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////  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 <SettingHandle.h>#include <Util.h> #include "Application.h"#include "ui/DialogsManager.h"#include "InterfaceLogging.h" #include "LODManager.h" Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS);Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS); LODManager::LODManager() {    calculateAvatarLODDistanceMultiplier();} float LODManager::getLODDecreaseFPS() {    if (Application::getInstance()->isHMDMode()) {        return getHMDLODDecreaseFPS();    }    return getDesktopLODDecreaseFPS();} float LODManager::getLODIncreaseFPS() {    if (Application::getInstance()->isHMDMode()) {        return getHMDLODIncreaseFPS();    }    return getDesktopLODIncreaseFPS();}  void LODManager::autoAdjustLOD(float currentFPS) {        // NOTE: our first ~100 samples at app startup are completely all over the place, and we don't    // really want to count them in our average, so we will ignore the real frame rates and stuff    // our moving average with simulated good data    const int IGNORE_THESE_SAMPLES = 100;    if (_fpsAverageUpWindow.getSampleCount() < IGNORE_THESE_SAMPLES) {        currentFPS = ASSUMED_FPS;        _lastStable = _lastUpShift = _lastDownShift = usecTimestampNow();    }        _fpsAverageStartWindow.updateAverage(currentFPS);    _fpsAverageDownWindow.updateAverage(currentFPS);    _fpsAverageUpWindow.updateAverage(currentFPS);        quint64 now = usecTimestampNow();     bool changed = false;    quint64 elapsedSinceDownShift = now - _lastDownShift;    quint64 elapsedSinceUpShift = now - _lastUpShift;     quint64 lastStableOrUpshift = glm::max(_lastUpShift, _lastStable);    quint64 elapsedSinceStableOrUpShift = now - lastStableOrUpshift;        if (_automaticLODAdjust) {            // LOD Downward adjustment         // If we've been downshifting, we watch a shorter downshift window so that we will quickly move toward our        // target frame rate. But if we haven't just done a downshift (either because our last shift was an upshift,        // or because we've just started out) then we look at a much longer window to consider whether or not to start        // downshifting.        bool doDownShift = false;          if (_isDownshifting) {            // only consider things if our DOWN_SHIFT time has elapsed...            if (elapsedSinceDownShift > DOWN_SHIFT_ELPASED) {                doDownShift = _fpsAverageDownWindow.getAverage() < getLODDecreaseFPS();                                if (!doDownShift) {                    qCDebug(interfaceapp) << "---- WE APPEAR TO BE DONE DOWN SHIFTING -----";                    _isDownshifting = false;                    _lastStable = now;                }            }        } else {            doDownShift = (elapsedSinceStableOrUpShift > START_SHIFT_ELPASED                                 && _fpsAverageStartWindow.getAverage() < getLODDecreaseFPS());        }                if (doDownShift) {             // Octree items... stepwise adjustment            if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {                _octreeSizeScale *= ADJUST_LOD_DOWN_BY;                if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {                    _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;                }                changed = true;            }             if (changed) {                if (_isDownshifting) {                    // subsequent downshift                    qCDebug(interfaceapp) << "adjusting LOD DOWN..."                                << "average fps for last "<< DOWN_SHIFT_WINDOW_IN_SECS <<"seconds was "                                 << _fpsAverageDownWindow.getAverage()                                 << "minimum is:" << getLODDecreaseFPS()                                 << "elapsedSinceDownShift:" << elapsedSinceDownShift                                << " NEW _octreeSizeScale=" << _octreeSizeScale;                } else {                    // first downshift                    qCDebug(interfaceapp) << "adjusting LOD DOWN after initial delay..."                                << "average fps for last "<< START_DELAY_WINDOW_IN_SECS <<"seconds was "                                 << _fpsAverageStartWindow.getAverage()                                 << "minimum is:" << getLODDecreaseFPS()                                 << "elapsedSinceUpShift:" << elapsedSinceUpShift                                << " NEW _octreeSizeScale=" << _octreeSizeScale;                }                 _lastDownShift = now;                _isDownshifting = true;                 emit LODDecreased();            }        } else {                // LOD Upward adjustment            if (elapsedSinceUpShift > UP_SHIFT_ELPASED) {                            if (_fpsAverageUpWindow.getAverage() > getLODIncreaseFPS()) {                     // Octee items... stepwise adjustment                    if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {                        if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {                            _octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;                        } else {                            _octreeSizeScale *= ADJUST_LOD_UP_BY;                        }                        if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {                            _octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;                        }                        changed = true;                    }                }                        if (changed) {                    qCDebug(interfaceapp) << "adjusting LOD UP... average fps for last "<< UP_SHIFT_WINDOW_IN_SECS <<"seconds was "                                 << _fpsAverageUpWindow.getAverage()                                << "upshift point is:" << getLODIncreaseFPS()                                 << "elapsedSinceUpShift:" << elapsedSinceUpShift                                << " NEW _octreeSizeScale=" << _octreeSizeScale;                     _lastUpShift = now;                    _isDownshifting = false;                     emit LODIncreased();                }            }        }            if (changed) {            calculateAvatarLODDistanceMultiplier();            _shouldRenderTableNeedsRebuilding = true;            auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();            if (lodToolsDialog) {                lodToolsDialog->reloadSliders();            }        }    }} void LODManager::resetLODAdjust() {    _fpsAverageStartWindow.reset();    _fpsAverageDownWindow.reset();    _fpsAverageUpWindow.reset();    _lastUpShift = _lastDownShift = usecTimestampNow();    _isDownshifting = false;} 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) {    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;    float distanceToCamera = glm::length(bounds.calcCenter() - args->_viewFrustum->getPosition());    float largestDimension = bounds.getLargestDimension();        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;}; // 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();    _shouldRenderTableNeedsRebuilding = true;} void LODManager::calculateAvatarLODDistanceMultiplier() {    _avatarLODDistanceMultiplier = AVATAR_TO_ENTITY_RATIO / (_octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE);} void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {    _boundaryLevelAdjust = boundaryLevelAdjust;    _shouldRenderTableNeedsRebuilding = true;}  void LODManager::loadSettings() {    setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get());    setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get());} void LODManager::saveSettings() {    desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS());    hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS());}