// // LODManager.h // interface/src/LODManager.h // // Created by Clement on 1/16/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_LODManager_h #define hifi_LODManager_h #include #include #include #include const float DEFAULT_DESKTOP_LOD_DOWN_FPS = 15.0; const float DEFAULT_HMD_LOD_DOWN_FPS = 30.0; const float MAX_LIKELY_DESKTOP_FPS = 59.0; // this is essentially, V-synch - 1 fps const float MAX_LIKELY_HMD_FPS = 74.0; // this is essentially, V-synch - 1 fps const float INCREASE_LOD_GAP = 15.0f; const float START_DELAY_WINDOW_IN_SECS = 3.0f; // wait at least this long after steady state/last upshift to consider downshifts const float DOWN_SHIFT_WINDOW_IN_SECS = 0.5f; const float UP_SHIFT_WINDOW_IN_SECS = 2.5f; const int ASSUMED_FPS = 60; const quint64 START_SHIFT_ELPASED = USECS_PER_SECOND * START_DELAY_WINDOW_IN_SECS; const quint64 DOWN_SHIFT_ELPASED = USECS_PER_SECOND * DOWN_SHIFT_WINDOW_IN_SECS; // Consider adjusting LOD down after half a second const quint64 UP_SHIFT_ELPASED = USECS_PER_SECOND * UP_SHIFT_WINDOW_IN_SECS; const int START_DELAY_SAMPLES_OF_FRAMES = ASSUMED_FPS * START_DELAY_WINDOW_IN_SECS; const int DOWN_SHIFT_SAMPLES_OF_FRAMES = ASSUMED_FPS * DOWN_SHIFT_WINDOW_IN_SECS; const int UP_SHIFT_SAMPLES_OF_FRAMES = ASSUMED_FPS * UP_SHIFT_WINDOW_IN_SECS; const float ADJUST_LOD_DOWN_BY = 0.9f; const float ADJUST_LOD_UP_BY = 1.1f; // This controls how low the auto-adjust LOD will go a value of 1 means it will adjust to a point where you must be 0.25 // meters away from an object of TREE_SCALE before you can see it (which is effectively completely blind). The default value // DEFAULT_OCTREE_SIZE_SCALE means you can be 400 meters away from a 1 meter object in order to see it (which is ~20:20 vision). const float ADJUST_LOD_MIN_SIZE_SCALE = 1.0f; const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE; // The ratio of "visibility" of avatars to other content. A value larger than 1 will mean Avatars "cull" later than entities // do. But both are still culled using the same angular size logic. const float AVATAR_TO_ENTITY_RATIO = 2.0f; class RenderArgs; class AABox; class LODManager : public QObject, public Dependency { Q_OBJECT SINGLETON_DEPENDENCY public: Q_INVOKABLE void setAutomaticLODAdjust(bool value) { _automaticLODAdjust = value; } Q_INVOKABLE bool getAutomaticLODAdjust() const { return _automaticLODAdjust; } Q_INVOKABLE void setDesktopLODDecreaseFPS(float value) { _desktopLODDecreaseFPS = value; } Q_INVOKABLE float getDesktopLODDecreaseFPS() const { return _desktopLODDecreaseFPS; } Q_INVOKABLE float getDesktopLODIncreaseFPS() const { return glm::min(_desktopLODDecreaseFPS + INCREASE_LOD_GAP, MAX_LIKELY_DESKTOP_FPS); } Q_INVOKABLE void setHMDLODDecreaseFPS(float value) { _hmdLODDecreaseFPS = value; } Q_INVOKABLE float getHMDLODDecreaseFPS() const { return _hmdLODDecreaseFPS; } Q_INVOKABLE float getHMDLODIncreaseFPS() const { return glm::min(_hmdLODDecreaseFPS + INCREASE_LOD_GAP, MAX_LIKELY_HMD_FPS); } Q_INVOKABLE float getAvatarLODDistanceMultiplier() const { return _avatarLODDistanceMultiplier; } // User Tweakable LOD Items Q_INVOKABLE QString getLODFeedbackText(); Q_INVOKABLE void setOctreeSizeScale(float sizeScale); Q_INVOKABLE float getOctreeSizeScale() const { return _octreeSizeScale; } Q_INVOKABLE void setBoundaryLevelAdjust(int boundaryLevelAdjust); Q_INVOKABLE int getBoundaryLevelAdjust() const { return _boundaryLevelAdjust; } Q_INVOKABLE float getLODDecreaseFPS(); Q_INVOKABLE float getLODIncreaseFPS(); static bool shouldRender(const RenderArgs* args, const AABox& bounds); bool shouldRenderMesh(float largestDimension, float distanceToCamera); void autoAdjustLOD(float currentFPS); void loadSettings(); void saveSettings(); void resetLODAdjust(); signals: void LODIncreased(); void LODDecreased(); private: LODManager(); void calculateAvatarLODDistanceMultiplier(); bool _automaticLODAdjust = true; float _desktopLODDecreaseFPS = DEFAULT_DESKTOP_LOD_DOWN_FPS; float _hmdLODDecreaseFPS = DEFAULT_HMD_LOD_DOWN_FPS; float _avatarLODDistanceMultiplier; float _octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE; int _boundaryLevelAdjust = 0; quint64 _lastDownShift = 0; quint64 _lastUpShift = 0; quint64 _lastStable = 0; bool _isDownshifting = false; // start out as if we're not downshifting SimpleMovingAverage _fpsAverageStartWindow = START_DELAY_SAMPLES_OF_FRAMES; SimpleMovingAverage _fpsAverageDownWindow = DOWN_SHIFT_SAMPLES_OF_FRAMES; SimpleMovingAverage _fpsAverageUpWindow = UP_SHIFT_SAMPLES_OF_FRAMES; bool _shouldRenderTableNeedsRebuilding = true; QMap _shouldRenderTable; }; #endif // hifi_LODManager_h