properly handle LOD in rendering by not rendering small entities

This commit is contained in:
ZappoMan 2014-08-29 21:18:31 -07:00
parent ed670ff48e
commit d1a046e6ed
4 changed files with 110 additions and 66 deletions

View file

@ -110,6 +110,101 @@ const Model* EntityTreeRenderer::getModelForEntityItem(const EntityItem* entityI
return result;
}
void renderElementProxy(EntityTreeElement* entityTreeElement) {
glm::vec3 elementCenter = entityTreeElement->getAACube().calcCenter() * (float)TREE_SCALE;
float elementSize = entityTreeElement->getScale() * (float)TREE_SCALE;
glColor3f(1.0f, 0.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x, elementCenter.y, elementCenter.z);
glutWireCube(elementSize);
glPopMatrix();
bool displayElementChildProxies = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelElementChildProxies);
if (displayElementChildProxies) {
// draw the children
float halfSize = elementSize / 2.0f;
float quarterSize = elementSize / 4.0f;
glColor3f(1.0f, 1.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y - quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(1.0f, 0.0f, 1.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y - quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 1.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y + quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 0.0f, 1.0f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y - quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y + quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 0.5f, 0.5f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y + quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.5f, 0.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y - quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 0.5f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y + quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
}
}
float EntityTreeRenderer::distanceToCamera(const glm::vec3& center, const ViewFrustum& viewFrustum) const {
glm::vec3 temp = viewFrustum.getPosition() - center;
float distanceToVoxelCenter = sqrtf(glm::dot(temp, temp));
return distanceToVoxelCenter;
}
// TODO: This could be optimized to be a table, or something that doesn't require recalculation on every
// render call for every entity
// TODO: This is essentially the same logic used to render voxels, but since models are more detailed then voxels
// I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it.
bool EntityTreeRenderer::shouldRenderEntity(float largestDimension, float distanceToCamera) const {
const float voxelToModelRatio = 4.0f; // must be this many times closer to a model than a voxel to see it.
float voxelSizeScale = Menu::getInstance()->getVoxelSizeScale();
int boundaryLevelAdjust = Menu::getInstance()->getBoundaryLevelAdjust();
float scale = (float)TREE_SCALE;
float visibleDistanceAtScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, voxelSizeScale) / voxelToModelRatio;
while (scale > largestDimension) {
scale /= 2.0f;
visibleDistanceAtScale /= 2.0f;
}
if (scale < largestDimension) {
visibleDistanceAtScale *= 2.0f;
}
return (distanceToCamera <= visibleDistanceAtScale);
}
void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args) {
bool wantDebug = false;
@ -132,73 +227,13 @@ void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
bool isShadowMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE;
bool displayElementProxy = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelElementProxy);
bool displayElementChildProxies = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelElementChildProxies);
if (!isShadowMode && displayElementProxy && numberOfEntities > 0) {
glm::vec3 elementCenter = entityTreeElement->getAACube().calcCenter() * (float)TREE_SCALE;
float elementSize = entityTreeElement->getScale() * (float)TREE_SCALE;
glColor3f(1.0f, 0.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x, elementCenter.y, elementCenter.z);
glutWireCube(elementSize);
glPopMatrix();
if (displayElementChildProxies) {
// draw the children
float halfSize = elementSize / 2.0f;
float quarterSize = elementSize / 4.0f;
glColor3f(1.0f, 1.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y - quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(1.0f, 0.0f, 1.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y - quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 1.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y + quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 0.0f, 1.0f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y - quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y + quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 0.5f, 0.5f);
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y + quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.5f, 0.0f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y - quarterSize, elementCenter.z + quarterSize);
glutWireCube(halfSize);
glPopMatrix();
glColor3f(0.0f, 0.5f, 0.0f);
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y + quarterSize, elementCenter.z - quarterSize);
glutWireCube(halfSize);
glPopMatrix();
}
renderElementProxy(entityTreeElement);
}
for (uint16_t i = 0; i < numberOfEntities; i++) {
EntityItem* entityItem = entityItems[i];
if (wantDebug) {
@ -210,13 +245,16 @@ void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
<< "isBestFit=" << isBestFit;
}
// render entityItem aspoints
// render entityItem
AACube entityCube = entityItem->getAACube();
entityCube.scale(TREE_SCALE);
// TODO: some entity types (like lights) might want to be rendered even
// when they are outside of the view frustum...
if (args->_viewFrustum->cubeInFrustum(entityCube) != ViewFrustum::OUTSIDE) {
float distance = distanceToCamera(entityCube.calcCenter(), *args->_viewFrustum);
if (shouldRenderEntity(entityCube.getLargestDimension(), distance) &&
args->_viewFrustum->cubeInFrustum(entityCube) != ViewFrustum::OUTSIDE) {
Glower* glower = NULL;
if (entityItem->getGlowLevel() > 0.0f) {
glower = new Glower(entityItem->getGlowLevel());
@ -231,7 +269,6 @@ void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
if (glower) {
delete glower;
}
} else {
args->_itemsOutOfView++;
}

View file

@ -76,6 +76,10 @@ public:
void deleteReleasedModels();
private:
QList<Model*> _releasedModels;
float distanceToCamera(const glm::vec3& center, const ViewFrustum& viewFrustum) const;
bool shouldRenderEntity(float largestDimension, float distanceToCamera) const;
};
#endif // hifi_EntityTreeRenderer_h

View file

@ -4,6 +4,7 @@
doesn't include the extra exists bits will break something.
3) Make sure LOD logic honors the LOD settings for entities in "spanners/parent" cells.
-- network - don't SEND small entities even if their spanner cell is visible
7) some jutter with moving entities
-- I think this might only happen with lots of models in an element or in view
@ -229,6 +230,7 @@
// FIXED -- animations don't appear on all viewers
// FIXED -- animations are on different frames -- the data suggest they are the same frame number from a simulation perspective
// SOLVED -- 50) Verify pruning logic...
// SOLVED -- 51) LOD for rendering - don't render small entities even if their spanner cell is visible

View file

@ -37,6 +37,7 @@ public:
const glm::vec3& getCorner() const { return _corner; }
float getScale() const { return _scale; }
glm::vec3 getDimensions() const { return glm::vec3(_scale,_scale,_scale); }
float getLargestDimension() const { return _scale; }
glm::vec3 calcCenter() const;
glm::vec3 calcTopFarLeft() const;