This commit is contained in:
Brad Hefta-Gaub 2016-01-18 10:10:24 -08:00
parent 2774df38bc
commit 88af387214
6 changed files with 43 additions and 92 deletions

View file

@ -25,7 +25,7 @@ Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DO
// pid: renderDistance is adjusted by a PID such that frame rate targets are met.
// acuity: a pseudo-acuity target is held, or adjusted to match minimum frame rates (and a PID controlls avatar rendering distance)
// If unspecified, acuity is used only if user has specified non-default minumum frame rates.
Setting::Handle<int> lodPreference("lodPreference", (int)LODManager::LODPreference::unspecified);
Setting::Handle<int> lodPreference("lodPreference", (int)LODManager::LODPreference::acuity);
const float SMALLEST_REASONABLE_HORIZON = 50.0f; // meters
Setting::Handle<float> renderDistanceInverseHighLimit("renderDistanceInverseHighLimit", 1.0f / SMALLEST_REASONABLE_HORIZON);
void LODManager::setRenderDistanceInverseHighLimit(float newValue) {
@ -274,92 +274,23 @@ void LODManager::updatePIDRenderDistance(float targetFps, float measuredFps, flo
}
bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
float distanceToCamera = glm::length(bounds.calcCenter() - args->_viewFrustum->getPosition());
float largestDimension = bounds.getLargestDimension();
// NOTE: this branch of code is the alternate form of LOD that uses PID controllers.
if (!getUseAcuity()) {
float distanceToCamera = glm::length(bounds.calcCenter() - args->_viewFrustum->getPosition());
float largestDimension = bounds.getLargestDimension();
const float scenerySize = 300; // meters
bool isRendered = (largestDimension > scenerySize) || // render scenery regardless of distance
(distanceToCamera < renderDistance + largestDimension);
renderedCount += isRendered ? 1 : 0;
return isRendered;
}
const float maxScale = (float)TREE_SCALE;
const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
float octreeSizeScale = args->_sizeScale;
int boundaryLevelAdjust = args->_boundaryLevelAdjust;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
static bool shouldRenderTableNeedsBuilding = true;
static QMap<float, float> shouldRenderTable;
if (shouldRenderTableNeedsBuilding) {
float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
float scale = maxScale;
float factor = 1.0f;
while (scale > SMALLEST_SCALE_IN_TABLE) {
scale /= 2.0f;
factor /= 2.0f;
shouldRenderTable[scale] = factor;
}
shouldRenderTableNeedsBuilding = false;
}
float closestScale = maxScale;
float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
QMap<float, float>::const_iterator lowerBound = shouldRenderTable.lowerBound(largestDimension);
if (lowerBound != shouldRenderTable.constEnd()) {
closestScale = lowerBound.key();
visibleDistanceAtClosestScale = visibleDistanceAtMaxScale * lowerBound.value();
}
if (closestScale < largestDimension) {
visibleDistanceAtClosestScale *= 2.0f;
}
return distanceToCamera <= visibleDistanceAtClosestScale;
// FIXME - eventually we want to use the render accuracy as an indicator for the level of detail
// to use in rendering.
float renderAccuracy = args->_viewFrustum->calculateRenderAccuracy(bounds, args->_sizeScale, args->_boundaryLevelAdjust);
return (renderAccuracy > 0.0f);
};
// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
// I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it.
bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) {
const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
float octreeSizeScale = getOctreeSizeScale();
int boundaryLevelAdjust = getBoundaryLevelAdjust();
float maxScale = (float)TREE_SCALE;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
if (_shouldRenderTableNeedsRebuilding) {
_shouldRenderTable.clear();
float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
float scale = maxScale;
float visibleDistanceAtScale = visibleDistanceAtMaxScale;
while (scale > SMALLEST_SCALE_IN_TABLE) {
scale /= 2.0f;
visibleDistanceAtScale /= 2.0f;
_shouldRenderTable[scale] = visibleDistanceAtScale;
}
_shouldRenderTableNeedsRebuilding = false;
}
float closestScale = maxScale;
float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
QMap<float, float>::const_iterator lowerBound = _shouldRenderTable.lowerBound(largestDimension);
if (lowerBound != _shouldRenderTable.constEnd()) {
closestScale = lowerBound.key();
visibleDistanceAtClosestScale = lowerBound.value();
}
if (closestScale < largestDimension) {
visibleDistanceAtClosestScale *= 2.0f;
}
return (distanceToCamera <= visibleDistanceAtClosestScale);
}
void LODManager::setOctreeSizeScale(float sizeScale) {
_octreeSizeScale = sizeScale;
calculateAvatarLODDistanceMultiplier();

View file

@ -104,7 +104,6 @@ public:
QString getLODStatsRenderText();
static bool shouldRender(const RenderArgs* args, const AABox& bounds);
bool shouldRenderMesh(float largestDimension, float distanceToCamera);
void autoAdjustLOD(float currentFPS);
void loadSettings();

View file

@ -308,19 +308,27 @@ OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData
includeThisEntity = false; // out of view, don't include it
}
// Now check the size of the entity, it's possible that a "too small to see" entity is included in a larger
// octree cell because of it's position (for example if it crosses the boundary of a cell it pops to the next
// higher cell. So we want to check to see that the entity is large enough to be seen before we consider
// including it.
// Now check the size of the entity, it's possible that a "too small to see" entity is included in a
// larger octree cell because of it's position (for example if it crosses the boundary of a cell it
// pops to the next higher cell. So we want to check to see that the entity is large enough to be seen
// before we consider including it.
if (includeThisEntity) {
AABox entityBounds = entity->getAABox(success);
if (success) {
auto renderAccuracy = params.viewFrustum->calculateRenderAccuracy(entityBounds, params.octreeElementSizeScale, params.boundaryLevelAdjust);
qDebug() << "checking entity:" << entity->getID() << " entityBounds:" << entityBounds << "---renderAccuracy:" << renderAccuracy
<< " [ sizeScale:" << params.octreeElementSizeScale << "levelAdjust:" << params.boundaryLevelAdjust << " ]";
auto renderAccuracy = params.viewFrustum->calculateRenderAccuracy(entityBounds,
params.octreeElementSizeScale, params.boundaryLevelAdjust);
if (renderAccuracy <= 0.0f) {
includeThisEntity = false; // too small, don't include it
qDebug() << "returning FALSE... too small...";
#ifdef WANT_LOD_DEBUGGING
qDebug() << "skipping entity - TOO SMALL - \n"
<< "......id:" << entity->getID() << "\n"
<< "....name:" << entity->getName() << "\n"
<< "..bounds:" << entityBounds << "\n"
<< "....cell:" << getAACube();
#endif
}
} else {
includeThisEntity = false; // couldn't get box, don't include it
@ -329,7 +337,13 @@ OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData
}
if (includeThisEntity) {
qDebug() << "including entity:" << entity->getID() << " octree cell:" << getAACube();
#ifdef WANT_LOD_DEBUGGING
qDebug() << "including entity - \n"
<< "......id:" << entity->getID() << "\n"
<< "....name:" << entity->getName() << "\n"
<< "..bounds:" << entityBounds << "\n"
<< "....cell:" << getAACube();
#endif
indexesOfEntitiesToInclude << i;
numberOfEntities++;
}

View file

@ -23,6 +23,12 @@ const int HALF_TREE_SCALE = TREE_SCALE / 2;
// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * 400.0f;
// Since entities like models live inside of octree cells, and they themselves can have very small mesh parts,
// we want to have some constant that controls have big a mesh part must be to render even if the octree cell itself
// would be visible. This constanct controls that. It basically means you must be this many times closer to a mesh
// than an octree cell to see the mesh.
const float OCTREE_TO_MESH_RATIO = 4.0f;
// This is used in the LOD Tools to translate between the size scale slider and the values used to set the OctreeSizeScale
const float MAX_LOD_SIZE_MULTIPLIER = 4000.0f;

View file

@ -751,15 +751,12 @@ void ViewFrustum::evalViewTransform(Transform& view) const {
view.setRotation(getOrientation());
}
// renderAccuracy represents a floating point "visibility" of an object based on it's view from the camera. At a simple
// level it returns 0.0f for things that are so small for the current settings that they could not be visible.
float ViewFrustum::calculateRenderAccuracy(const AABox& bounds, float octreeSizeScale, int boundaryLevelAdjust) const {
float distanceToCamera = glm::length(bounds.calcCenter() - getPosition());
float largestDimension = bounds.getLargestDimension();
const float maxScale = (float)TREE_SCALE;
const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / OCTREE_TO_MESH_RATIO;
static bool shouldRenderTableNeedsBuilding = true;
static QMap<float, float> shouldRenderTable;

View file

@ -107,7 +107,11 @@ public:
void evalProjectionMatrix(glm::mat4& proj) const;
void evalViewTransform(Transform& view) const;
float calculateRenderAccuracy(const AABox& bounds, float octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE, int boundaryLevelAdjust = 0) const;
/// renderAccuracy represents a floating point "visibility" of an object based on it's view from the camera. At a simple
/// level it returns 0.0f for things that are so small for the current settings that they could not be visible.
float calculateRenderAccuracy(const AABox& bounds, float octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE,
int boundaryLevelAdjust = 0) const;
private:
// Used for keyhole calculations