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LODManager uses new settings
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parent
d0d16e088e
commit
23bab601c5
2 changed files with 66 additions and 51 deletions
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@ -16,6 +16,29 @@
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#include "LODManager.h"
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namespace SettingsKey {
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const SettingHandle<int> boundaryLevelAdjust("boundaryLevelAdjust", 0);
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const SettingHandle<float> octreeSizeScale("octreeSizeScale", DEFAULT_OCTREE_SIZE_SCALE);
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}
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float LODManager::getOctreeSizeScale() const {
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return SettingsKey::octreeSizeScale.get();
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}
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void LODManager::setOctreeSizeScale(float sizeScale) {
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SettingsKey::octreeSizeScale.set(sizeScale);
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_shouldRenderTableNeedsRebuilding = true;
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}
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int LODManager::getBoundaryLevelAdjust() const {
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return SettingsKey::boundaryLevelAdjust.get();
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}
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void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
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SettingsKey::boundaryLevelAdjust.set(boundaryLevelAdjust);
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_shouldRenderTableNeedsRebuilding = true;
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}
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void LODManager::autoAdjustLOD(float currentFPS) {
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// NOTE: our first ~100 samples at app startup are completely all over the place, and we don't
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// really want to count them in our average, so we will ignore the real frame rates and stuff
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@ -31,54 +54,63 @@ void LODManager::autoAdjustLOD(float currentFPS) {
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quint64 now = usecTimestampNow();
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const quint64 ADJUST_AVATAR_LOD_DOWN_DELAY = 1000 * 1000;
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if (_automaticAvatarLOD) {
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if (_fastFPSAverage.getAverage() < _avatarLODDecreaseFPS) {
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bool automaticAvatarLOD = SettingHandles::automaticAvatarLOD.get();
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if (automaticAvatarLOD) {
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float avatarLODIncreaseFPS = SettingHandles::avatarLODIncreaseFPS.get();
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float avatarLODDecreaseFPS = SettingHandles::avatarLODDecreaseFPS.get();
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float avatarLODDistanceMultiplier = SettingHandles::avatarLODDistanceMultiplier.get();
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if (_fastFPSAverage.getAverage() < avatarLODDecreaseFPS) {
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if (now - _lastAvatarDetailDrop > ADJUST_AVATAR_LOD_DOWN_DELAY) {
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// attempt to lower the detail in proportion to the fps difference
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float targetFps = (_avatarLODDecreaseFPS + _avatarLODIncreaseFPS) * 0.5f;
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float targetFps = (avatarLODDecreaseFPS + avatarLODIncreaseFPS) * 0.5f;
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float averageFps = _fastFPSAverage.getAverage();
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const float MAXIMUM_MULTIPLIER_SCALE = 2.0f;
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_avatarLODDistanceMultiplier = qMin(MAXIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER, _avatarLODDistanceMultiplier *
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(averageFps < EPSILON ? MAXIMUM_MULTIPLIER_SCALE :
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qMin(MAXIMUM_MULTIPLIER_SCALE, targetFps / averageFps)));
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avatarLODDistanceMultiplier = qMin(MAXIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER,
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avatarLODDistanceMultiplier * (averageFps < EPSILON ?
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MAXIMUM_MULTIPLIER_SCALE :
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qMin(MAXIMUM_MULTIPLIER_SCALE,
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targetFps / averageFps)));
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_lastAvatarDetailDrop = now;
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}
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} else if (_fastFPSAverage.getAverage() > _avatarLODIncreaseFPS) {
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} else if (_fastFPSAverage.getAverage() > avatarLODIncreaseFPS) {
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// let the detail level creep slowly upwards
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const float DISTANCE_DECREASE_RATE = 0.05f;
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_avatarLODDistanceMultiplier = qMax(MINIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER,
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_avatarLODDistanceMultiplier - DISTANCE_DECREASE_RATE);
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avatarLODDistanceMultiplier = qMax(MINIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER,
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avatarLODDistanceMultiplier - DISTANCE_DECREASE_RATE);
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}
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SettingHandles::avatarLODDistanceMultiplier.set(avatarLODDistanceMultiplier);
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}
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bool changed = false;
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quint64 elapsed = now - _lastAdjust;
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float octreeSizeScale = getOctreeSizeScale();
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if (elapsed > ADJUST_LOD_DOWN_DELAY && _fpsAverage.getAverage() < ADJUST_LOD_DOWN_FPS
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&& _octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
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&& octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
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_octreeSizeScale *= ADJUST_LOD_DOWN_BY;
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octreeSizeScale *= ADJUST_LOD_DOWN_BY;
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if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
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_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
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if (octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
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octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
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}
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changed = true;
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_lastAdjust = now;
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qDebug() << "adjusting LOD down... average fps for last approximately 5 seconds=" << _fpsAverage.getAverage()
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<< "_octreeSizeScale=" << _octreeSizeScale;
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<< "_octreeSizeScale=" << octreeSizeScale;
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}
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if (elapsed > ADJUST_LOD_UP_DELAY && _fpsAverage.getAverage() > ADJUST_LOD_UP_FPS
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&& _octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
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_octreeSizeScale *= ADJUST_LOD_UP_BY;
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if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {
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_octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;
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&& octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
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octreeSizeScale *= ADJUST_LOD_UP_BY;
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if (octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {
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octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;
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}
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changed = true;
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_lastAdjust = now;
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qDebug() << "adjusting LOD up... average fps for last approximately 5 seconds=" << _fpsAverage.getAverage()
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<< "_octreeSizeScale=" << _octreeSizeScale;
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<< "_octreeSizeScale=" << octreeSizeScale;
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}
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setOctreeSizeScale(octreeSizeScale);
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if (changed) {
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_shouldRenderTableNeedsRebuilding = true;
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@ -129,16 +161,6 @@ QString LODManager::getLODFeedbackText() {
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return result;
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}
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void LODManager::setOctreeSizeScale(float sizeScale) {
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_octreeSizeScale = sizeScale;
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_shouldRenderTableNeedsRebuilding = true;
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}
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void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
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_boundaryLevelAdjust = boundaryLevelAdjust;
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_shouldRenderTableNeedsRebuilding = true;
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}
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// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
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// I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it.
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bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) {
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@ -14,6 +14,7 @@
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#include <DependencyManager.h>
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#include <OctreeConstants.h>
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#include <Settings.h>
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#include <SharedUtil.h>
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#include <SimpleMovingAverage.h>
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@ -37,26 +38,26 @@ const float DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER = 1.0f;
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const int ONE_SECOND_OF_FRAMES = 60;
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const int FIVE_SECONDS_OF_FRAMES = 5 * ONE_SECOND_OF_FRAMES;
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namespace SettingHandles {
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const SettingHandle<bool> automaticAvatarLOD("automaticAvatarLOD", true);
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const SettingHandle<float> avatarLODDecreaseFPS("avatarLODDecreaseFPS", DEFAULT_ADJUST_AVATAR_LOD_DOWN_FPS);
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const SettingHandle<float> avatarLODIncreaseFPS("avatarLODIncreaseFPS", ADJUST_LOD_UP_FPS);
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const SettingHandle<float> avatarLODDistanceMultiplier("avatarLODDistanceMultiplier",
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DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER);
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}
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class LODManager : public Dependency {
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SINGLETON_DEPENDENCY
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public:
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void setAutomaticAvatarLOD(bool automaticAvatarLOD) { _automaticAvatarLOD = automaticAvatarLOD; }
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bool getAutomaticAvatarLOD() const { return _automaticAvatarLOD; }
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void setAvatarLODDecreaseFPS(float avatarLODDecreaseFPS) { _avatarLODDecreaseFPS = avatarLODDecreaseFPS; }
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float getAvatarLODDecreaseFPS() const { return _avatarLODDecreaseFPS; }
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void setAvatarLODIncreaseFPS(float avatarLODIncreaseFPS) { _avatarLODIncreaseFPS = avatarLODIncreaseFPS; }
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float getAvatarLODIncreaseFPS() const { return _avatarLODIncreaseFPS; }
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void setAvatarLODDistanceMultiplier(float multiplier) { _avatarLODDistanceMultiplier = multiplier; }
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float getAvatarLODDistanceMultiplier() const { return _avatarLODDistanceMultiplier; }
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// TODO: Once the SettingWatcher is implemented, replace them with normal SettingHandles.
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float getOctreeSizeScale() const;
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void setOctreeSizeScale(float sizeScale);
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int getBoundaryLevelAdjust() const;
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void setBoundaryLevelAdjust(int boundaryLevelAdjust);
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// User Tweakable LOD Items
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QString getLODFeedbackText();
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void setOctreeSizeScale(float sizeScale);
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float getOctreeSizeScale() const { return _octreeSizeScale; }
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void setBoundaryLevelAdjust(int boundaryLevelAdjust);
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int getBoundaryLevelAdjust() const { return _boundaryLevelAdjust; }
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void autoAdjustLOD(float currentFPS);
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void resetLODAdjust();
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@ -66,14 +67,6 @@ public:
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private:
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LODManager() {}
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bool _automaticAvatarLOD = true;
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float _avatarLODDecreaseFPS = DEFAULT_ADJUST_AVATAR_LOD_DOWN_FPS;
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float _avatarLODIncreaseFPS = ADJUST_LOD_UP_FPS;
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float _avatarLODDistanceMultiplier = DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER;
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float _octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
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int _boundaryLevelAdjust = 0;
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quint64 _lastAdjust = 0;
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quint64 _lastAvatarDetailDrop = 0;
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SimpleMovingAverage _fpsAverage = FIVE_SECONDS_OF_FRAMES;
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