overte/interface/src/LODManager.cpp
2018-08-29 22:56:44 -07:00

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C++

//
// LODManager.cpp
// 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
//
#include "LODManager.h"
#include <SettingHandle.h>
#include <OctreeUtils.h>
#include <Util.h>
#include "Application.h"
#include "ui/DialogsManager.h"
#include "InterfaceLogging.h"
Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS);
Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS);
LODManager::LODManager() {
}
float LODManager::getLODDecreaseFPS() const {
if (qApp->isHMDMode()) {
return getHMDLODDecreaseFPS();
}
return getDesktopLODDecreaseFPS();
}
float LODManager::getLODIncreaseFPS() const {
if (qApp->isHMDMode()) {
return getHMDLODIncreaseFPS();
}
return getDesktopLODIncreaseFPS();
}
// We use a "time-weighted running average" of the maxRenderTime and compare it against min/max thresholds
// to determine if we should adjust the level of detail (LOD).
//
// A time-weighted running average has a timescale which determines how fast the average tracks the measured
// value in real-time. Given a step-function in the mesured value, and assuming measurements happen
// faster than the runningAverage is computed, the error between the value and its runningAverage will be
// reduced by 1/e every timescale of real-time that passes.
const float LOD_ADJUST_RUNNING_AVG_TIMESCALE = 0.08f; // sec
//
// Assuming the measured value is affected by logic invoked by the runningAverage bumping up against its
// thresholds, we expect the adjustment to introduce a step-function. We want the runningAverage to settle
// to the new value BEFORE we test it aginst its thresholds again. Hence we test on a period that is a few
// multiples of the running average timescale:
const uint64_t LOD_AUTO_ADJUST_PERIOD = 4 * (uint64_t)(LOD_ADJUST_RUNNING_AVG_TIMESCALE * (float)USECS_PER_MSEC); // usec
const float LOD_AUTO_ADJUST_DECREMENT_FACTOR = 0.8f;
const float LOD_AUTO_ADJUST_INCREMENT_FACTOR = 1.2f;
void LODManager::setRenderTimes(float presentTime, float engineRunTime, float batchTime, float gpuTime) {
_presentTime = presentTime;
_engineRunTime = engineRunTime;
_batchTime = batchTime;
_gpuTime = gpuTime;
}
void LODManager::autoAdjustLOD(float realTimeDelta) {
// The "render time" is the worse of:
// - engineRunTime: Time spent in the render thread in the engine producing the gpu::Frame N
// - batchTime: Time spent in the present thread processing the batches of gpu::Frame N+1
// - presentTime: Time spent in the present thread between the last 2 swap buffers considered the total time to submit gpu::Frame N+1
// - gpuTime: Time spent in the GPU executing the gpu::Frame N + 2
// But Present time is in reality synched with the monitor/display refresh rate, it s always longer than batchTime.
// So if batchTime is fast enough relative to PResent Time we are using it, otherwise we are using presentTime. got it ?
auto presentTime = (_presentTime - _batchTime > 3.0f ? _batchTime + 3.0f : _presentTime);
float maxRenderTime = glm::max(glm::max(presentTime, _engineRunTime), _gpuTime);
// compute time-weighted running average maxRenderTime
// Note: we MUST clamp the blend to 1.0 for stability
float blend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
_avgRenderTime = (1.0f - blend) * _avgRenderTime + blend * maxRenderTime; // msec
float smoothBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) ? realTimeDelta / (LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) : 1.0f;
_smoothRenderTime = (1.0f - smoothBlend) * _smoothRenderTime + smoothBlend * maxRenderTime; // msec
// _avgRenderTime = maxRenderTime;
if (!_automaticLODAdjust || _avgRenderTime == 0.0f) {
// early exit
return;
}
float oldOctreeSizeScale = _octreeSizeScale;
float oldSolidAngle = getLODAngleDeg();
float targetFPS = 0.5 * (getLODDecreaseFPS() + getLODIncreaseFPS());
float targetPeriod = 1.0f / targetFPS;
float currentFPS = (float)MSECS_PER_SECOND / _avgRenderTime;
float currentSmoothFPS = (float)MSECS_PER_SECOND / _smoothRenderTime;
float currentVarianceFPS = (currentSmoothFPS - currentFPS);
currentVarianceFPS *= currentVarianceFPS;
auto dt = realTimeDelta;
auto previous_error = _pidHistory.x;
auto previous_integral = _pidHistory.y;
auto smoothError = (targetFPS - currentSmoothFPS);
auto fpsError = smoothError;
auto errorSquare = smoothError * smoothError;
auto noiseCoef = (errorSquare < _pidCoefs.w * currentVarianceFPS ? 0.0f : 1.0f);
auto normalizedError = noiseCoef * smoothError / targetFPS;
auto error = glm::clamp(normalizedError, -1.0f, 1.0f);
auto integral = previous_integral + error * dt;
glm::clamp(integral, -1.0f, 1.0f);
auto derivative = (error - previous_error) / dt;
_pidHistory.x = error;
_pidHistory.y = integral;
_pidHistory.z = derivative;
auto Kp = _pidCoefs.x;
auto Ki = _pidCoefs.y;
auto Kd = _pidCoefs.z;
_pidOutputs.x = Kp * error;
_pidOutputs.y = Ki * integral;
_pidOutputs.z = Kd * derivative;
auto output = _pidOutputs.x + _pidOutputs.y + _pidOutputs.z;
_pidOutputs.w = output;
auto newSolidAngle = oldSolidAngle + output;
setLODAngleDeg(newSolidAngle);
if (oldOctreeSizeScale != _octreeSizeScale) {
auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
if (lodToolsDialog) {
lodToolsDialog->reloadSliders();
}
}
}
void LODManager::resetLODAdjust() {
_decreaseFPSExpiry = _increaseFPSExpiry = usecTimestampNow() + LOD_AUTO_ADJUST_PERIOD;
}
void LODManager::setAutomaticLODAdjust(bool value) {
_automaticLODAdjust = value;
emit autoLODChanged();
}
float LODManager::getLODLevel() const {
// simpleLOD is a linearized and normalized number that represents how much LOD is being applied.
// It ranges from:
// 1.0 = normal (max) level of detail
// 0.0 = min level of detail
// In other words: as LOD "drops" the value of simpleLOD will also "drop", and it cannot go lower than 0.0.
const float LOG_MIN_LOD_RATIO = logf(ADJUST_LOD_MIN_SIZE_SCALE / ADJUST_LOD_MAX_SIZE_SCALE);
float power = logf(_octreeSizeScale / ADJUST_LOD_MAX_SIZE_SCALE);
float simpleLOD = (LOG_MIN_LOD_RATIO - power) / LOG_MIN_LOD_RATIO;
return simpleLOD;
}
void LODManager::setLODLevel(float level) {
float simpleLOD = level;
if (!_automaticLODAdjust) {
const float LOG_MIN_LOD_RATIO = logf(ADJUST_LOD_MIN_SIZE_SCALE / ADJUST_LOD_MAX_SIZE_SCALE);
float power = LOG_MIN_LOD_RATIO - (simpleLOD * LOG_MIN_LOD_RATIO);
float sizeScale = expf(power) * ADJUST_LOD_MAX_SIZE_SCALE;
setOctreeSizeScale(sizeScale);
}
}
const float MIN_DECREASE_FPS = 0.5f;
void LODManager::setDesktopLODDecreaseFPS(float fps) {
if (fps < MIN_DECREASE_FPS) {
// avoid divide by zero
fps = MIN_DECREASE_FPS;
}
_desktopMaxRenderTime = (float)MSECS_PER_SECOND / fps;
}
float LODManager::getDesktopLODDecreaseFPS() const {
return (float)MSECS_PER_SECOND / _desktopMaxRenderTime;
}
float LODManager::getDesktopLODIncreaseFPS() const {
return glm::min(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
}
void LODManager::setHMDLODDecreaseFPS(float fps) {
if (fps < MIN_DECREASE_FPS) {
// avoid divide by zero
fps = MIN_DECREASE_FPS;
}
_hmdMaxRenderTime = (float)MSECS_PER_SECOND / fps;
}
float LODManager::getHMDLODDecreaseFPS() const {
return (float)MSECS_PER_SECOND / _hmdMaxRenderTime;
}
float LODManager::getHMDLODIncreaseFPS() const {
return glm::min(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
}
QString LODManager::getLODFeedbackText() {
// determine granularity feedback
int boundaryLevelAdjust = getBoundaryLevelAdjust();
QString granularityFeedback;
switch (boundaryLevelAdjust) {
case 0: {
granularityFeedback = QString(".");
} break;
case 1: {
granularityFeedback = QString(" at half of standard granularity.");
} break;
case 2: {
granularityFeedback = QString(" at a third of standard granularity.");
} break;
default: {
granularityFeedback = QString(" at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1);
} break;
}
// distance feedback
float octreeSizeScale = getOctreeSizeScale();
float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
int relativeToTwentyTwenty = 20 / relativeToDefault;
QString result;
if (relativeToDefault > 1.01f) {
result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',2).arg(granularityFeedback);
} else if (relativeToDefault > 0.99f) {
result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback);
} else if (relativeToDefault > 0.01f) {
result = QString("20:%1 or %2 of default distance for average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',3).arg(granularityFeedback);
} else {
result = QString("%2 of default distance for average vision%3").arg(relativeToDefault,0,'f',3).arg(granularityFeedback);
}
return result;
}
bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
// FIXME - eventually we want to use the render accuracy as an indicator for the level of detail
// to use in rendering.
// float renderAccuracy = calculateRenderAccuracy(args->getViewFrustum().getPosition(), bounds, args->_sizeScale, args->_boundaryLevelAdjust);
// return (renderAccuracy > 0.0f);
auto pos = args->getViewFrustum().getPosition() - bounds.calcCenter();
auto dim = bounds.getDimensions();
auto halfTanSq = 0.25f * glm::dot(dim, dim) / glm::dot(pos, pos);
return (halfTanSq >= args->_solidAngleHalfTanSq);
};
void LODManager::setOctreeSizeScale(float sizeScale) {
_octreeSizeScale = sizeScale;
}
void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
_boundaryLevelAdjust = boundaryLevelAdjust;
}
void LODManager::loadSettings() {
setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get());
setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get());
}
void LODManager::saveSettings() {
desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS());
hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS());
}
void LODManager::setSmoothScale(float t) {
_smoothScale = glm::max(1.0f, t);
}
void LODManager::setWorldDetailQuality(float quality) {
static const float MAX_DESKTOP_FPS = 60;
static const float MAX_HMD_FPS = 90;
static const float MIN_FPS = 10;
static const float LOW = 0.25f;
static const float MEDIUM = 0.5f;
static const float HIGH = 0.75f;
static const float THRASHING_DIFFERENCE = 10;
bool isLowestValue = quality == LOW;
bool isHMDMode = qApp->isHMDMode();
float maxFPS = isHMDMode ? MAX_HMD_FPS : MAX_DESKTOP_FPS;
float desiredFPS = maxFPS /* - THRASHING_DIFFERENCE*/;
if (!isLowestValue) {
float calculatedFPS = (maxFPS - (maxFPS * quality))/* - THRASHING_DIFFERENCE*/;
desiredFPS = calculatedFPS < MIN_FPS ? MIN_FPS : calculatedFPS;
}
if (isHMDMode) {
setHMDLODDecreaseFPS(desiredFPS);
}
else {
setDesktopLODDecreaseFPS(desiredFPS);
}
emit worldDetailQualityChanged();
}
float LODManager::getWorldDetailQuality() const {
static const float MAX_DESKTOP_FPS = 60;
static const float MAX_HMD_FPS = 90;
static const float MIN_FPS = 10;
static const float LOW = 0.25f;
static const float MEDIUM = 0.5f;
static const float HIGH = 0.75f;
bool inHMD = qApp->isHMDMode();
float increaseFPS = 0;
if (inHMD) {
increaseFPS = getHMDLODDecreaseFPS();
} else {
increaseFPS = getDesktopLODDecreaseFPS();
}
float maxFPS = inHMD ? MAX_HMD_FPS : MAX_DESKTOP_FPS;
float percentage = 1.0 - increaseFPS / maxFPS;
if (percentage <= LOW) {
return LOW;
}
else if (percentage <= MEDIUM) {
return MEDIUM;
}
return HIGH;
}
float LODManager::getLODAngleHalfTan() const {
return getPerspectiveAccuracyAngleTan(_octreeSizeScale, _boundaryLevelAdjust);
}
float LODManager::getLODAngle() const {
return 2.0f * atan(getLODAngleHalfTan());
}
float LODManager::getLODAngleDeg() const {
return glm::degrees(getLODAngle());
}
void LODManager::setLODAngleDeg(float lodAngle) {
auto newSolidAngle = std::max(0.5f, std::min(lodAngle, 90.f));
auto halTan = glm::tan(glm::radians(newSolidAngle * 0.5f));
auto octreeSizeScale = TREE_SCALE * OCTREE_TO_MESH_RATIO / halTan;
setOctreeSizeScale(octreeSizeScale);
}
float LODManager::getPidKp() const {
return _pidCoefs.x;
}
float LODManager::getPidKi() const {
return _pidCoefs.y;
}
float LODManager::getPidKd() const {
return _pidCoefs.z;
}
float LODManager::getPidKv() const {
return _pidCoefs.w;
}
void LODManager::setPidKp(float k) {
_pidCoefs.x = k;
}
void LODManager::setPidKi(float k) {
_pidCoefs.y = k;
}
void LODManager::setPidKd(float k) {
_pidCoefs.z = k;
}
void LODManager::setPidKv(float t) {
_pidCoefs.w = t;
}
float LODManager::getPidOp() const {
return _pidOutputs.x;
}
float LODManager::getPidOi() const {
return _pidOutputs.y;
}
float LODManager::getPidOd() const {
return _pidOutputs.z;
}
float LODManager::getPidO() const {
return _pidOutputs.w;
}