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
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// 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 type SimplifierFlags = 'LockBorder' | 'Sparse' | 'ErrorAbsolute' | 'Prune' | 'Regularize' | 'Permissive' | 'RegularizeLight' | 'PreserveFolds' | 'ErrorClamped';
export type RemesherFlags = 'Thicken' | 'Shell' | 'Solve';
/** @deprecated Use SimplifierFlags instead. */
export type Flags = SimplifierFlags;
export const MeshoptSimplifier: {
supported: boolean;
ready: Promise<void>;
compactMesh: (indices: Uint32Array) => [Uint32Array, number];
generatePositionRemap: (vertex_positions: Float32Array, vertex_positions_stride: number) => Uint32Array;
simplify: (
indices: Uint32Array,
vertex_positions: Float32Array,
vertex_positions_stride: number,
target_index_count: number,
target_error: number,
flags?: SimplifierFlags[]
) => [Uint32Array, number];
simplifyWithAttributes: (
indices: Uint32Array,
vertex_positions: Float32Array,
vertex_positions_stride: number,
vertex_attributes: Float32Array,
vertex_attributes_stride: number,
attribute_weights: number[],
vertex_lock: Uint8Array | null,
target_index_count: number,
target_error: number,
flags?: SimplifierFlags[]
) => [Uint32Array, number];
simplifyWithUpdate: (
indices: Uint32Array,
vertex_positions: Float32Array,
vertex_positions_stride: number,
vertex_attributes: Float32Array,
vertex_attributes_stride: number,
attribute_weights: number[],
vertex_lock: Uint8Array | null,
target_index_count: number,
target_error: number,
flags?: SimplifierFlags[]
) => [number, number];
simplifySloppy: (
indices: Uint32Array,
vertex_positions: Float32Array,
vertex_positions_stride: number,
vertex_lock: Uint8Array | null,
target_index_count: number,
target_error: number
) => [Uint32Array, number];
getScale: (vertex_positions: Float32Array, vertex_positions_stride: number) => number;
simplifyPoints: (
vertex_positions: Float32Array,
vertex_positions_stride: number,
target_vertex_count: number,
vertex_colors?: Float32Array,
vertex_colors_stride?: number,
color_weight?: number
) => Uint32Array;
simplifyPrune: (indices: Uint32Array, vertex_positions: Float32Array, vertex_positions_stride: number, target_error: number) => Uint32Array;
remesh: (
indices: Uint32Array,
vertex_positions: Float32Array,
vertex_positions_stride: number,
resolution: number,
flags?: RemesherFlags[]
) => Float32Array;
};