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Fix LOD manager defaults + settings not being saved correctly.
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58fde3c159
commit
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2 changed files with 21 additions and 7 deletions
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@ -19,8 +19,12 @@
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#include "ui/DialogsManager.h"
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#include "ui/DialogsManager.h"
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#include "InterfaceLogging.h"
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#include "InterfaceLogging.h"
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Setting::Handle<int> desktopWorldDetailQuality("desktopWorldDetailQuality", (int)DEFAULT_WORLD_DETAIL_QUALITY);
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const QString LOD_SETTINGS_PREFIX { "lodManager/" };
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Setting::Handle<int> hmdWorldDetailQuality("hmdWorldDetailQuality", (int)DEFAULT_WORLD_DETAIL_QUALITY);
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Setting::Handle<bool> automaticLODAdjust(LOD_SETTINGS_PREFIX + "automaticLODAdjust", (bool)DEFAULT_LOD_MODE);
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Setting::Handle<float> lodHalfAngle(LOD_SETTINGS_PREFIX + "lodHalfAngle", (float)getHalfAngleFromVisibilityDistance(DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT));
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Setting::Handle<int> desktopWorldDetailQuality(LOD_SETTINGS_PREFIX + "desktopWorldDetailQuality", (int)DEFAULT_WORLD_DETAIL_QUALITY);
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Setting::Handle<int> hmdWorldDetailQuality(LOD_SETTINGS_PREFIX + "hmdWorldDetailQuality", (int)DEFAULT_WORLD_DETAIL_QUALITY);
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LODManager::LODManager() {
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LODManager::LODManager() {
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}
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}
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@ -188,12 +192,14 @@ void LODManager::setVisibilityDistance(float distance) {
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// Maintain behavior with deprecated _boundaryLevelAdjust property
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// Maintain behavior with deprecated _boundaryLevelAdjust property
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float userDistance = distance / powf(2.0f, _boundaryLevelAdjust);
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float userDistance = distance / powf(2.0f, _boundaryLevelAdjust);
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_lodHalfAngle = getHalfAngleFromVisibilityDistance(userDistance);
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_lodHalfAngle = getHalfAngleFromVisibilityDistance(userDistance);
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saveSettings();
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}
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}
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void LODManager::setLODAngleDeg(float lodAngle) {
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void LODManager::setLODAngleDeg(float lodAngle) {
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auto newLODAngleDeg = std::max(0.001f, std::min(lodAngle, 90.f));
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auto newLODAngleDeg = std::max(0.001f, std::min(lodAngle, 90.f));
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auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5f);
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auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5f);
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_lodHalfAngle = newLODHalfAngle;
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_lodHalfAngle = newLODHalfAngle;
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saveSettings();
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}
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}
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void LODManager::setSmoothScale(float t) {
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void LODManager::setSmoothScale(float t) {
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@ -244,6 +250,7 @@ void LODManager::resetLODAdjust() {
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void LODManager::setAutomaticLODAdjust(bool value) {
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void LODManager::setAutomaticLODAdjust(bool value) {
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std::lock_guard<std::mutex> { _automaticLODLock };
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std::lock_guard<std::mutex> { _automaticLODLock };
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_automaticLODAdjust = value;
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_automaticLODAdjust = value;
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saveSettings();
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emit autoLODChanged();
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emit autoLODChanged();
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}
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}
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@ -330,14 +337,19 @@ void LODManager::loadSettings() {
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if (qApp->property(hifi::properties::OCULUS_STORE).toBool() && firstRun.get()) {
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if (qApp->property(hifi::properties::OCULUS_STORE).toBool() && firstRun.get()) {
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hmdQuality = WORLD_DETAIL_HIGH;
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hmdQuality = WORLD_DETAIL_HIGH;
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}
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}
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_automaticLODAdjust = automaticLODAdjust.get();
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_lodHalfAngle = lodHalfAngle.get();
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setWorldDetailQuality(desktopQuality, false);
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setWorldDetailQuality(desktopQuality, false);
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setWorldDetailQuality(hmdQuality, true);
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setWorldDetailQuality(hmdQuality, true);
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}
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}
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void LODManager::saveSettings() {
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void LODManager::saveSettings() {
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automaticLODAdjust.set((bool)_automaticLODAdjust);
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desktopWorldDetailQuality.set((int)_desktopWorldDetailQuality);
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desktopWorldDetailQuality.set((int)_desktopWorldDetailQuality);
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hmdWorldDetailQuality.set((int)_hmdWorldDetailQuality);
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hmdWorldDetailQuality.set((int)_hmdWorldDetailQuality);
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lodHalfAngle.set((float)_lodHalfAngle);
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}
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}
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const float MIN_DECREASE_FPS = 0.5f;
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const float MIN_DECREASE_FPS = 0.5f;
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@ -405,6 +417,7 @@ void LODManager::setWorldDetailQuality(WorldDetailQuality quality, bool isHMDMod
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void LODManager::setWorldDetailQuality(WorldDetailQuality quality) {
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void LODManager::setWorldDetailQuality(WorldDetailQuality quality) {
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setWorldDetailQuality(quality, qApp->isHMDMode());
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setWorldDetailQuality(quality, qApp->isHMDMode());
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saveSettings();
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emit worldDetailQualityChanged();
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emit worldDetailQualityChanged();
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}
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}
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@ -44,10 +44,12 @@ enum WorldDetailQuality {
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};
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};
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Q_DECLARE_METATYPE(WorldDetailQuality);
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Q_DECLARE_METATYPE(WorldDetailQuality);
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const bool DEFAULT_LOD_MODE = false; // true for auto, false for manual.
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#ifdef Q_OS_ANDROID
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#ifdef Q_OS_ANDROID
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const float LOD_DEFAULT_QUALITY_LEVEL = 0.2f; // default quality level setting is High (lower framerate)
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const float DEFAULT_LOD_QUALITY_LEVEL = 0.2f; // default quality level setting is High (lower framerate)
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#else
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#else
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const float LOD_DEFAULT_QUALITY_LEVEL = 0.5f; // default quality level setting is Mid
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const float DEFAULT_LOD_QUALITY_LEVEL = 0.5f; // default quality level setting is Mid
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#endif
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#endif
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#ifdef Q_OS_ANDROID
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#ifdef Q_OS_ANDROID
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@ -255,7 +257,6 @@ public:
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*/
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*/
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Q_INVOKABLE float getLODTargetFPS() const;
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Q_INVOKABLE float getLODTargetFPS() const;
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float getPresentTime() const { return _presentTime; }
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float getPresentTime() const { return _presentTime; }
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float getEngineRunTime() const { return _engineRunTime; }
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float getEngineRunTime() const { return _engineRunTime; }
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float getBatchTime() const { return _batchTime; }
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float getBatchTime() const { return _batchTime; }
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@ -351,7 +352,7 @@ private:
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void setWorldDetailQuality(WorldDetailQuality quality, bool isHMDMode);
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void setWorldDetailQuality(WorldDetailQuality quality, bool isHMDMode);
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std::mutex _automaticLODLock;
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std::mutex _automaticLODLock;
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bool _automaticLODAdjust = true;
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bool _automaticLODAdjust = DEFAULT_LOD_MODE;
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float _presentTime{ 0.0f }; // msec
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float _presentTime{ 0.0f }; // msec
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float _engineRunTime{ 0.0f }; // msec
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float _engineRunTime{ 0.0f }; // msec
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@ -362,7 +363,7 @@ private:
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float _smoothScale{ 10.0f }; // smooth is evaluated over 10 times longer than now
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float _smoothScale{ 10.0f }; // smooth is evaluated over 10 times longer than now
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float _smoothRenderTime{ 0.0f }; // msec
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float _smoothRenderTime{ 0.0f }; // msec
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float _lodQualityLevel{ LOD_DEFAULT_QUALITY_LEVEL };
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float _lodQualityLevel{ DEFAULT_LOD_QUALITY_LEVEL };
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WorldDetailQuality _desktopWorldDetailQuality { DEFAULT_WORLD_DETAIL_QUALITY };
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WorldDetailQuality _desktopWorldDetailQuality { DEFAULT_WORLD_DETAIL_QUALITY };
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WorldDetailQuality _hmdWorldDetailQuality { DEFAULT_WORLD_DETAIL_QUALITY };
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WorldDetailQuality _hmdWorldDetailQuality { DEFAULT_WORLD_DETAIL_QUALITY };
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