feat: LOD 网格分级——meshopt 解析期简化 + 按距离/级联选级

vendored meshoptimizer 1.2(submodule 环境故障改直接 vendor)。Mesh
多 LOD:各级索引连续拼进同一 index buffer(共享顶点,LodRange 区间
选择),解析期 meshopt_simplify 生成链(LOD0=原始,每级目标减半,
相对误差 1e-2,小网格复用上级);都在 worker 线程,加载零额外卡顿。

SceneRenderer 按 (mesh, LOD) 聚合 batch(lookup key = 指针<<8|lod):
主视图按屏占比近似 radius/dist 选级(阈值 10/20 倍半径);阴影级联
按级联序降级(越远越简)。Draw 按 batch.lod 选索引区间。

A/B 对比(100 背包 10×10,RTX 5060 Laptop,vsync off):
- 纯背包:LOD 开 93-95 fps / 关 90-107 fps —— 无显著差异
- 加 SunTemple:LOD 开 52-56 / 关 51-55 —— 无显著差异
结论:当前场景瓶颈不在顶点数(5060 顶点吞吐富余),LOD 基础设施
保留(几何复杂资产/低端 GPU/更大场景生效),帧率问题转向 Tracy
GPU 时间线定位真实瓶颈。

坑:LodRange 记录"LOD 不足复用最后一级"时 first 不得继续累加
(buffer 无重复数据,累加必越界——VUID-08798 抓的)。
This commit is contained in:
2026-09-24 20:53:19 +08:00
parent 34b593f734
commit 5bdfb53566
125 changed files with 67608 additions and 29 deletions
+32 -10
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@@ -17,13 +17,13 @@ namespace Engine
{
Mesh::Mesh(Device& device, MemoryAllocator& allocator,
const std::vector<Vertex>& vertices,
const std::vector<u32>& indices,
const std::vector<std::vector<u32>>& lods,
Material* material)
: m_Material(material)
{
if (vertices.empty() || indices.empty())
if (vertices.empty() || lods.empty() || lods[0].empty())
{
ENGINE_ERROR("Mesh: empty vertices or indices");
ENGINE_ERROR("Mesh: empty vertices or LOD0 indices");
return;
}
@@ -35,15 +35,31 @@ namespace Engine
vk::MemoryPropertyFlagBits::eHostCoherent);
m_VertexBuffer->Upload(vertices.data(), vbSize);
u64 ibSize = sizeof(u32) * indices.size();
// 各级索引连续拼进同一 index buffer(共享顶点,只换索引区间)
std::vector<u32> allIndices;
for (const auto& idx : lods) {
allIndices.insert(allIndices.end(), idx.begin(), idx.end());
}
u64 ibSize = sizeof(u32) * allIndices.size();
m_IndexBuffer = CreateScope<Buffer>(
device, allocator, ibSize,
vk::BufferUsageFlagBits::eIndexBuffer,
vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent);
m_IndexBuffer->Upload(indices.data(), ibSize);
m_IndexBuffer->Upload(allIndices.data(), ibSize);
m_IndexCount = static_cast<u32>(indices.size());
// 记录各级区间。LOD 不足的级复用最后一级的"已有区间"
//(first 不得继续累加——buffer 里没有重复数据,累加必越界)
u32 first = 0;
for (u32 lod = 0; lod < kMeshLodCount; ++lod) {
if (lod < lods.size()) {
m_Lods[lod] = {first, static_cast<u32>(lods[lod].size())};
first += m_Lods[lod].indexCount;
} else {
m_Lods[lod] = m_Lods[lods.size() - 1];
}
}
// 局部空间包围球:顶点包围盒 → 中心 + 最大半径(视锥剔除用)
{
@@ -61,10 +77,12 @@ namespace Engine
}
}
ENGINE_INFO("Mesh created: {} vertices, {} indices", vertices.size(), indices.size());
ENGINE_INFO("Mesh created: {} vertices, LOD0 {} indices", vertices.size(), lods[0].size());
m_VertexBytes = sizeof(Vertex) * vertices.size();
m_IndexBytes = sizeof(u32) * indices.size();
for (const auto& idx : lods) {
m_IndexBytes += sizeof(u32) * idx.size();
}
STATS.AddMesh(m_VertexBytes, m_IndexBytes);
}
@@ -73,10 +91,14 @@ namespace Engine
STATS.RemoveMesh(m_VertexBytes, m_IndexBytes);
}
void Mesh::Draw(vk::CommandBuffer cmd, u32 instanceCount, u32 firstInstance) const
void Mesh::Draw(vk::CommandBuffer cmd, u32 instanceCount, u32 firstInstance,
u32 lod) const
{
const LodRange& range =
m_Lods[lod < kMeshLodCount ? lod : kMeshLodCount - 1];
cmd.bindVertexBuffers(0, m_VertexBuffer->Get(), {0});
cmd.bindIndexBuffer(m_IndexBuffer->Get(), 0, vk::IndexType::eUint32);
cmd.drawIndexed(m_IndexCount, instanceCount, 0, 0, firstInstance);
cmd.drawIndexed(range.indexCount, instanceCount, range.firstIndex,
0, firstInstance);
}
} // namespace Engine
+33 -4
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@@ -14,6 +14,8 @@
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <meshoptimizer.h>
#include <filesystem>
#include <algorithm>
@@ -81,13 +83,14 @@ Model::Model(Device& device, MemoryAllocator& allocator,
{{ h, 0.0f, -h}, {0, 1, 0}, {0.0f, 0.0f}},
};
const std::vector<u32> indices = {0, 1, 2, 0, 2, 3};
const std::vector<std::vector<u32>> lodIndices = {indices};
// 材质/纹理生命周期随模型(缓存持有)
std::string paths[Material::kSlotCount] = {"", "", "", ""};
Material* mat = GetOrCreateMaterial(paths, MaterialParams{}); // 全默认材质
m_Meshes.push_back(CreateScope<Mesh>(
m_Device, m_Allocator, vertices, indices, mat));
m_Device, m_Allocator, vertices, lodIndices, mat));
}
Scope<Model> Model::CreatePlane(Device& device, MemoryAllocator& allocator,
@@ -158,7 +161,7 @@ Scope<Model> Model::FromParsed(Device& device, MemoryAllocator& allocator,
for (auto& pm : parsed.meshes) {
Material* mat = model->GetOrCreateMaterial(pm.texPaths.data(), pm.params);
model->m_Meshes.push_back(CreateScope<Mesh>(
device, allocator, std::move(pm.vertices), std::move(pm.indices), mat));
device, allocator, pm.vertices, pm.lods, mat));
}
ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
parsed.path, model->m_Meshes.size(), model->m_TextureCache.size());
@@ -177,7 +180,7 @@ void Model::LoadModel(const std::string& path)
for (auto& pm : parsed.meshes) {
Material* mat = GetOrCreateMaterial(pm.texPaths.data(), pm.params);
m_Meshes.push_back(CreateScope<Mesh>(
m_Device, m_Allocator, std::move(pm.vertices), std::move(pm.indices), mat));
m_Device, m_Allocator, pm.vertices, pm.lods, mat));
}
ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
path, m_Meshes.size(), m_TextureCache.size());
@@ -256,7 +259,7 @@ ParsedMesh Model::ProcessMesh(const aiMesh* mesh, const aiScene* scene,
{
ParsedMesh out;
std::vector<Vertex>& vertices = out.vertices;
std::vector<u32>& indices = out.indices;
std::vector<u32> indices;
vertices.reserve(mesh->mNumVertices);
@@ -386,6 +389,32 @@ ParsedMesh Model::ProcessMesh(const aiMesh* mesh, const aiScene* scene,
out.texPaths[slot] = std::move(texPaths[slot]);
}
out.params = params;
// ---- LOD 链(解析期生成,worker 线程免费时间):----
// LOD0 = 原始;每级目标索引数减半,相对误差 1e-2。顶点共享,
// 简化只重排索引(meshopt_simplify 从 LOD0 单次起点逐级向下)
out.lods.push_back(std::move(indices));
for (u32 lod = 1; lod < kMeshLodCount; ++lod) {
const size_t target = out.lods[0].size() >> lod;
// 太小的网格不简化:简化收益低于误差风险,直接复用上一级
if (target < 96 || out.lods[0].size() < 192) {
out.lods.push_back(out.lods.back());
continue;
}
std::vector<u32> dest(out.lods[0].size());
float error = 0.0f;
const size_t count = meshopt_simplify(
dest.data(),
out.lods[0].data(), out.lods[0].size(),
&out.vertices[0].position.x, out.vertices.size(), sizeof(Vertex),
target, 1e-2f, 0, &error);
if (count == 0) {
out.lods.push_back(out.lods.back()); // 简化失败兜底
continue;
}
dest.resize(count);
out.lods.push_back(std::move(dest));
}
return out;
}
+1 -1
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@@ -139,7 +139,7 @@ namespace Engine::Passes
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
m_Gpu.forwardLayout, 1,
batch.mesh->GetMaterial()->GetDescriptorSet(), {});
batch.mesh->Draw(cmd, batch.count, batch.first);
batch.mesh->Draw(cmd, batch.count, batch.first, batch.lod);
}
cmd.endRendering();
+1 -1
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@@ -101,7 +101,7 @@ namespace Engine::Passes
&m_Frame.ubo.lightSpace[c]);
for (const auto& batch : m_Frame.shadowCascades[c].batches) {
batch.mesh->Draw(cmd, batch.count, batch.first);
batch.mesh->Draw(cmd, batch.count, batch.first, batch.lod);
}
cmd.endRendering();
+22 -5
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@@ -297,7 +297,19 @@ namespace Engine
glm::vec3(t.World() * glm::vec4(bounds.center, 1.0f));
const f32 worldRadius = bounds.radius * worldScale;
auto tryAppend = [&](ViewScratch& s, const Frustum& frustum) {
// LOD 选级:屏占比近似 = radius/距离(主视图按实例距离;
// 阈值 10/20 倍半径,可调)
const f32 dist =
glm::length(worldCenter - camTransform->GetPosition());
u32 mainLod = 0;
if (dist >= worldRadius * 20.0f) {
mainLod = 2;
} else if (dist >= worldRadius * 10.0f) {
mainLod = 1;
}
auto tryAppend = [&](ViewScratch& s, const Frustum& frustum,
u32 lod) {
if (!frustum.IntersectsSphere(worldCenter, worldRadius)) {
return;
}
@@ -309,10 +321,12 @@ namespace Engine
// 单实体时两序号恰好恒等,多实体共享 mesh 后分叉
// → batches[worldsIdx] 越界)。batch.first(GPU
// firstInstance 基址)才是 worlds 索引,语义别混
const u64 key =
(reinterpret_cast<u64>(mesh.get()) << 8) | lod;
const auto [it, inserted] = s.lookup.emplace(
mesh.get(), static_cast<u32>(s.result.batches.size()));
key, static_cast<u32>(s.result.batches.size()));
if (inserted) {
s.result.batches.push_back({mesh.get(), 0, 0});
s.result.batches.push_back({mesh.get(), 0, 0, lod});
s.batchWorlds.emplace_back();
s.batchPrevWorlds.emplace_back();
}
@@ -326,9 +340,12 @@ namespace Engine
++totalInstances;
};
tryAppend(m_MainScratch, mainFrustum);
tryAppend(m_MainScratch, mainFrustum, mainLod);
for (u32 c = 0; c < kMaxCascades; ++c) {
tryAppend(m_CascScratch[c], cascFrustum[c]);
// 级联降级:越远的级联覆盖范围越大,用越低的 LOD
//(阴影本来就是低频信息,误差可接受)
tryAppend(m_CascScratch[c], cascFrustum[c],
std::min(c, kMeshLodCount - 1));
}
}
});