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:
+69
@@ -0,0 +1,69 @@
|
||||
// This file is part of meshoptimizer library and is distributed under the terms of MIT License.
|
||||
// Copyright (C) 2016-2026, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)
|
||||
|
||||
export class Bounds {
|
||||
centerX: number;
|
||||
centerY: number;
|
||||
centerZ: number;
|
||||
radius: number;
|
||||
coneApexX: number;
|
||||
coneApexY: number;
|
||||
coneApexZ: number;
|
||||
coneAxisX: number;
|
||||
coneAxisY: number;
|
||||
coneAxisZ: number;
|
||||
coneCutoff: number;
|
||||
}
|
||||
|
||||
export class MeshletBuffers {
|
||||
meshlets: Uint32Array;
|
||||
vertices: Uint32Array;
|
||||
triangles: Uint8Array;
|
||||
meshletCount: number;
|
||||
}
|
||||
|
||||
export class Meshlet {
|
||||
vertices: Uint32Array;
|
||||
triangles: Uint8Array;
|
||||
}
|
||||
|
||||
export const MeshoptClusterizer: {
|
||||
supported: boolean;
|
||||
ready: Promise<void>;
|
||||
|
||||
buildMeshlets: (
|
||||
indices: Uint32Array,
|
||||
vertex_positions: Float32Array,
|
||||
vertex_positions_stride: number,
|
||||
max_vertices: number,
|
||||
max_triangles: number,
|
||||
cone_weight?: number
|
||||
) => MeshletBuffers;
|
||||
|
||||
buildMeshletsFlex: (
|
||||
indices: Uint32Array,
|
||||
vertex_positions: Float32Array,
|
||||
vertex_positions_stride: number,
|
||||
max_vertices: number,
|
||||
min_triangles: number,
|
||||
max_triangles: number,
|
||||
cone_weight?: number,
|
||||
split_factor?: number
|
||||
) => MeshletBuffers;
|
||||
|
||||
buildMeshletsSpatial: (
|
||||
indices: Uint32Array,
|
||||
vertex_positions: Float32Array,
|
||||
vertex_positions_stride: number,
|
||||
max_vertices: number,
|
||||
min_triangles: number,
|
||||
max_triangles: number,
|
||||
fill_weight?: number
|
||||
) => MeshletBuffers;
|
||||
|
||||
extractMeshlet: (buffers: MeshletBuffers, index: number) => Meshlet;
|
||||
|
||||
computeClusterBounds: (indices: Uint32Array, vertex_positions: Float32Array, vertex_positions_stride: number) => Bounds;
|
||||
computeMeshletBounds: (buffers: MeshletBuffers, vertex_positions: Float32Array, vertex_positions_stride: number) => Bounds[];
|
||||
computeSphereBounds: (positions: Float32Array, positions_stride: number, radii?: Float32Array, radii_stride?: number) => Bounds;
|
||||
};
|
||||
Reference in New Issue
Block a user