MAINT-6259 rigged items' LOD should be size dependent, not only avatar dependent

meow-7.2.2
andreykproductengine 2016-07-19 19:33:50 +03:00
parent 936681cb82
commit ee51eee627
5 changed files with 38 additions and 10 deletions

View File

@ -10218,6 +10218,17 @@
<key>Value</key>
<real>1.0</real>
</map>
<key>RenderRiggedFactorMultiplier</key>
<map>
<key>Comment</key>
<string>Affects level of detail for worn rigged meshes</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>7.5</real>
</map>
<key>RenderWater</key>
<map>
<key>Comment</key>

View File

@ -587,6 +587,7 @@ static void settings_to_globals()
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures");
LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor");
LLVOVolume::sRiggedFactorMultiplier = gSavedSettings.getF32("RenderRiggedFactorMultiplier");
LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f;
LLVolumeImplFlexible::sUpdateFactor = gSavedSettings.getF32("RenderFlexTimeFactor");
LLVOTree::sTreeFactor = gSavedSettings.getF32("RenderTreeLODFactor");

View File

@ -207,6 +207,12 @@ static bool handleVolumeLODChanged(const LLSD& newvalue)
return true;
}
static bool handleRiggedLODChanged(const LLSD& newvalue)
{
LLVOVolume::sRiggedFactorMultiplier = (F32)newvalue.asReal();
return true;
}
static bool handleAvatarLODChanged(const LLSD& newvalue)
{
LLVOAvatar::sLODFactor = (F32) newvalue.asReal();
@ -619,6 +625,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("WindLightUseAtmosShaders")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderGammaFull")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderVolumeLODFactor")->getSignal()->connect(boost::bind(&handleVolumeLODChanged, _2));
gSavedSettings.getControl("RenderRiggedFactorMultiplier")->getSignal()->connect(boost::bind(&handleRiggedLODChanged, _2));
gSavedSettings.getControl("RenderAvatarLODFactor")->getSignal()->connect(boost::bind(&handleAvatarLODChanged, _2));
gSavedSettings.getControl("RenderAvatarPhysicsLODFactor")->getSignal()->connect(boost::bind(&handleAvatarPhysicsLODChanged, _2));
gSavedSettings.getControl("RenderTerrainLODFactor")->getSignal()->connect(boost::bind(&handleTerrainLODChanged, _2));

View File

@ -86,6 +86,7 @@ BOOL gAnimateTextures = TRUE;
//extern BOOL gHideSelectedObjects;
F32 LLVOVolume::sLODFactor = 1.f;
F32 LLVOVolume::sRiggedFactorMultiplier = 6.f;
F32 LLVOVolume::sLODSlopDistanceFactor = 0.5f; //Changing this to zero, effectively disables the LOD transition slop
F32 LLVOVolume::sDistanceFactor = 1.0f;
S32 LLVOVolume::sNumLODChanges = 0;
@ -1213,18 +1214,18 @@ void LLVOVolume::sculpt()
}
}
S32 LLVOVolume::computeLODDetail(F32 distance, F32 radius)
S32 LLVOVolume::computeLODDetail(F32 distance, F32 radius, F32 lod_factor)
{
S32 cur_detail;
if (LLPipeline::sDynamicLOD)
{
// We've got LOD in the profile, and in the twist. Use radius.
F32 tan_angle = (LLVOVolume::sLODFactor*radius)/distance;
F32 tan_angle = (lod_factor*radius) / distance;
cur_detail = LLVolumeLODGroup::getDetailFromTan(ll_round(tan_angle, 0.01f));
}
else
{
cur_detail = llclamp((S32) (sqrtf(radius)*LLVOVolume::sLODFactor*4.f), 0, 3);
cur_detail = llclamp((S32)(sqrtf(radius)*lod_factor*4.f), 0, 3);
}
return cur_detail;
}
@ -1240,6 +1241,7 @@ BOOL LLVOVolume::calcLOD()
F32 radius;
F32 distance;
F32 lod_factor = LLVOVolume::sLODFactor;
if (mDrawable->isState(LLDrawable::RIGGED))
{
@ -1251,22 +1253,27 @@ BOOL LLVOVolume::calcLOD()
return FALSE;
}
// Note: when changing, take note that a lot of rigged meshes have only one LOD.
lod_factor *= LLVOVolume::sRiggedFactorMultiplier;
distance = avatar->mDrawable->mDistanceWRTCamera;
radius = avatar->getBinRadius();
F32 avatar_radius = avatar->getBinRadius();
F32 object_radius = getVolume() ? getVolume()->mLODScaleBias.scaledVec(getScale()).length() : getScale().length();
radius = object_radius * LLVOVolume::sRiggedFactorMultiplier;
radius = llmin(radius, avatar_radius);
}
else
{
distance = mDrawable->mDistanceWRTCamera;
radius = getVolume() ? getVolume()->mLODScaleBias.scaledVec(getScale()).length() : getScale().length();
}
//hold onto unmodified distance for debugging
//F32 debug_distance = distance;
distance *= sDistanceFactor;
F32 rampDist = LLVOVolume::sLODFactor * 2;
F32 rampDist = lod_factor * 2;
if (distance < rampDist)
{
// Boost LOD when you're REALLY close
@ -1279,7 +1286,8 @@ BOOL LLVOVolume::calcLOD()
distance *= F_PI/3.f;
cur_detail = computeLODDetail(ll_round(distance, 0.01f),
ll_round(radius, 0.01f));
ll_round(radius, 0.01f),
lod_factor);
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_LOD_INFO) &&

View File

@ -327,7 +327,7 @@ public:
void clearRiggedVolume();
protected:
S32 computeLODDetail(F32 distance, F32 radius);
S32 computeLODDetail(F32 distance, F32 radius, F32 lod_factor);
BOOL calcLOD();
LLFace* addFace(S32 face_index);
void updateTEData();
@ -379,6 +379,7 @@ private:
public:
static F32 sLODSlopDistanceFactor;// Changing this to zero, effectively disables the LOD transition slop
static F32 sLODFactor; // LOD scale factor
static F32 sRiggedFactorMultiplier; // Worn rigged LOD scale factor multiplier
static F32 sDistanceFactor; // LOD distance factor
static LLPointer<LLObjectMediaDataClient> sObjectMediaClient;