + root.gpuFrameSize.y
|
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}
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StatText {
|
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text: "Drawcalls: " + root.drawcalls
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}
|
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StatText {
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text: "Triangles: " + root.triangles +
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" / Material Switches: " + root.materialSwitches
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}
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StatText {
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visible: root.expanded;
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text: "GPU Free Memory: " + root.gpuFreeMemory + " MB";
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}
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StatText {
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visible: root.expanded;
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text: "GPU Textures: ";
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}
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StatText {
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visible: root.expanded;
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text: " Count: " + root.gpuTextures;
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}
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StatText {
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visible: root.expanded;
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text: " Pressure State: " + root.gpuTextureMemoryPressureState;
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}
|
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StatText {
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visible: root.expanded;
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property bool showIdeal: (root.gpuTextureResourceIdealMemory != root.gpuTextureResourceMemory);
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text: " Resource Allocated " + (showIdeal ? "(Ideal)" : "") + " / Populated / Pending: ";
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}
|
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StatText {
|
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visible: root.expanded;
|
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property bool showIdeal: (root.gpuTextureResourceIdealMemory != root.gpuTextureResourceMemory);
|
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text: " " + root.gpuTextureResourceMemory + (showIdeal ? ("(" + root.gpuTextureResourceIdealMemory + ")") : "") + " / " + root.gpuTextureResourcePopulatedMemory + " / " + root.texturePendingTransfers + " MB";
|
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}
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StatText {
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visible: root.expanded;
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text: " Resident Memory: " + root.gpuTextureResidentMemory + " MB";
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}
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StatText {
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visible: root.expanded;
|
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text: " Framebuffer Memory: " + root.gpuTextureFramebufferMemory + " MB";
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}
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StatText {
|
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visible: root.expanded;
|
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text: " External Memory: " + root.gpuTextureExternalMemory + " MB";
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}
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StatText {
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visible: root.expanded;
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text: "GPU Buffers: "
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}
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StatText {
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visible: root.expanded;
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text: " Count: " + root.gpuBuffers;
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}
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StatText {
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visible: root.expanded;
|
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text: " Memory: " + root.gpuBufferMemory + " MB";
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}
|
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StatText {
|
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visible: root.expanded;
|
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text: "GL Swapchain Memory: " + root.glContextSwapchainMemory + " MB";
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}
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StatText {
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visible: root.expanded;
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text: "QML Texture Memory: " + root.qmlTextureMemory + " MB";
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}
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StatText {
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|
|
|
@ -5061,8 +5061,9 @@ void Application::updateLOD(float deltaTime) const {
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|||
float presentTime = getActiveDisplayPlugin()->getAveragePresentTime();
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||||
float engineRunTime = (float)(_renderEngine->getConfiguration().get()->getCPURunTime());
|
||||
float gpuTime = getGPUContext()->getFrameTimerGPUAverage();
|
||||
float batchTime = getGPUContext()->getFrameTimerBatchAverage();
|
||||
auto lodManager = DependencyManager::get<LODManager>();
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||||
lodManager->setRenderTimes(presentTime, engineRunTime, gpuTime);
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||||
lodManager->setRenderTimes(presentTime, engineRunTime, batchTime, gpuTime);
|
||||
lodManager->autoAdjustLOD(deltaTime);
|
||||
} else {
|
||||
DependencyManager::get<LODManager>()->resetLODAdjust();
|
||||
|
@ -6018,7 +6019,7 @@ void Application::updateRenderArgs(float deltaTime) {
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|||
_viewFrustum.calculate();
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||||
}
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||||
appRenderArgs._renderArgs = RenderArgs(_gpuContext, lodManager->getOctreeSizeScale(),
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||||
lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
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||||
lodManager->getBoundaryLevelAdjust(), lodManager->getLODAngleHalfTan(), RenderArgs::DEFAULT_RENDER_MODE,
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||||
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
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||||
appRenderArgs._renderArgs._scene = getMain3DScene();
|
||||
|
||||
|
|
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@ -19,27 +19,15 @@
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|||
#include "ui/DialogsManager.h"
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||||
#include "InterfaceLogging.h"
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||||
|
||||
const float LODManager::DEFAULT_DESKTOP_LOD_DOWN_FPS = LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS;
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||||
const float LODManager::DEFAULT_HMD_LOD_DOWN_FPS = LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS;
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||||
|
||||
Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS);
|
||||
Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS);
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||||
Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", LODManager::DEFAULT_DESKTOP_LOD_DOWN_FPS);
|
||||
Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", LODManager::DEFAULT_HMD_LOD_DOWN_FPS);
|
||||
|
||||
LODManager::LODManager() {
|
||||
}
|
||||
|
||||
float LODManager::getLODDecreaseFPS() const {
|
||||
if (qApp->isHMDMode()) {
|
||||
return getHMDLODDecreaseFPS();
|
||||
}
|
||||
return getDesktopLODDecreaseFPS();
|
||||
}
|
||||
|
||||
float LODManager::getLODIncreaseFPS() const {
|
||||
if (qApp->isHMDMode()) {
|
||||
return getHMDLODIncreaseFPS();
|
||||
}
|
||||
return getDesktopLODIncreaseFPS();
|
||||
}
|
||||
|
||||
// We use a "time-weighted running average" of the maxRenderTime and compare it against min/max thresholds
|
||||
// to determine if we should adjust the level of detail (LOD).
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||||
//
|
||||
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@ -48,79 +36,118 @@ float LODManager::getLODIncreaseFPS() const {
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|||
// faster than the runningAverage is computed, the error between the value and its runningAverage will be
|
||||
// reduced by 1/e every timescale of real-time that passes.
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||||
const float LOD_ADJUST_RUNNING_AVG_TIMESCALE = 0.08f; // sec
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||||
//
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||||
// Assuming the measured value is affected by logic invoked by the runningAverage bumping up against its
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||||
// thresholds, we expect the adjustment to introduce a step-function. We want the runningAverage to settle
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||||
// to the new value BEFORE we test it aginst its thresholds again. Hence we test on a period that is a few
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||||
// multiples of the running average timescale:
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||||
const uint64_t LOD_AUTO_ADJUST_PERIOD = 4 * (uint64_t)(LOD_ADJUST_RUNNING_AVG_TIMESCALE * (float)USECS_PER_MSEC); // usec
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||||
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||||
const float LOD_AUTO_ADJUST_DECREMENT_FACTOR = 0.8f;
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||||
const float LOD_AUTO_ADJUST_INCREMENT_FACTOR = 1.2f;
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||||
// batchTIme is always contained in presentTime.
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||||
// We favor using batchTime instead of presentTime as a representative value for rendering duration (on present thread)
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||||
// if batchTime + cushionTime < presentTime.
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||||
// since we are shooting for fps around 60, 90Hz, the ideal frames are around 10ms
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||||
// so we are picking a cushion time of 3ms
|
||||
const float LOD_BATCH_TO_PRESENT_CUSHION_TIME = 3.0f; // msec
|
||||
|
||||
void LODManager::setRenderTimes(float presentTime, float engineRunTime, float gpuTime) {
|
||||
void LODManager::setRenderTimes(float presentTime, float engineRunTime, float batchTime, float gpuTime) {
|
||||
_presentTime = presentTime;
|
||||
_engineRunTime = engineRunTime;
|
||||
_batchTime = batchTime;
|
||||
_gpuTime = gpuTime;
|
||||
}
|
||||
|
||||
void LODManager::autoAdjustLOD(float realTimeDelta) {
|
||||
float maxRenderTime = glm::max(glm::max(_presentTime, _engineRunTime), _gpuTime);
|
||||
|
||||
// The "render time" is the worse of:
|
||||
// - engineRunTime: Time spent in the render thread in the engine producing the gpu::Frame N
|
||||
// - batchTime: Time spent in the present thread processing the batches of gpu::Frame N+1
|
||||
// - presentTime: Time spent in the present thread between the last 2 swap buffers considered the total time to submit gpu::Frame N+1
|
||||
// - gpuTime: Time spent in the GPU executing the gpu::Frame N + 2
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||||
|
||||
// But Present time is in reality synched with the monitor/display refresh rate, it s always longer than batchTime.
|
||||
// So if batchTime is fast enough relative to presentTime we are using it, otherwise we are using presentTime. got it ?
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||||
auto presentTime = (_presentTime > _batchTime + LOD_BATCH_TO_PRESENT_CUSHION_TIME ? _batchTime + LOD_BATCH_TO_PRESENT_CUSHION_TIME : _presentTime);
|
||||
float maxRenderTime = glm::max(glm::max(presentTime, _engineRunTime), _gpuTime);
|
||||
|
||||
// compute time-weighted running average maxRenderTime
|
||||
// Note: we MUST clamp the blend to 1.0 for stability
|
||||
float blend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
|
||||
_avgRenderTime = (1.0f - blend) * _avgRenderTime + blend * maxRenderTime; // msec
|
||||
if (!_automaticLODAdjust || _avgRenderTime == 0.0f) {
|
||||
float nowBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
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||||
_nowRenderTime = (1.0f - nowBlend) * _nowRenderTime + nowBlend * maxRenderTime; // msec
|
||||
|
||||
float smoothBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) ? realTimeDelta / (LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) : 1.0f;
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||||
_smoothRenderTime = (1.0f - smoothBlend) * _smoothRenderTime + smoothBlend * maxRenderTime; // msec
|
||||
|
||||
if (!_automaticLODAdjust || _nowRenderTime == 0.0f || _smoothRenderTime == 0.0f) {
|
||||
// early exit
|
||||
return;
|
||||
}
|
||||
|
||||
float oldOctreeSizeScale = _octreeSizeScale;
|
||||
float currentFPS = (float)MSECS_PER_SECOND / _avgRenderTime;
|
||||
uint64_t now = usecTimestampNow();
|
||||
if (currentFPS < getLODDecreaseFPS()) {
|
||||
if (now > _decreaseFPSExpiry) {
|
||||
_decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
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||||
if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
|
||||
_octreeSizeScale *= LOD_AUTO_ADJUST_DECREMENT_FACTOR;
|
||||
if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
|
||||
_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
|
||||
}
|
||||
emit LODDecreased();
|
||||
// Assuming the LOD adjustment will work: we optimistically reset _avgRenderTime
|
||||
// to provide an FPS just above the decrease threshold. It will drift close to its
|
||||
// true value after a few LOD_ADJUST_TIMESCALEs and we'll adjust again as necessary.
|
||||
_avgRenderTime = (float)MSECS_PER_SECOND / (getLODDecreaseFPS() + 1.0f);
|
||||
}
|
||||
_decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
|
||||
}
|
||||
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
|
||||
} else if (currentFPS > getLODIncreaseFPS()) {
|
||||
if (now > _increaseFPSExpiry) {
|
||||
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
|
||||
if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
|
||||
if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
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||||
_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
|
||||
} else {
|
||||
_octreeSizeScale *= LOD_AUTO_ADJUST_INCREMENT_FACTOR;
|
||||
}
|
||||
if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {
|
||||
_octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;
|
||||
}
|
||||
emit LODIncreased();
|
||||
// Assuming the LOD adjustment will work: we optimistically reset _avgRenderTime
|
||||
// to provide an FPS just below the increase threshold. It will drift close to its
|
||||
// true value after a few LOD_ADJUST_TIMESCALEs and we'll adjust again as necessary.
|
||||
_avgRenderTime = (float)MSECS_PER_SECOND / (getLODIncreaseFPS() - 1.0f);
|
||||
}
|
||||
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
|
||||
}
|
||||
_decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
|
||||
} else {
|
||||
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
|
||||
_decreaseFPSExpiry = _increaseFPSExpiry;
|
||||
// Previous values for output
|
||||
float oldOctreeSizeScale = getOctreeSizeScale();
|
||||
float oldLODAngle = getLODAngleDeg();
|
||||
|
||||
// Target fps is slightly overshooted by 5hz
|
||||
float targetFPS = getLODTargetFPS() + LOD_OFFSET_FPS;
|
||||
|
||||
// Current fps based on latest measurments
|
||||
float currentNowFPS = (float)MSECS_PER_SECOND / _nowRenderTime;
|
||||
float currentSmoothFPS = (float)MSECS_PER_SECOND / _smoothRenderTime;
|
||||
|
||||
// Compute the Variance of the FPS signal (FPS - smouthFPS)^2
|
||||
// Also scale it by a percentage for fine tuning (default is 100%)
|
||||
float currentVarianceFPS = (currentSmoothFPS - currentNowFPS);
|
||||
currentVarianceFPS *= currentVarianceFPS;
|
||||
currentVarianceFPS *= _pidCoefs.w;
|
||||
|
||||
// evaluate current error between the current smoothFPS and target FPS
|
||||
// and the sqaure of the error to compare against the Variance
|
||||
auto currentErrorFPS = (targetFPS - currentSmoothFPS);
|
||||
auto currentErrorFPSSquare = currentErrorFPS * currentErrorFPS;
|
||||
|
||||
// Define a noiseCoef that is trying to adjust the error to the FPS target value based on its strength
|
||||
// relative to the current Variance of the FPS signal.
|
||||
// If the error is within the variance, just set to 0.
|
||||
// if its within 2x the variance scale the control
|
||||
// and full control if error is bigger than 2x variance
|
||||
auto noiseCoef = 1.0f;
|
||||
if (currentErrorFPSSquare < currentVarianceFPS) {
|
||||
noiseCoef = 0.0f;
|
||||
} else if (currentErrorFPSSquare < 2.0f * currentVarianceFPS) {
|
||||
noiseCoef = (currentErrorFPSSquare - currentVarianceFPS) / currentVarianceFPS;
|
||||
}
|
||||
|
||||
// The final normalized error is the the error to the FPS target, weighted by the noiseCoef, then normailzed by the target FPS.
|
||||
// it s also clamped in the [-1, 1] range
|
||||
auto error = noiseCoef * currentErrorFPS / targetFPS;
|
||||
error = glm::clamp(error, -1.0f, 1.0f);
|
||||
|
||||
// Now we are getting into the P.I.D. controler code
|
||||
// retreive the history of pid error and integral
|
||||
auto previous_error = _pidHistory.x;
|
||||
auto previous_integral = _pidHistory.y;
|
||||
|
||||
// The dt used for temporal values of the controller is the current realTimedelta
|
||||
// clamped to a reasonable granularity to make sure we are not over reacting
|
||||
auto dt = std::min(realTimeDelta, LOD_ADJUST_RUNNING_AVG_TIMESCALE);
|
||||
|
||||
// Compute the current integral and clamp to avoid accumulation
|
||||
auto integral = previous_integral + error * dt;
|
||||
glm::clamp(integral, -1.0f, 1.0f);
|
||||
|
||||
// Compute derivative
|
||||
auto derivative = (error - previous_error) / dt;
|
||||
|
||||
// remember history
|
||||
_pidHistory.x = error;
|
||||
_pidHistory.y = integral;
|
||||
_pidHistory.z = derivative;
|
||||
|
||||
// Compute the output of the PID and record intermediate results for tuning
|
||||
_pidOutputs.x = _pidCoefs.x * error; // Kp * error
|
||||
_pidOutputs.y = _pidCoefs.y * integral; // Ki * integral
|
||||
_pidOutputs.z = _pidCoefs.z * derivative; // Kd * derivative
|
||||
|
||||
auto output = _pidOutputs.x + _pidOutputs.y + _pidOutputs.z;
|
||||
_pidOutputs.w = output;
|
||||
|
||||
// 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) {
|
||||
auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
|
||||
if (lodToolsDialog) {
|
||||
|
@ -129,97 +156,96 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
|
|||
}
|
||||
}
|
||||
|
||||
float LODManager::getLODAngleHalfTan() const {
|
||||
return getPerspectiveAccuracyAngleTan(_octreeSizeScale, _boundaryLevelAdjust);
|
||||
}
|
||||
float LODManager::getLODAngle() const {
|
||||
return 2.0f * atanf(getLODAngleHalfTan());
|
||||
}
|
||||
float LODManager::getLODAngleDeg() const {
|
||||
return glm::degrees(getLODAngle());
|
||||
}
|
||||
|
||||
void LODManager::setLODAngleDeg(float lodAngle) {
|
||||
auto newSolidAngle = std::max(0.5f, std::min(lodAngle, 90.f));
|
||||
auto halTan = glm::tan(glm::radians(newSolidAngle * 0.5f));
|
||||
auto octreeSizeScale = TREE_SCALE * OCTREE_TO_MESH_RATIO / halTan;
|
||||
setOctreeSizeScale(octreeSizeScale);
|
||||
}
|
||||
|
||||
void LODManager::setSmoothScale(float t) {
|
||||
_smoothScale = glm::max(1.0f, t);
|
||||
}
|
||||
|
||||
float LODManager::getPidKp() const {
|
||||
return _pidCoefs.x;
|
||||
}
|
||||
float LODManager::getPidKi() const {
|
||||
return _pidCoefs.y;
|
||||
}
|
||||
float LODManager::getPidKd() const {
|
||||
return _pidCoefs.z;
|
||||
}
|
||||
float LODManager::getPidKv() const {
|
||||
return _pidCoefs.w;
|
||||
}
|
||||
void LODManager::setPidKp(float k) {
|
||||
_pidCoefs.x = k;
|
||||
}
|
||||
void LODManager::setPidKi(float k) {
|
||||
_pidCoefs.y = k;
|
||||
}
|
||||
void LODManager::setPidKd(float k) {
|
||||
_pidCoefs.z = k;
|
||||
}
|
||||
void LODManager::setPidKv(float t) {
|
||||
_pidCoefs.w = t;
|
||||
}
|
||||
|
||||
float LODManager::getPidOp() const {
|
||||
return _pidOutputs.x;
|
||||
}
|
||||
float LODManager::getPidOi() const {
|
||||
return _pidOutputs.y;
|
||||
}
|
||||
float LODManager::getPidOd() const {
|
||||
return _pidOutputs.z;
|
||||
}
|
||||
float LODManager::getPidO() const {
|
||||
return _pidOutputs.w;
|
||||
}
|
||||
|
||||
void LODManager::resetLODAdjust() {
|
||||
_decreaseFPSExpiry = _increaseFPSExpiry = usecTimestampNow() + LOD_AUTO_ADJUST_PERIOD;
|
||||
}
|
||||
|
||||
float LODManager::getLODLevel() const {
|
||||
// simpleLOD is a linearized and normalized number that represents how much LOD is being applied.
|
||||
// It ranges from:
|
||||
// 1.0 = normal (max) level of detail
|
||||
// 0.0 = min level of detail
|
||||
// In other words: as LOD "drops" the value of simpleLOD will also "drop", and it cannot go lower than 0.0.
|
||||
const float LOG_MIN_LOD_RATIO = logf(ADJUST_LOD_MIN_SIZE_SCALE / ADJUST_LOD_MAX_SIZE_SCALE);
|
||||
float power = logf(_octreeSizeScale / ADJUST_LOD_MAX_SIZE_SCALE);
|
||||
float simpleLOD = (LOG_MIN_LOD_RATIO - power) / LOG_MIN_LOD_RATIO;
|
||||
return simpleLOD;
|
||||
}
|
||||
|
||||
const float MIN_DECREASE_FPS = 0.5f;
|
||||
|
||||
void LODManager::setDesktopLODDecreaseFPS(float fps) {
|
||||
if (fps < MIN_DECREASE_FPS) {
|
||||
// avoid divide by zero
|
||||
fps = MIN_DECREASE_FPS;
|
||||
}
|
||||
_desktopMaxRenderTime = (float)MSECS_PER_SECOND / fps;
|
||||
}
|
||||
|
||||
float LODManager::getDesktopLODDecreaseFPS() const {
|
||||
return (float)MSECS_PER_SECOND / _desktopMaxRenderTime;
|
||||
}
|
||||
|
||||
float LODManager::getDesktopLODIncreaseFPS() const {
|
||||
return glm::min(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
|
||||
}
|
||||
|
||||
void LODManager::setHMDLODDecreaseFPS(float fps) {
|
||||
if (fps < MIN_DECREASE_FPS) {
|
||||
// avoid divide by zero
|
||||
fps = MIN_DECREASE_FPS;
|
||||
}
|
||||
_hmdMaxRenderTime = (float)MSECS_PER_SECOND / fps;
|
||||
}
|
||||
|
||||
float LODManager::getHMDLODDecreaseFPS() const {
|
||||
return (float)MSECS_PER_SECOND / _hmdMaxRenderTime;
|
||||
}
|
||||
|
||||
float LODManager::getHMDLODIncreaseFPS() const {
|
||||
return glm::min(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
|
||||
}
|
||||
|
||||
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;
|
||||
void LODManager::setAutomaticLODAdjust(bool value) {
|
||||
_automaticLODAdjust = value;
|
||||
emit autoLODChanged();
|
||||
}
|
||||
|
||||
bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
|
||||
// FIXME - eventually we want to use the render accuracy as an indicator for the level of detail
|
||||
// to use in rendering.
|
||||
float renderAccuracy = calculateRenderAccuracy(args->getViewFrustum().getPosition(), bounds, args->_sizeScale, args->_boundaryLevelAdjust);
|
||||
return (renderAccuracy > 0.0f);
|
||||
// To decide if the bound should be rendered or not at the specified Args->lodAngle,
|
||||
// we need to compute the apparent angle of the bound from the frustum origin,
|
||||
// and compare it against the lodAngle, if it is greater or equal we should render the content of that bound.
|
||||
// we abstract the bound as a sphere centered on the bound center and of radius half diagonal of the bound.
|
||||
|
||||
// Instead of comparing angles, we are comparing the tangent of the half angle which are more efficient to compute:
|
||||
// we are comparing the square of the half tangent apparent angle for the bound against the LODAngle Half tangent square
|
||||
// if smaller, the bound is too small and we should NOT render it, return true otherwise.
|
||||
|
||||
// Tangent Adjacent side is eye to bound center vector length
|
||||
auto pos = args->getViewFrustum().getPosition() - bounds.calcCenter();
|
||||
auto halfTanAdjacentSq = glm::dot(pos, pos);
|
||||
|
||||
// Tangent Opposite side is the half length of the dimensions vector of the bound
|
||||
auto dim = bounds.getDimensions();
|
||||
auto halfTanOppositeSq = 0.25f * glm::dot(dim, dim);
|
||||
|
||||
// The test is:
|
||||
// isVisible = halfTanSq >= lodHalfTanSq = (halfTanOppositeSq / halfTanAdjacentSq) >= lodHalfTanSq
|
||||
// which we express as below to avoid division
|
||||
// (halfTanOppositeSq) >= lodHalfTanSq * halfTanAdjacentSq
|
||||
return (halfTanOppositeSq >= args->_lodAngleHalfTanSq * halfTanAdjacentSq);
|
||||
};
|
||||
|
||||
void LODManager::setOctreeSizeScale(float sizeScale) {
|
||||
|
@ -230,13 +256,140 @@ void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
|
|||
_boundaryLevelAdjust = boundaryLevelAdjust;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void LODManager::loadSettings() {
|
||||
setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get());
|
||||
setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get());
|
||||
setDesktopLODTargetFPS(desktopLODDecreaseFPS.get());
|
||||
setHMDLODTargetFPS(hmdLODDecreaseFPS.get());
|
||||
}
|
||||
|
||||
void LODManager::saveSettings() {
|
||||
desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS());
|
||||
hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS());
|
||||
desktopLODDecreaseFPS.set(getDesktopLODTargetFPS());
|
||||
hmdLODDecreaseFPS.set(getHMDLODTargetFPS());
|
||||
}
|
||||
|
||||
const float MIN_DECREASE_FPS = 0.5f;
|
||||
|
||||
void LODManager::setDesktopLODTargetFPS(float fps) {
|
||||
if (fps < MIN_DECREASE_FPS) {
|
||||
// avoid divide by zero
|
||||
fps = MIN_DECREASE_FPS;
|
||||
}
|
||||
_desktopTargetFPS = fps;
|
||||
}
|
||||
|
||||
float LODManager::getDesktopLODTargetFPS() const {
|
||||
return _desktopTargetFPS;
|
||||
}
|
||||
|
||||
void LODManager::setHMDLODTargetFPS(float fps) {
|
||||
if (fps < MIN_DECREASE_FPS) {
|
||||
// avoid divide by zero
|
||||
fps = MIN_DECREASE_FPS;
|
||||
}
|
||||
_hmdTargetFPS = fps;
|
||||
}
|
||||
|
||||
float LODManager::getHMDLODTargetFPS() const {
|
||||
return _hmdTargetFPS;
|
||||
}
|
||||
|
||||
float LODManager::getLODTargetFPS() const {
|
||||
if (qApp->isHMDMode()) {
|
||||
return getHMDLODTargetFPS();
|
||||
}
|
||||
return getDesktopLODTargetFPS();
|
||||
}
|
||||
|
||||
void LODManager::setWorldDetailQuality(float quality) {
|
||||
static const float MIN_FPS = 10;
|
||||
static const float LOW = 0.25f;
|
||||
|
||||
bool isLowestValue = quality == LOW;
|
||||
bool isHMDMode = qApp->isHMDMode();
|
||||
|
||||
float maxFPS = isHMDMode ? LOD_MAX_LIKELY_HMD_FPS : LOD_MAX_LIKELY_DESKTOP_FPS;
|
||||
float desiredFPS = maxFPS;
|
||||
|
||||
if (!isLowestValue) {
|
||||
float calculatedFPS = (maxFPS - (maxFPS * quality));
|
||||
desiredFPS = calculatedFPS < MIN_FPS ? MIN_FPS : calculatedFPS;
|
||||
}
|
||||
|
||||
if (isHMDMode) {
|
||||
setHMDLODTargetFPS(desiredFPS);
|
||||
} else {
|
||||
setDesktopLODTargetFPS(desiredFPS);
|
||||
}
|
||||
|
||||
emit worldDetailQualityChanged();
|
||||
}
|
||||
|
||||
float LODManager::getWorldDetailQuality() const {
|
||||
|
||||
static const float LOW = 0.25f;
|
||||
static const float MEDIUM = 0.5f;
|
||||
static const float HIGH = 0.75f;
|
||||
|
||||
bool inHMD = qApp->isHMDMode();
|
||||
|
||||
float targetFPS = 0.0f;
|
||||
if (inHMD) {
|
||||
targetFPS = getHMDLODTargetFPS();
|
||||
} else {
|
||||
targetFPS = getDesktopLODTargetFPS();
|
||||
}
|
||||
float maxFPS = inHMD ? LOD_MAX_LIKELY_HMD_FPS : LOD_MAX_LIKELY_DESKTOP_FPS;
|
||||
float percentage = 1.0f - targetFPS / maxFPS;
|
||||
|
||||
if (percentage <= LOW) {
|
||||
return LOW;
|
||||
} else if (percentage <= MEDIUM) {
|
||||
return MEDIUM;
|
||||
}
|
||||
|
||||
return HIGH;
|
||||
}
|
||||
|
||||
|
||||
void LODManager::setLODQualityLevel(float quality) {
|
||||
_lodQualityLevel = quality;
|
||||
}
|
||||
|
||||
float LODManager::getLODQualityLevel() const {
|
||||
return _lodQualityLevel;
|
||||
}
|
||||
|
|
|
@ -19,18 +19,11 @@
|
|||
#include <SimpleMovingAverage.h>
|
||||
#include <render/Args.h>
|
||||
|
||||
const float DEFAULT_DESKTOP_LOD_DOWN_FPS = 30.0f;
|
||||
const float DEFAULT_HMD_LOD_DOWN_FPS = 34.0f;
|
||||
const float DEFAULT_DESKTOP_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_DESKTOP_LOD_DOWN_FPS; // msec
|
||||
const float DEFAULT_HMD_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_HMD_LOD_DOWN_FPS; // msec
|
||||
const float MAX_LIKELY_DESKTOP_FPS = 59.0f; // this is essentially, V-synch - 1 fps
|
||||
const float MAX_LIKELY_HMD_FPS = 74.0f; // this is essentially, V-synch - 1 fps
|
||||
const float INCREASE_LOD_GAP_FPS = 10.0f; // fps
|
||||
|
||||
// The default value DEFAULT_OCTREE_SIZE_SCALE means you can be 400 meters away from a 1 meter object in order to see it (which is ~20:20 vision).
|
||||
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
|
||||
// This controls how low the auto-adjust LOD will go. We want a minimum vision of ~20:500 or 0.04 of default
|
||||
const float ADJUST_LOD_MIN_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE * 0.04f;
|
||||
const float LOD_DEFAULT_QUALITY_LEVEL = 0.5f; // default quality level setting is Mid
|
||||
const float LOD_MAX_LIKELY_DESKTOP_FPS = 60.0f; // this is essentially, V-synch fps
|
||||
const float LOD_MAX_LIKELY_HMD_FPS = 90.0f; // this is essentially, V-synch fps
|
||||
const float LOD_OFFSET_FPS = 5.0f; // offset of FPS to add for computing the target framerate
|
||||
|
||||
class AABox;
|
||||
|
||||
|
@ -53,24 +46,47 @@ class AABox;
|
|||
|
||||
class LODManager : public QObject, public Dependency {
|
||||
Q_OBJECT
|
||||
SINGLETON_DEPENDENCY
|
||||
SINGLETON_DEPENDENCY
|
||||
|
||||
Q_PROPERTY(float presentTime READ getPresentTime)
|
||||
Q_PROPERTY(float engineRunTime READ getEngineRunTime)
|
||||
Q_PROPERTY(float gpuTime READ getGPUTime)
|
||||
Q_PROPERTY(float avgRenderTime READ getAverageRenderTime)
|
||||
Q_PROPERTY(float fps READ getMaxTheoreticalFPS)
|
||||
Q_PROPERTY(float lodLevel READ getLODLevel)
|
||||
Q_PROPERTY(float lodDecreaseFPS READ getLODDecreaseFPS)
|
||||
Q_PROPERTY(float lodIncreaseFPS READ getLODIncreaseFPS)
|
||||
Q_PROPERTY(float worldDetailQuality READ getWorldDetailQuality WRITE setWorldDetailQuality NOTIFY worldDetailQualityChanged)
|
||||
|
||||
Q_PROPERTY(float lodQualityLevel READ getLODQualityLevel WRITE setLODQualityLevel NOTIFY lodQualityLevelChanged)
|
||||
|
||||
Q_PROPERTY(bool automaticLODAdjust READ getAutomaticLODAdjust WRITE setAutomaticLODAdjust NOTIFY autoLODChanged)
|
||||
|
||||
Q_PROPERTY(float presentTime READ getPresentTime)
|
||||
Q_PROPERTY(float engineRunTime READ getEngineRunTime)
|
||||
Q_PROPERTY(float batchTime READ getBatchTime)
|
||||
Q_PROPERTY(float gpuTime READ getGPUTime)
|
||||
|
||||
Q_PROPERTY(float nowRenderTime READ getNowRenderTime)
|
||||
Q_PROPERTY(float nowRenderFPS READ getNowRenderFPS)
|
||||
|
||||
Q_PROPERTY(float smoothScale READ getSmoothScale WRITE setSmoothScale)
|
||||
Q_PROPERTY(float smoothRenderTime READ getSmoothRenderTime)
|
||||
Q_PROPERTY(float smoothRenderFPS READ getSmoothRenderFPS)
|
||||
|
||||
Q_PROPERTY(float lodTargetFPS READ getLODTargetFPS)
|
||||
|
||||
Q_PROPERTY(float lodAngleDeg READ getLODAngleDeg WRITE setLODAngleDeg)
|
||||
|
||||
Q_PROPERTY(float pidKp READ getPidKp WRITE setPidKp)
|
||||
Q_PROPERTY(float pidKi READ getPidKi WRITE setPidKi)
|
||||
Q_PROPERTY(float pidKd READ getPidKd WRITE setPidKd)
|
||||
Q_PROPERTY(float pidKv READ getPidKv WRITE setPidKv)
|
||||
|
||||
Q_PROPERTY(float pidOp READ getPidOp)
|
||||
Q_PROPERTY(float pidOi READ getPidOi)
|
||||
Q_PROPERTY(float pidOd READ getPidOd)
|
||||
Q_PROPERTY(float pidO READ getPidO)
|
||||
|
||||
public:
|
||||
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.setAutomaticLODAdjust
|
||||
* @param {boolean} value
|
||||
*/
|
||||
Q_INVOKABLE void setAutomaticLODAdjust(bool value) { _automaticLODAdjust = value; }
|
||||
Q_INVOKABLE void setAutomaticLODAdjust(bool value);
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getAutomaticLODAdjust
|
||||
|
@ -79,42 +95,31 @@ public:
|
|||
Q_INVOKABLE bool getAutomaticLODAdjust() const { return _automaticLODAdjust; }
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.setDesktopLODDecreaseFPS
|
||||
* @function LODManager.setDesktopLODTargetFPS
|
||||
* @param {number} value
|
||||
*/
|
||||
Q_INVOKABLE void setDesktopLODDecreaseFPS(float value);
|
||||
Q_INVOKABLE void setDesktopLODTargetFPS(float value);
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getDesktopLODDecreaseFPS
|
||||
* @function LODManager.getDesktopLODTargetFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
|
||||
Q_INVOKABLE float getDesktopLODDecreaseFPS() const;
|
||||
Q_INVOKABLE float getDesktopLODTargetFPS() const;
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getDesktopLODIncreaseFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
Q_INVOKABLE float getDesktopLODIncreaseFPS() const;
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.setHMDLODDecreaseFPS
|
||||
* @function LODManager.setHMDLODTargetFPS
|
||||
* @param {number} value
|
||||
*/
|
||||
|
||||
Q_INVOKABLE void setHMDLODDecreaseFPS(float value);
|
||||
|
||||
Q_INVOKABLE void setHMDLODTargetFPS(float value);
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getHMDLODDecreaseFPS
|
||||
* @function LODManager.getHMDLODTargetFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
Q_INVOKABLE float getHMDLODDecreaseFPS() const;
|
||||
Q_INVOKABLE float getHMDLODTargetFPS() const;
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getHMDLODIncreaseFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
Q_INVOKABLE float getHMDLODIncreaseFPS() const;
|
||||
|
||||
// User Tweakable LOD Items
|
||||
/**jsdoc
|
||||
|
@ -148,32 +153,61 @@ public:
|
|||
Q_INVOKABLE int getBoundaryLevelAdjust() const { return _boundaryLevelAdjust; }
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getLODDecreaseFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
Q_INVOKABLE float getLODDecreaseFPS() const;
|
||||
* @function LODManager.getLODTargetFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
Q_INVOKABLE float getLODTargetFPS() const;
|
||||
|
||||
/**jsdoc
|
||||
* @function LODManager.getLODIncreaseFPS
|
||||
* @returns {number}
|
||||
*/
|
||||
Q_INVOKABLE float getLODIncreaseFPS() const;
|
||||
|
||||
float getPresentTime() const { return _presentTime; }
|
||||
float getEngineRunTime() const { return _engineRunTime; }
|
||||
float getBatchTime() const { return _batchTime; }
|
||||
float getGPUTime() const { return _gpuTime; }
|
||||
|
||||
static bool shouldRender(const RenderArgs* args, const AABox& bounds);
|
||||
void setRenderTimes(float presentTime, float engineRunTime, float gpuTime);
|
||||
void setRenderTimes(float presentTime, float engineRunTime, float batchTime, float gpuTime);
|
||||
void autoAdjustLOD(float realTimeDelta);
|
||||
|
||||
void loadSettings();
|
||||
void saveSettings();
|
||||
void resetLODAdjust();
|
||||
|
||||
float getAverageRenderTime() const { return _avgRenderTime; };
|
||||
float getMaxTheoreticalFPS() const { return (float)MSECS_PER_SECOND / _avgRenderTime; };
|
||||
float getLODLevel() const;
|
||||
float getNowRenderTime() const { return _nowRenderTime; };
|
||||
float getNowRenderFPS() const { return (_nowRenderTime > 0.0f ? (float)MSECS_PER_SECOND / _nowRenderTime : 0.0f); };
|
||||
|
||||
void setSmoothScale(float t);
|
||||
float getSmoothScale() const { return _smoothScale; }
|
||||
|
||||
float getSmoothRenderTime() const { return _smoothRenderTime; };
|
||||
float getSmoothRenderFPS() const { return (_smoothRenderTime > 0.0f ? (float)MSECS_PER_SECOND / _smoothRenderTime : 0.0f); };
|
||||
|
||||
void setWorldDetailQuality(float quality);
|
||||
float getWorldDetailQuality() const;
|
||||
|
||||
void setLODQualityLevel(float quality);
|
||||
float getLODQualityLevel() const;
|
||||
|
||||
float getLODAngleDeg() const;
|
||||
void setLODAngleDeg(float lodAngle);
|
||||
float getLODAngleHalfTan() const;
|
||||
float getLODAngle() const;
|
||||
|
||||
float getPidKp() const;
|
||||
float getPidKi() const;
|
||||
float getPidKd() const;
|
||||
float getPidKv() const;
|
||||
void setPidKp(float k);
|
||||
void setPidKi(float k);
|
||||
void setPidKd(float k);
|
||||
void setPidKv(float t);
|
||||
|
||||
float getPidOp() const;
|
||||
float getPidOi() const;
|
||||
float getPidOd() const;
|
||||
float getPidO() const;
|
||||
|
||||
static const float DEFAULT_DESKTOP_LOD_DOWN_FPS;
|
||||
static const float DEFAULT_HMD_LOD_DOWN_FPS;
|
||||
|
||||
signals:
|
||||
|
||||
|
@ -189,22 +223,35 @@ signals:
|
|||
*/
|
||||
void LODDecreased();
|
||||
|
||||
void autoLODChanged();
|
||||
void lodQualityLevelChanged();
|
||||
void worldDetailQualityChanged();
|
||||
|
||||
private:
|
||||
LODManager();
|
||||
|
||||
bool _automaticLODAdjust = true;
|
||||
float _presentTime { 0.0f }; // msec
|
||||
float _engineRunTime { 0.0f }; // msec
|
||||
float _gpuTime { 0.0f }; // msec
|
||||
float _avgRenderTime { 0.0f }; // msec
|
||||
float _desktopMaxRenderTime { DEFAULT_DESKTOP_MAX_RENDER_TIME };
|
||||
float _hmdMaxRenderTime { DEFAULT_HMD_MAX_RENDER_TIME };
|
||||
|
||||
float _presentTime{ 0.0f }; // msec
|
||||
float _engineRunTime{ 0.0f }; // msec
|
||||
float _batchTime{ 0.0f }; // msec
|
||||
float _gpuTime{ 0.0f }; // msec
|
||||
|
||||
float _nowRenderTime{ 0.0f }; // msec
|
||||
float _smoothScale{ 10.0f }; // smooth is evaluated over 10 times longer than now
|
||||
float _smoothRenderTime{ 0.0f }; // msec
|
||||
|
||||
float _lodQualityLevel{ LOD_DEFAULT_QUALITY_LEVEL };
|
||||
|
||||
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;
|
||||
int _boundaryLevelAdjust = 0;
|
||||
|
||||
uint64_t _decreaseFPSExpiry { 0 };
|
||||
uint64_t _increaseFPSExpiry { 0 };
|
||||
glm::vec4 _pidCoefs{ 1.0f, 0.0f, 0.0f, 1.0f }; // Kp, Ki, Kd, Kv
|
||||
glm::vec4 _pidHistory{ 0.0f };
|
||||
glm::vec4 _pidOutputs{ 0.0f };
|
||||
};
|
||||
|
||||
#endif // hifi_LODManager_h
|
||||
|
|
|
@ -55,53 +55,12 @@ void setupPreferences() {
|
|||
// Graphics quality
|
||||
static const QString GRAPHICS_QUALITY { "Graphics Quality" };
|
||||
{
|
||||
static const float MAX_DESKTOP_FPS = 60;
|
||||
static const float MAX_HMD_FPS = 90;
|
||||
static const float MIN_FPS = 10;
|
||||
static const float LOW = 0.25f;
|
||||
static const float MEDIUM = 0.5f;
|
||||
static const float HIGH = 0.75f;
|
||||
auto getter = []()->float {
|
||||
auto lodManager = DependencyManager::get<LODManager>();
|
||||
bool inHMD = qApp->isHMDMode();
|
||||
|
||||
float increaseFPS = 0;
|
||||
if (inHMD) {
|
||||
increaseFPS = lodManager->getHMDLODDecreaseFPS();
|
||||
} else {
|
||||
increaseFPS = lodManager->getDesktopLODDecreaseFPS();
|
||||
}
|
||||
float maxFPS = inHMD ? MAX_HMD_FPS : MAX_DESKTOP_FPS;
|
||||
float percentage = increaseFPS / maxFPS;
|
||||
|
||||
if (percentage >= HIGH) {
|
||||
return LOW;
|
||||
} else if (percentage >= LOW) {
|
||||
return MEDIUM;
|
||||
}
|
||||
return HIGH;
|
||||
return DependencyManager::get<LODManager>()->getWorldDetailQuality();
|
||||
};
|
||||
|
||||
auto setter = [](float value) {
|
||||
static const float THRASHING_DIFFERENCE = 10;
|
||||
auto lodManager = DependencyManager::get<LODManager>();
|
||||
|
||||
bool isLowestValue = value == LOW;
|
||||
bool isHMDMode = qApp->isHMDMode();
|
||||
|
||||
float maxFPS = isHMDMode ? MAX_HMD_FPS : MAX_DESKTOP_FPS;
|
||||
float desiredFPS = maxFPS - THRASHING_DIFFERENCE;
|
||||
|
||||
if (!isLowestValue) {
|
||||
float calculatedFPS = (maxFPS - (maxFPS * value)) - THRASHING_DIFFERENCE;
|
||||
desiredFPS = calculatedFPS < MIN_FPS ? MIN_FPS : calculatedFPS;
|
||||
}
|
||||
|
||||
if (isHMDMode) {
|
||||
lodManager->setHMDLODDecreaseFPS(desiredFPS);
|
||||
} else {
|
||||
lodManager->setDesktopLODDecreaseFPS(desiredFPS);
|
||||
}
|
||||
DependencyManager::get<LODManager>()->setWorldDetailQuality(value);
|
||||
};
|
||||
|
||||
auto wodSlider = new SliderPreference(GRAPHICS_QUALITY, "World Detail", getter, setter);
|
||||
|
|
|
@ -370,27 +370,35 @@ void Stats::updateStats(bool force) {
|
|||
STAT_UPDATE(engineFrameTime, (float) config->getCPURunTime());
|
||||
STAT_UPDATE(avatarSimulationTime, (float)avatarManager->getAvatarSimulationTime());
|
||||
|
||||
STAT_UPDATE(gpuBuffers, (int)gpu::Context::getBufferGPUCount());
|
||||
STAT_UPDATE(gpuBufferMemory, (int)BYTES_TO_MB(gpu::Context::getBufferGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextures, (int)gpu::Context::getTextureGPUCount());
|
||||
if (_expanded) {
|
||||
STAT_UPDATE(gpuBuffers, (int)gpu::Context::getBufferGPUCount());
|
||||
STAT_UPDATE(gpuBufferMemory, (int)BYTES_TO_MB(gpu::Context::getBufferGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextures, (int)gpu::Context::getTextureGPUCount());
|
||||
|
||||
STAT_UPDATE(glContextSwapchainMemory, (int)BYTES_TO_MB(gl::Context::getSwapchainMemoryUsage()));
|
||||
STAT_UPDATE(glContextSwapchainMemory, (int)BYTES_TO_MB(gl::Context::getSwapchainMemoryUsage()));
|
||||
|
||||
STAT_UPDATE(qmlTextureMemory, (int)BYTES_TO_MB(OffscreenQmlSurface::getUsedTextureMemory()));
|
||||
STAT_UPDATE(texturePendingTransfers, (int)BYTES_TO_MB(gpu::Context::getTexturePendingGPUTransferMemSize()));
|
||||
STAT_UPDATE(gpuTextureMemory, (int)BYTES_TO_MB(gpu::Context::getTextureGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResidentMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResidentGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureFramebufferMemory, (int)BYTES_TO_MB(gpu::Context::getTextureFramebufferGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResourceMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResourceIdealMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceIdealGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResourcePopulatedMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourcePopulatedGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureExternalMemory, (int)BYTES_TO_MB(gpu::Context::getTextureExternalGPUMemSize()));
|
||||
STAT_UPDATE(qmlTextureMemory, (int)BYTES_TO_MB(OffscreenQmlSurface::getUsedTextureMemory()));
|
||||
STAT_UPDATE(texturePendingTransfers, (int)BYTES_TO_MB(gpu::Context::getTexturePendingGPUTransferMemSize()));
|
||||
STAT_UPDATE(gpuTextureMemory, (int)BYTES_TO_MB(gpu::Context::getTextureGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResidentMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResidentGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureFramebufferMemory, (int)BYTES_TO_MB(gpu::Context::getTextureFramebufferGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResourceMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResourceIdealMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceIdealGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureResourcePopulatedMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourcePopulatedGPUMemSize()));
|
||||
STAT_UPDATE(gpuTextureExternalMemory, (int)BYTES_TO_MB(gpu::Context::getTextureExternalGPUMemSize()));
|
||||
#if !defined(Q_OS_ANDROID)
|
||||
STAT_UPDATE(gpuTextureMemoryPressureState, getTextureMemoryPressureModeString());
|
||||
STAT_UPDATE(gpuTextureMemoryPressureState, getTextureMemoryPressureModeString());
|
||||
#endif
|
||||
STAT_UPDATE(gpuFreeMemory, (int)BYTES_TO_MB(gpu::Context::getFreeGPUMemSize()));
|
||||
STAT_UPDATE(rectifiedTextureCount, (int)RECTIFIED_TEXTURE_COUNT.load());
|
||||
STAT_UPDATE(decimatedTextureCount, (int)DECIMATED_TEXTURE_COUNT.load());
|
||||
STAT_UPDATE(gpuFreeMemory, (int)BYTES_TO_MB(gpu::Context::getFreeGPUMemSize()));
|
||||
STAT_UPDATE(rectifiedTextureCount, (int)RECTIFIED_TEXTURE_COUNT.load());
|
||||
STAT_UPDATE(decimatedTextureCount, (int)DECIMATED_TEXTURE_COUNT.load());
|
||||
}
|
||||
|
||||
gpu::ContextStats gpuFrameStats;
|
||||
gpuContext->getFrameStats(gpuFrameStats);
|
||||
|
||||
STAT_UPDATE(drawcalls, gpuFrameStats._DSNumDrawcalls);
|
||||
|
||||
|
||||
// Incoming packets
|
||||
QLocale locale(QLocale::English);
|
||||
|
|
|
@ -93,7 +93,6 @@ private: \
|
|||
* @property {number} processing - <em>Read-only.</em>
|
||||
* @property {number} processingPending - <em>Read-only.</em>
|
||||
* @property {number} triangles - <em>Read-only.</em>
|
||||
* @property {number} quads - <em>Read-only.</em>
|
||||
* @property {number} materialSwitches - <em>Read-only.</em>
|
||||
* @property {number} itemConsidered - <em>Read-only.</em>
|
||||
* @property {number} itemOutOfView - <em>Read-only.</em>
|
||||
|
@ -249,7 +248,7 @@ class Stats : public QQuickItem {
|
|||
STATS_PROPERTY(int, processing, 0)
|
||||
STATS_PROPERTY(int, processingPending, 0)
|
||||
STATS_PROPERTY(int, triangles, 0)
|
||||
STATS_PROPERTY(int, quads, 0)
|
||||
STATS_PROPERTY(int, drawcalls, 0)
|
||||
STATS_PROPERTY(int, materialSwitches, 0)
|
||||
STATS_PROPERTY(int, itemConsidered, 0)
|
||||
STATS_PROPERTY(int, itemOutOfView, 0)
|
||||
|
@ -735,11 +734,12 @@ signals:
|
|||
void trianglesChanged();
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the value of the <code>quads</code> property changes.
|
||||
* @function Stats.quadsChanged
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void quadsChanged();
|
||||
* Triggered when the value of the <code>drawcalls</code> property changes.
|
||||
* This
|
||||
* @function Stats.drawcallsChanged
|
||||
* @returns {Signal}
|
||||
*/
|
||||
void drawcallsChanged();
|
||||
|
||||
/**jsdoc
|
||||
* Triggered when the value of the <code>materialSwitches</code> property changes.
|
||||
|
|
|
@ -64,10 +64,14 @@ float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeSc
|
|||
return voxelSizeScale / powf(2.0f, renderLevel);
|
||||
}
|
||||
|
||||
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust) {
|
||||
float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust) {
|
||||
const float maxScale = (float)TREE_SCALE;
|
||||
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / OCTREE_TO_MESH_RATIO;
|
||||
return atan(maxScale / visibleDistanceAtMaxScale);
|
||||
return (maxScale / visibleDistanceAtMaxScale);
|
||||
}
|
||||
|
||||
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust) {
|
||||
return atan(getPerspectiveAccuracyAngleTan(octreeSizeScale, boundaryLevelAdjust));
|
||||
}
|
||||
|
||||
float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust) {
|
||||
|
@ -75,9 +79,3 @@ float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust
|
|||
const float smallestSize = 0.01f;
|
||||
return (smallestSize * MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) / boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale);
|
||||
}
|
||||
|
||||
bool isAngularSizeBigEnough(glm::vec3 position, const AACube& cube, float lodScaleFactor, float minDiameter) {
|
||||
float distance = glm::distance(cube.calcCenter(), position) + MIN_VISIBLE_DISTANCE;
|
||||
float angularDiameter = cube.getScale() / distance;
|
||||
return angularDiameter > minDiameter * lodScaleFactor;
|
||||
}
|
||||
|
|
|
@ -29,6 +29,7 @@ float calculateRenderAccuracy(const glm::vec3& position,
|
|||
|
||||
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);
|
||||
|
||||
|
@ -38,6 +39,4 @@ const float MIN_ELEMENT_ANGULAR_DIAMETER = 0.0043301f; // radians
|
|||
const float MIN_ENTITY_ANGULAR_DIAMETER = MIN_ELEMENT_ANGULAR_DIAMETER * SQRT_THREE;
|
||||
const float MIN_VISIBLE_DISTANCE = 0.0001f; // helps avoid divide-by-zero check
|
||||
|
||||
bool isAngularSizeBigEnough(glm::vec3 position, const AACube& cube, float lodScaleFactor, float minDiameter);
|
||||
|
||||
#endif // hifi_OctreeUtils_h
|
||||
|
|
|
@ -62,8 +62,8 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
|
|||
|
||||
const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterReceiverFilter, queryResolution).asVarying();
|
||||
const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
|
||||
const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
|
||||
const auto shadowItems = task.addJob<FetchSpatialSelection>("FetchShadowSelection", selectionInputs);
|
||||
const auto selectionInputs = FilterSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
|
||||
const auto shadowItems = task.addJob<FilterSpatialSelection>("FilterShadowSelection", selectionInputs);
|
||||
|
||||
// Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not
|
||||
// frustum culling or this will make shadow casters out of the camera frustum disappear.
|
||||
|
|
|
@ -73,6 +73,7 @@ namespace render {
|
|||
Args(const gpu::ContextPointer& context,
|
||||
float sizeScale = 1.0f,
|
||||
int boundaryLevelAdjust = 0,
|
||||
float lodAngleHalfTan = 0.1f,
|
||||
RenderMode renderMode = DEFAULT_RENDER_MODE,
|
||||
DisplayMode displayMode = MONO,
|
||||
DebugFlags debugFlags = RENDER_DEBUG_NONE,
|
||||
|
@ -80,6 +81,8 @@ namespace render {
|
|||
_context(context),
|
||||
_sizeScale(sizeScale),
|
||||
_boundaryLevelAdjust(boundaryLevelAdjust),
|
||||
_lodAngleHalfTan(lodAngleHalfTan),
|
||||
_lodAngleHalfTanSq(lodAngleHalfTan * lodAngleHalfTan),
|
||||
_renderMode(renderMode),
|
||||
_displayMode(displayMode),
|
||||
_debugFlags(debugFlags),
|
||||
|
@ -105,8 +108,12 @@ namespace render {
|
|||
std::stack<ViewFrustum> _viewFrustums;
|
||||
glm::ivec4 _viewport { 0.0f, 0.0f, 1.0f, 1.0f };
|
||||
glm::vec3 _boomOffset { 0.0f, 0.0f, 1.0f };
|
||||
|
||||
float _sizeScale { 1.0f };
|
||||
int _boundaryLevelAdjust { 0 };
|
||||
float _lodAngleHalfTan{ 0.1f };
|
||||
float _lodAngleHalfTanSq{ _lodAngleHalfTan * _lodAngleHalfTan };
|
||||
|
||||
RenderMode _renderMode { DEFAULT_RENDER_MODE };
|
||||
DisplayMode _displayMode { MONO };
|
||||
DebugFlags _debugFlags { RENDER_DEBUG_NONE };
|
||||
|
|
|
@ -155,7 +155,7 @@ void FetchSpatialTree::run(const RenderContextPointer& renderContext, const Inpu
|
|||
// Octree selection!
|
||||
float threshold = 0.0f;
|
||||
if (queryFrustum.isPerspective()) {
|
||||
threshold = getPerspectiveAccuracyAngle(args->_sizeScale, args->_boundaryLevelAdjust);
|
||||
threshold = args->_lodAngleHalfTan;
|
||||
if (frustumResolution.y > 0) {
|
||||
threshold = glm::max(queryFrustum.getFieldOfView() / frustumResolution.y, threshold);
|
||||
}
|
||||
|
@ -445,7 +445,7 @@ void ApplyCullFunctorOnItemBounds::run(const RenderContextPointer& renderContext
|
|||
}
|
||||
}
|
||||
|
||||
void FetchSpatialSelection::run(const RenderContextPointer& renderContext,
|
||||
void FilterSpatialSelection::run(const RenderContextPointer& renderContext,
|
||||
const Inputs& inputs, ItemBounds& outItems) {
|
||||
assert(renderContext->args);
|
||||
auto& scene = renderContext->_scene;
|
||||
|
|
|
@ -147,12 +147,12 @@ namespace render {
|
|||
|
||||
};
|
||||
|
||||
class FetchSpatialSelection {
|
||||
class FilterSpatialSelection {
|
||||
public:
|
||||
using Inputs = render::VaryingSet2<ItemSpatialTree::ItemSelection, ItemFilter>;
|
||||
using JobModel = Job::ModelIO<FetchSpatialSelection, Inputs, ItemBounds>;
|
||||
using JobModel = Job::ModelIO<FilterSpatialSelection, Inputs, ItemBounds>;
|
||||
|
||||
FetchSpatialSelection() {}
|
||||
FilterSpatialSelection() {}
|
||||
void run(const RenderContextPointer& renderContext, const Inputs& inputs, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
|
|
|
@ -48,6 +48,11 @@ Item {
|
|||
|
||||
|
||||
property var valueMax : 1
|
||||
property var valueMin : 0
|
||||
|
||||
property var displayMinAt0 : true
|
||||
property var _displayMaxValue : 1
|
||||
property var _displayMinValue : 0
|
||||
|
||||
property var _values
|
||||
property var tick : 0
|
||||
|
@ -71,7 +76,9 @@ Item {
|
|||
value: value,
|
||||
fromBinding: isBinding,
|
||||
valueMax: 1,
|
||||
valueMin: 0,
|
||||
numSamplesConstantMax: 0,
|
||||
numSamplesConstantMin: 0,
|
||||
valueHistory: new Array(),
|
||||
label: (plot["label"] !== undefined ? plot["label"] : ""),
|
||||
color: (plot["color"] !== undefined ? plot["color"] : "white"),
|
||||
|
@ -90,6 +97,11 @@ Item {
|
|||
_values[i].valueMax *= 0.25 // Fast reduce the max value as we click
|
||||
}
|
||||
}
|
||||
function resetMin() {
|
||||
for (var i = 0; i < _values.length; i++) {
|
||||
_values[i].valueMin *= 0.25 // Fast reduce the min value as we click
|
||||
}
|
||||
}
|
||||
|
||||
function pullFreshValues() {
|
||||
// Wait until values are created to begin pulling
|
||||
|
@ -99,6 +111,7 @@ Item {
|
|||
tick++;
|
||||
|
||||
var currentValueMax = 0
|
||||
var currentValueMin = 0
|
||||
for (var i = 0; i < _values.length; i++) {
|
||||
|
||||
var currentVal = (+_values[i].object[_values[i].value]) * _values[i].scale;
|
||||
|
@ -112,26 +125,47 @@ Item {
|
|||
_values[i].valueMax *= 0.99
|
||||
_values[i].numSamplesConstantMax = 0
|
||||
}
|
||||
if (lostValue <= _values[i].valueMin) {
|
||||
_values[i].valueMin *= 0.99
|
||||
_values[i].numSamplesConstantMin = 0
|
||||
}
|
||||
}
|
||||
|
||||
if (_values[i].valueMax < currentVal) {
|
||||
_values[i].valueMax = currentVal;
|
||||
_values[i].numSamplesConstantMax = 0
|
||||
}
|
||||
if (_values[i].valueMin > currentVal) {
|
||||
_values[i].valueMin = currentVal;
|
||||
_values[i].numSamplesConstantMin = 0
|
||||
}
|
||||
|
||||
if (_values[i].numSamplesConstantMax > VALUE_HISTORY_SIZE) {
|
||||
_values[i].numSamplesConstantMax = 0
|
||||
_values[i].valueMax *= 0.95 // lower slowly the current max if no new above max since a while
|
||||
}
|
||||
|
||||
if (_values[i].numSamplesConstantMin > VALUE_HISTORY_SIZE) {
|
||||
_values[i].numSamplesConstantMin = 0
|
||||
_values[i].valueMin *= 0.95 // lower slowly the current min if no new above min since a while
|
||||
}
|
||||
|
||||
if (currentValueMax < _values[i].valueMax) {
|
||||
currentValueMax = _values[i].valueMax
|
||||
}
|
||||
if (currentValueMin > _values[i].valueMin) {
|
||||
currentValueMin = _values[i].valueMin
|
||||
}
|
||||
}
|
||||
|
||||
if ((valueMax < currentValueMax) || (tick % VALUE_HISTORY_SIZE == 0)) {
|
||||
valueMax = currentValueMax;
|
||||
}
|
||||
if ((valueMin > currentValueMin) || (tick % VALUE_HISTORY_SIZE == 0)) {
|
||||
valueMin = currentValueMin;
|
||||
}
|
||||
_displayMaxValue = valueMax;
|
||||
_displayMinValue = ( displayMinAt0 ? 0 : valueMin )
|
||||
|
||||
mycanvas.requestPaint()
|
||||
}
|
||||
|
||||
|
@ -152,10 +186,10 @@ Item {
|
|||
}
|
||||
|
||||
function pixelFromVal(val, valScale) {
|
||||
return lineHeight + (height - lineHeight) * (1 - (0.9) * val / valueMax);
|
||||
return lineHeight + (height - lineHeight) * (1 - (0.99) * (val - _displayMinValue) / (_displayMaxValue - _displayMinValue));
|
||||
}
|
||||
function valueFromPixel(pixY) {
|
||||
return ((pixY - lineHeight) / (height - lineHeight) - 1) * valueMax / (-0.9);
|
||||
return _displayMinValue + (((pixY - lineHeight) / (height - lineHeight) - 1) * (_displayMaxValue - _displayMinValue) / (-0.99));
|
||||
}
|
||||
function plotValueHistory(ctx, valHistory, color) {
|
||||
var widthStep= width / (valHistory.length - 1);
|
||||
|
@ -183,8 +217,10 @@ Item {
|
|||
function displayTitle(ctx, text, maxVal) {
|
||||
ctx.fillStyle = "grey";
|
||||
ctx.textAlign = "right";
|
||||
ctx.fillText(displayValue(valueFromPixel(lineHeight), root.valueUnit), width, lineHeight);
|
||||
ctx.fillText("max " + displayValue(_displayMaxValue, root.valueUnit), width, pixelFromVal(_displayMaxValue));
|
||||
|
||||
ctx.fillText("min " + displayValue(_displayMinValue, root.valueUnit), width, pixelFromVal(_displayMinValue));
|
||||
|
||||
ctx.fillStyle = "white";
|
||||
ctx.textAlign = "left";
|
||||
ctx.fillText(text, 0, lineHeight);
|
||||
|
@ -193,15 +229,37 @@ Item {
|
|||
ctx.fillStyle = Qt.rgba(0, 0, 0, root.backgroundOpacity);
|
||||
ctx.fillRect(0, 0, width, height);
|
||||
|
||||
ctx.strokeStyle= "grey";
|
||||
/* ctx.strokeStyle= "grey";
|
||||
ctx.lineWidth="2";
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, lineHeight + 1);
|
||||
ctx.lineTo(width, lineHeight + 1);
|
||||
ctx.lineTo(width, lineHeight + 1);
|
||||
ctx.moveTo(0, height);
|
||||
ctx.lineTo(width, height);
|
||||
ctx.stroke();*/
|
||||
}
|
||||
|
||||
function displayMaxZeroMin(ctx) {
|
||||
var maxY = pixelFromVal(_displayMaxValue);
|
||||
|
||||
ctx.strokeStyle= "LightSlateGray";
|
||||
ctx.lineWidth="1";
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, maxY);
|
||||
ctx.lineTo(width, maxY);
|
||||
ctx.stroke();
|
||||
|
||||
if (_displayMinValue != 0) {
|
||||
var zeroY = pixelFromVal(0);
|
||||
var minY = pixelFromVal(_displayMinValue);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, zeroY);
|
||||
ctx.lineTo(width, zeroY);
|
||||
ctx.moveTo(0, minY);
|
||||
ctx.lineTo(width, minY);
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
|
||||
var ctx = getContext("2d");
|
||||
|
@ -215,7 +273,9 @@ Item {
|
|||
displayValueLegend(ctx, _values[i], i)
|
||||
}
|
||||
|
||||
displayTitle(ctx, title, valueMax)
|
||||
displayMaxZeroMin(ctx);
|
||||
|
||||
displayTitle(ctx, title, _displayMaxValue)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -225,6 +285,7 @@ Item {
|
|||
|
||||
onClicked: {
|
||||
resetMax();
|
||||
resetMin();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,81 @@
|
|||
//
|
||||
// RichSlider.qml
|
||||
//
|
||||
// Created by Zach Pomerantz on 2/8/2016
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
import QtQuick 2.7
|
||||
import QtQuick.Controls 1.4 as Original
|
||||
import QtQuick.Controls.Styles 1.4
|
||||
|
||||
import "qrc:///qml/styles-uit"
|
||||
import "qrc:///qml/controls-uit" as HifiControls
|
||||
|
||||
|
||||
Item {
|
||||
HifiConstants { id: hifi }
|
||||
id: root
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
height: 24
|
||||
|
||||
function defaultGet() { return 0 }
|
||||
function defaultSet(value) { }
|
||||
|
||||
property var labelAreaWidthScale: 0.5
|
||||
property bool integral: false
|
||||
property var numDigits: 2
|
||||
|
||||
property var valueVarSetter: defaultSet
|
||||
property alias valueVar : sliderControl.value
|
||||
|
||||
property alias min: sliderControl.minimumValue
|
||||
property alias max: sliderControl.maximumValue
|
||||
|
||||
property alias label: labelControl.text
|
||||
property bool showLabel: true
|
||||
|
||||
property bool showValue: true
|
||||
|
||||
|
||||
|
||||
signal valueChanged(real value)
|
||||
|
||||
Component.onCompleted: {
|
||||
}
|
||||
|
||||
HifiControls.Label {
|
||||
id: labelControl
|
||||
text: root.label
|
||||
enabled: root.showLabel
|
||||
anchors.left: root.left
|
||||
width: root.width * root.labelAreaWidthScale
|
||||
anchors.verticalCenter: root.verticalCenter
|
||||
}
|
||||
|
||||
HifiControls.Slider {
|
||||
id: sliderControl
|
||||
stepSize: root.integral ? 1.0 : 0.0
|
||||
anchors.left: labelControl.right
|
||||
anchors.right: root.right
|
||||
anchors.rightMargin: 0
|
||||
anchors.top: root.top
|
||||
anchors.topMargin: 0
|
||||
onValueChanged: { root.valueVarSetter(value) }
|
||||
}
|
||||
|
||||
HifiControls.Label {
|
||||
id: labelValue
|
||||
enabled: root.showValue
|
||||
text: sliderControl.value.toFixed(root.integral ? 0 : root.numDigits)
|
||||
anchors.right: labelControl.right
|
||||
anchors.rightMargin: 5
|
||||
anchors.verticalCenter: root.verticalCenter
|
||||
}
|
||||
|
||||
}
|
|
@ -1 +1,2 @@
|
|||
ConfigSlider 1.0 ConfigSlider.qml
|
||||
ConfigSlider 1.0 ConfigSlider.qml
|
||||
RichSlider 1.0 RichSlider.qml
|
|
@ -16,15 +16,9 @@
|
|||
var ICON_URL = Script.resolvePath("../../../system/assets/images/lod-i.svg");
|
||||
var ACTIVE_ICON_URL = Script.resolvePath("../../../system/assets/images/lod-a.svg");
|
||||
|
||||
var onScreen = false;
|
||||
var onTablet = false; // set this to true to use the tablet, false use a floating window
|
||||
|
||||
function onClicked() {
|
||||
if (onScreen) {
|
||||
tablet.gotoHomeScreen();
|
||||
} else {
|
||||
tablet.loadQMLSource(QMLAPP_URL);
|
||||
}
|
||||
}
|
||||
var onAppScreen = false;
|
||||
|
||||
var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
|
||||
var button = tablet.addButton({
|
||||
|
@ -35,6 +29,50 @@
|
|||
|
||||
var hasEventBridge = false;
|
||||
|
||||
var onScreen = false;
|
||||
var window;
|
||||
|
||||
function onClicked() {
|
||||
if (onTablet) {
|
||||
if (onAppScreen) {
|
||||
tablet.gotoHomeScreen();
|
||||
} else {
|
||||
tablet.loadQMLSource(QMLAPP_URL);
|
||||
}
|
||||
} else {
|
||||
if (onScreen) {
|
||||
killWindow()
|
||||
} else {
|
||||
createWindow()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function createWindow() {
|
||||
var qml = Script.resolvePath(QMLAPP_URL);
|
||||
window = Desktop.createWindow(Script.resolvePath(QMLAPP_URL), {
|
||||
title: TABLET_BUTTON_NAME,
|
||||
flags: Desktop.ALWAYS_ON_TOP,
|
||||
presentationMode: Desktop.PresentationMode.NATIVE,
|
||||
size: {x: 400, y: 600}
|
||||
});
|
||||
window.closed.connect(killWindow);
|
||||
window.fromQml.connect(fromQml);
|
||||
onScreen = true
|
||||
button.editProperties({isActive: true});
|
||||
}
|
||||
|
||||
function killWindow() {
|
||||
if (window !== undefined) {
|
||||
window.closed.disconnect(killWindow);
|
||||
window.fromQml.disconnect(fromQml);
|
||||
window.close()
|
||||
window = undefined
|
||||
}
|
||||
onScreen = false
|
||||
button.editProperties({isActive: false})
|
||||
}
|
||||
|
||||
function wireEventBridge(on) {
|
||||
if (!tablet) {
|
||||
print("Warning in wireEventBridge(): 'tablet' undefined!");
|
||||
|
@ -54,23 +92,38 @@
|
|||
}
|
||||
|
||||
function onScreenChanged(type, url) {
|
||||
onScreen = (url === QMLAPP_URL);
|
||||
button.editProperties({isActive: onScreen});
|
||||
wireEventBridge(onScreen);
|
||||
}
|
||||
|
||||
function fromQml(message) {
|
||||
if (onTablet) {
|
||||
onAppScreen = (url === QMLAPP_URL);
|
||||
|
||||
button.editProperties({isActive: onAppScreen});
|
||||
wireEventBridge(onAppScreen);
|
||||
}
|
||||
}
|
||||
|
||||
button.clicked.connect(onClicked);
|
||||
tablet.screenChanged.connect(onScreenChanged);
|
||||
|
||||
Script.scriptEnding.connect(function () {
|
||||
if (onScreen) {
|
||||
killWindow()
|
||||
if (onAppScreen) {
|
||||
tablet.gotoHomeScreen();
|
||||
}
|
||||
button.clicked.disconnect(onClicked);
|
||||
tablet.screenChanged.disconnect(onScreenChanged);
|
||||
tablet.removeButton(button);
|
||||
});
|
||||
|
||||
function fromQml(message) {
|
||||
}
|
||||
|
||||
function sendToQml(message) {
|
||||
if (onTablet) {
|
||||
tablet.sendToQml(message);
|
||||
} else {
|
||||
if (window) {
|
||||
window.sendToQml(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}());
|
||||
|
|
|
@ -10,20 +10,174 @@
|
|||
//
|
||||
import QtQuick 2.5
|
||||
import QtQuick.Controls 1.4
|
||||
|
||||
import "qrc:///qml/styles-uit"
|
||||
import "qrc:///qml/controls-uit" as HifiControls
|
||||
|
||||
import "../lib/plotperf"
|
||||
import "configSlider"
|
||||
|
||||
Item {
|
||||
id: lodIU
|
||||
anchors.fill:parent
|
||||
|
||||
Component.onCompleted: {
|
||||
Render.getConfig("RenderMainView.DrawSceneOctree").showVisibleCells = false
|
||||
Render.getConfig("RenderMainView.DrawSceneOctree").showEmptyCells = false
|
||||
}
|
||||
|
||||
Component.onDestruction: {
|
||||
Render.getConfig("RenderMainView.DrawSceneOctree").enabled = false
|
||||
}
|
||||
|
||||
Column {
|
||||
id: topHeader
|
||||
spacing: 8
|
||||
anchors.right: parent.right
|
||||
anchors.left: parent.left
|
||||
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Show LOD Reticule"
|
||||
checked: Render.getConfig("RenderMainView.DrawSceneOctree").enabled
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.DrawSceneOctree").enabled = checked }
|
||||
}
|
||||
|
||||
RichSlider {
|
||||
showLabel: true
|
||||
showValue: false
|
||||
label: "World Quality"
|
||||
valueVar: LODManager["worldDetailQuality"]
|
||||
valueVarSetter: (function (v) { LODManager["worldDetailQuality"] = v })
|
||||
max: 0.75
|
||||
min: 0.25
|
||||
integral: false
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
|
||||
Row {
|
||||
HifiControls.CheckBox {
|
||||
id: autoLOD
|
||||
boxSize: 20
|
||||
text: "Auto LOD"
|
||||
checked: LODManager.automaticLODAdjust
|
||||
onCheckedChanged: { LODManager.automaticLODAdjust = (checked) }
|
||||
}
|
||||
HifiControls.CheckBox {
|
||||
id: showLODRegulatorDetails
|
||||
visible: LODManager.automaticLODAdjust
|
||||
boxSize: 20
|
||||
text: "Show LOD Details"
|
||||
}
|
||||
}
|
||||
|
||||
RichSlider {
|
||||
visible: !LODManager.automaticLODAdjust
|
||||
showLabel: true
|
||||
label: "LOD Angle [deg]"
|
||||
valueVar: LODManager["lodAngleDeg"]
|
||||
valueVarSetter: (function (v) { LODManager["lodAngleDeg"] = v })
|
||||
max: 90.0
|
||||
min: 0.5
|
||||
integral: false
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
Column {
|
||||
id: lodRegulatorDetails
|
||||
visible: LODManager.automaticLODAdjust && showLODRegulatorDetails.checked
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
RichSlider {
|
||||
visible: lodRegulatorDetails.visible
|
||||
showLabel: true
|
||||
label: "LOD Kp"
|
||||
valueVar: LODManager["pidKp"]
|
||||
valueVarSetter: (function (v) { LODManager["pidKp"] = v })
|
||||
max: 2.0
|
||||
min: 0.0
|
||||
integral: false
|
||||
numDigits: 3
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
RichSlider {
|
||||
visible: false && lodRegulatorDetails.visible
|
||||
showLabel: true
|
||||
label: "LOD Ki"
|
||||
valueVar: LODManager["pidKi"]
|
||||
valueVarSetter: (function (v) { LODManager["pidKi"] = v })
|
||||
max: 0.1
|
||||
min: 0.0
|
||||
integral: false
|
||||
numDigits: 8
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
RichSlider {
|
||||
visible: false && lodRegulatorDetails.visible
|
||||
showLabel: true
|
||||
label: "LOD Kd"
|
||||
valueVar: LODManager["pidKd"]
|
||||
valueVarSetter: (function (v) { LODManager["pidKd"] = v })
|
||||
max: 10.0
|
||||
min: 0.0
|
||||
integral: false
|
||||
numDigits: 3
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
RichSlider {
|
||||
visible: lodRegulatorDetails.visible
|
||||
showLabel: true
|
||||
label: "LOD Kv"
|
||||
valueVar: LODManager["pidKv"]
|
||||
valueVarSetter: (function (v) { LODManager["pidKv"] = v })
|
||||
max: 2.0
|
||||
min: 0.0
|
||||
integral: false
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
RichSlider {
|
||||
visible: lodRegulatorDetails.visible
|
||||
showLabel: true
|
||||
label: "LOD Smooth Scale"
|
||||
valueVar: LODManager["smoothScale"]
|
||||
valueVarSetter: (function (v) { LODManager["smoothScale"] = v })
|
||||
max: 20.0
|
||||
min: 1.0
|
||||
integral: true
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Column {
|
||||
id: stats
|
||||
spacing: 8
|
||||
anchors.fill:parent
|
||||
spacing: 4
|
||||
anchors.right: parent.right
|
||||
anchors.left: parent.left
|
||||
anchors.top: topHeader.bottom
|
||||
anchors.bottom: parent.bottom
|
||||
|
||||
function evalEvenHeight() {
|
||||
// Why do we have to do that manually ? cannot seem to find a qml / anchor / layout mode that does that ?
|
||||
return (height - spacing * (children.length - 1)) / children.length
|
||||
var numPlots = (children.length + (lodRegulatorDetails.visible ? 1 : 0) - 2)
|
||||
return (height - topLine.height - bottomLine.height - spacing * (numPlots - 1)) / (numPlots)
|
||||
}
|
||||
|
||||
Separator {
|
||||
id: topLine
|
||||
}
|
||||
|
||||
PlotPerf {
|
||||
|
@ -38,6 +192,11 @@ Item {
|
|||
label: "present",
|
||||
color: "#FFFF00"
|
||||
},
|
||||
{
|
||||
prop: "batchTime",
|
||||
label: "batch",
|
||||
color: "#00FF00"
|
||||
},
|
||||
{
|
||||
prop: "engineRunTime",
|
||||
label: "engineRun",
|
||||
|
@ -58,35 +217,70 @@ Item {
|
|||
valueUnit: "Hz"
|
||||
plots: [
|
||||
{
|
||||
prop: "lodIncreaseFPS",
|
||||
label: "LOD++",
|
||||
prop: "lodTargetFPS",
|
||||
label: "target",
|
||||
color: "#66FF66"
|
||||
},
|
||||
{
|
||||
prop: "fps",
|
||||
prop: "nowRenderFPS",
|
||||
label: "FPS",
|
||||
color: "#FFFFFF"
|
||||
color: "#FFFF55"
|
||||
},
|
||||
{
|
||||
prop: "lodDecreaseFPS",
|
||||
label: "LOD--",
|
||||
color: "#FF6666"
|
||||
}
|
||||
]
|
||||
}
|
||||
PlotPerf {
|
||||
title: "LOD"
|
||||
height: parent.evalEvenHeight()
|
||||
object: LODManager
|
||||
valueScale: 0.1
|
||||
valueUnit: ""
|
||||
plots: [
|
||||
{
|
||||
prop: "lodLevel",
|
||||
label: "LOD",
|
||||
prop: "smoothRenderFPS",
|
||||
label: "Smooth FPS",
|
||||
color: "#9999FF"
|
||||
}
|
||||
]
|
||||
}
|
||||
PlotPerf {
|
||||
title: "LOD Angle"
|
||||
height: parent.evalEvenHeight()
|
||||
object: LODManager
|
||||
valueScale: 1.0
|
||||
valueUnit: "deg"
|
||||
plots: [
|
||||
{
|
||||
prop: "lodAngleDeg",
|
||||
label: "LOD Angle",
|
||||
color: "#9999FF"
|
||||
}
|
||||
]
|
||||
}
|
||||
PlotPerf {
|
||||
// visible: lodRegulatorDetails.visible
|
||||
title: "PID Output"
|
||||
height: parent.evalEvenHeight()
|
||||
object: LODManager
|
||||
valueScale: 1.0
|
||||
valueUnit: "deg"
|
||||
valueNumDigits: 1
|
||||
displayMinAt0: false
|
||||
plots: [
|
||||
{
|
||||
prop: "pidOp",
|
||||
label: "Op",
|
||||
color: "#9999FF"
|
||||
},
|
||||
{
|
||||
prop: "pidOi",
|
||||
label: "Oi",
|
||||
color: "#FFFFFF"
|
||||
},
|
||||
{
|
||||
prop: "pidOd",
|
||||
label: "Od",
|
||||
color: "#FF6666"
|
||||
},
|
||||
{
|
||||
prop: "pidO",
|
||||
label: "Output",
|
||||
color: "#66FF66"
|
||||
}
|
||||
]
|
||||
}
|
||||
Separator {
|
||||
id: bottomLine
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -659,7 +659,7 @@ private:
|
|||
update();
|
||||
|
||||
_initContext.makeCurrent();
|
||||
RenderArgs renderArgs(_renderThread._gpuContext, DEFAULT_OCTREE_SIZE_SCALE, 0, RenderArgs::DEFAULT_RENDER_MODE,
|
||||
RenderArgs renderArgs(_renderThread._gpuContext, DEFAULT_OCTREE_SIZE_SCALE, 0, getPerspectiveAccuracyAngleTan(DEFAULT_OCTREE_SIZE_SCALE, 0), RenderArgs::DEFAULT_RENDER_MODE,
|
||||
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
|
||||
|
||||
QSize windowSize = _size;
|
||||
|
|
Loading…
Reference in a new issue