Merge pull request #6115 from ZappoMan/fixLOD

fix model LOD behavior
This commit is contained in:
samcake 2015-10-19 16:16:48 -07:00
commit b977a094d3
9 changed files with 81 additions and 23 deletions

View file

@ -181,15 +181,33 @@ Item {
color: root.fontColor;
font.pixelSize: root.fontSize
visible: root.expanded;
text: "\tMesh Parts Rendered Opaque: " + root.meshOpaque +
" / Translucent: " + root.meshTranslucent;
text: "\tItems Rendered Opaque: " + root.opaqueRendered +
" / Translucent: " + root.translucentRendered +
" / Other: " + root.otherRendered;
}
Text {
color: root.fontColor;
font.pixelSize: root.fontSize
visible: root.expanded;
text: "\tOpaque considered: " + root.opaqueConsidered +
" / Out of view: " + root.opaqueOutOfView + " / Too small: " + root.opaqueTooSmall;
" / Out of view: " + root.opaqueOutOfView +
" / Too small: " + root.opaqueTooSmall;
}
Text {
color: root.fontColor;
font.pixelSize: root.fontSize
visible: root.expanded;
text: "\tTranslucent considered: " + root.translucentConsidered +
" / Out of view: " + root.translucentOutOfView +
" / Too small: " + root.translucentTooSmall;
}
Text {
color: root.fontColor;
font.pixelSize: root.fontSize
visible: root.expanded;
text: "\tOther considered: " + root.otherConsidered +
" / Out of view: " + root.otherOutOfView +
" / Too small: " + root.otherTooSmall;
}
Text {
color: root.fontColor;

View file

@ -229,7 +229,6 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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;
@ -254,7 +253,7 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
if (closestScale < largestDimension) {
visibleDistanceAtClosestScale *= 2.0f;
}
return distanceToCamera <= visibleDistanceAtClosestScale;
};

View file

@ -342,14 +342,18 @@ void Stats::setRenderDetails(const RenderDetails& details) {
STAT_UPDATE(triangles, details._trianglesRendered);
STAT_UPDATE(materialSwitches, details._materialSwitches);
if (_expanded) {
STAT_UPDATE(meshOpaque, details._opaque._rendered);
STAT_UPDATE(meshTranslucent, details._opaque._rendered);
STAT_UPDATE(opaqueConsidered, details._opaque._considered);
STAT_UPDATE(opaqueOutOfView, details._opaque._outOfView);
STAT_UPDATE(opaqueTooSmall, details._opaque._tooSmall);
STAT_UPDATE(opaqueRendered, details._opaque._rendered);
STAT_UPDATE(translucentConsidered, details._translucent._considered);
STAT_UPDATE(translucentOutOfView, details._translucent._outOfView);
STAT_UPDATE(translucentTooSmall, details._translucent._tooSmall);
STAT_UPDATE(translucentRendered, details._translucent._rendered);
STAT_UPDATE(otherConsidered, details._other._considered);
STAT_UPDATE(otherOutOfView, details._other._outOfView);
STAT_UPDATE(otherTooSmall, details._other._tooSmall);
STAT_UPDATE(otherRendered, details._other._rendered);
}
}

View file

@ -58,14 +58,18 @@ class Stats : public QQuickItem {
STATS_PROPERTY(int, triangles, 0)
STATS_PROPERTY(int, quads, 0)
STATS_PROPERTY(int, materialSwitches, 0)
STATS_PROPERTY(int, meshOpaque, 0)
STATS_PROPERTY(int, meshTranslucent, 0)
STATS_PROPERTY(int, opaqueConsidered, 0)
STATS_PROPERTY(int, opaqueOutOfView, 0)
STATS_PROPERTY(int, opaqueTooSmall, 0)
STATS_PROPERTY(int, opaqueRendered, 0)
STATS_PROPERTY(int, translucentConsidered, 0)
STATS_PROPERTY(int, translucentOutOfView, 0)
STATS_PROPERTY(int, translucentTooSmall, 0)
STATS_PROPERTY(int, translucentRendered, 0)
STATS_PROPERTY(int, otherConsidered, 0)
STATS_PROPERTY(int, otherOutOfView, 0)
STATS_PROPERTY(int, otherTooSmall, 0)
STATS_PROPERTY(int, otherRendered, 0)
STATS_PROPERTY(QString, sendingMode, QString())
STATS_PROPERTY(QString, packetStats, QString())
STATS_PROPERTY(QString, lodStatus, QString())
@ -135,14 +139,18 @@ signals:
void trianglesChanged();
void quadsChanged();
void materialSwitchesChanged();
void meshOpaqueChanged();
void meshTranslucentChanged();
void opaqueConsideredChanged();
void opaqueOutOfViewChanged();
void opaqueTooSmallChanged();
void opaqueRenderedChanged();
void translucentConsideredChanged();
void translucentOutOfViewChanged();
void translucentTooSmallChanged();
void translucentRenderedChanged();
void otherConsideredChanged();
void otherOutOfViewChanged();
void otherTooSmallChanged();
void otherRenderedChanged();
void sendingModeChanged();
void packetStatsChanged();
void lodStatusChanged();

View file

@ -89,11 +89,9 @@ render::ItemKey MeshPartPayload::getKey() const {
}
render::Item::Bound MeshPartPayload::getBound() const {
if (_isBoundInvalid) {
model->getPartBounds(meshIndex, partIndex);
_isBoundInvalid = false;
}
return _bound;
// NOTE: we can't cache this bounds because we need to handle the case of a moving
// entity or mesh part.
return model->getPartBounds(meshIndex, partIndex);
}
void MeshPartPayload::drawCall(gpu::Batch& batch) const {

View file

@ -55,9 +55,6 @@ public:
bool _hasColorAttrib = false;
bool _isSkinned = false;
bool _isBlendShaped = false;
mutable render::Item::Bound _bound;
mutable bool _isBoundInvalid = true;
};
namespace render {

View file

@ -76,7 +76,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
}
)
)));
_jobs.push_back(Job(new CullItems::JobModel("CullOpaque", _jobs.back().getOutput())));
_jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput())));
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
auto& renderedOpaques = _jobs.back().getOutput();
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
@ -105,7 +105,9 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
}
)
)));
_jobs.push_back(Job(new CullItems::JobModel("CullTransparent", _jobs.back().getOutput())));
_jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));

View file

@ -115,6 +115,26 @@ void CullItems::run(const SceneContextPointer& sceneContext, const RenderContext
outItems.clear();
outItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, outItems);
}
void CullItemsOpaque::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
outItems.clear();
outItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
args->_details.pointTo(RenderDetails::OPAQUE_ITEM);
cullItems(sceneContext, renderContext, inItems, outItems);
}
void CullItemsTransparent::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
outItems.clear();
outItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
args->_details.pointTo(RenderDetails::TRANSLUCENT_ITEM);
cullItems(sceneContext, renderContext, inItems, outItems);
}
@ -233,9 +253,10 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
ItemIDsBounds culledItems;
culledItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems);
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;
renderItems(sceneContext, renderContext, culledItems);

View file

@ -231,10 +231,21 @@ public:
class CullItems {
public:
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
typedef Job::ModelIO<CullItems, ItemIDsBounds, ItemIDsBounds> JobModel;
};
class CullItemsOpaque {
public:
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
typedef Job::ModelIO<CullItemsOpaque, ItemIDsBounds, ItemIDsBounds> JobModel;
};
class CullItemsTransparent {
public:
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
typedef Job::ModelIO<CullItemsTransparent, ItemIDsBounds, ItemIDsBounds> JobModel;
};
class DepthSortItems {
public:
bool _frontToBack = true;