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 d9b1742327
10 changed files with 125 additions and 29 deletions
+6
View File
@@ -47,4 +47,10 @@ target_compile_definitions(Engine PUBLIC TRACY_ON_DEMAND)
find_package(Threads REQUIRED)
target_link_libraries(Engine PUBLIC Threads::Threads)
# meshoptimizer(vendored,LOD 网格简化;submodule 机制故障改为直接 vendor)
file(GLOB MESHOPT_SOURCES ${CMAKE_SOURCE_DIR}/Lib/meshoptimizer/src/*.cpp)
add_library(meshopt STATIC ${MESHOPT_SOURCES})
target_include_directories(meshopt PUBLIC ${CMAKE_SOURCE_DIR}/Lib/meshoptimizer/src)
target_link_libraries(Engine PUBLIC meshopt)
target_compile_definitions(Engine PRIVATE VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1)
+21 -5
View File
@@ -18,13 +18,18 @@ namespace Engine
class Buffer;
class Material;
// LOD 级数:LOD0 = 原始网格,越高越简(解析期 meshopt_simplify 生成,
// 共享顶点数据,只换索引区间)
inline constexpr u32 kMeshLodCount = 3;
class Mesh
{
public:
// material 非拥有指针:Model 的材质缓存拥有(同贴图共享一份)
// lods[0] 必须为原始索引(与 vertices 对应),各级简化链由解析期生成
Mesh(Device& device, MemoryAllocator& allocator,
const std::vector<Vertex>& vertices,
const std::vector<u32>& indices,
const std::vector<std::vector<u32>>& lods,
Material* material);
~Mesh();
@@ -32,11 +37,16 @@ namespace Engine
Mesh& operator=(const Mesh&) = delete;
// instanceCount/firstInstance:GPUDriven 按 mesh 分 batch 后,
// 同 mesh 的 N 个实体一次 draw 完成,模型矩阵经实例索引取
void Draw(vk::CommandBuffer cmd, u32 instanceCount = 1, u32 firstInstance = 0) const;
// 同 mesh 的 N 个实体一次 draw 完成,模型矩阵经实例索引取。
// lod:索引区间选择(越界取最高级)
void Draw(vk::CommandBuffer cmd, u32 instanceCount = 1,
u32 firstInstance = 0, u32 lod = 0) const;
Material* GetMaterial() const { return m_Material; }
u32 GetIndexCount() const { return m_IndexCount; }
u32 GetLodIndexCount(u32 lod) const
{
return m_Lods[lod < kMeshLodCount ? lod : kMeshLodCount - 1].indexCount;
}
// 局部空间包围球(构造时从顶点算出),视锥剔除用
struct Bounds {
@@ -46,10 +56,16 @@ namespace Engine
const Bounds& GetBounds() const { return m_Bounds; }
private:
// 同一 index buffer 内连续排布的各级索引区间
struct LodRange {
u32 firstIndex = 0;
u32 indexCount = 0;
};
Scope<Buffer> m_VertexBuffer;
Scope<Buffer> m_IndexBuffer;
std::array<LodRange, kMeshLodCount> m_Lods{};
Material* m_Material;
u32 m_IndexCount = 0;
Bounds m_Bounds;
u64 m_VertexBytes = 0;
+3 -1
View File
@@ -34,7 +34,9 @@ namespace Engine
// worker 线程产出(ParseFromDisk),主线程消费(FromParsed)。
struct ParsedMesh {
std::vector<Vertex> vertices;
std::vector<u32> indices;
// LOD 链([0] = 原始索引,越往后越简):解析期 meshopt_simplify
// 生成(worker 线程),消费端共享顶点只换索引
std::vector<std::vector<u32>> lods;
std::array<std::string, Material::kSlotCount> texPaths;
MaterialParams params;
};
@@ -73,7 +73,9 @@ namespace Engine {
// 时实例分散各处),扁平化成连续数组推迟到 appendView
std::vector<std::vector<glm::mat4>> batchWorlds;
std::vector<std::vector<glm::mat4>> batchPrevWorlds;
std::unordered_map<Mesh*, u32> lookup;
// key = (Mesh*, LOD):同 mesh 不同 LOD 索引区间不同,
// 必须分开成 batch(低 8 位 LOD,高位指针,指针 8 字节对齐安全)
std::unordered_map<u64, u32> lookup;
void Clear()
{
+3 -1
View File
@@ -19,11 +19,13 @@ namespace Engine {
class Mesh;
// GPUDriven:按 mesh 聚合的绘制批
// GPUDriven:按 (mesh, LOD) 聚合的绘制批——同 mesh 不同 LOD 的实例
// 索引区间不同,不能并成一次 draw
struct InstanceBatch {
Mesh* mesh;
u32 first; // 在实例矩阵数组中的起始下标
u32 count; // 实例数
u32 lod = 0; // 绘制用索引区间(Mesh::Draw)
};
// 一个渲染视图的剔除结果(相机视图 / 光源视图各一份)
+32 -10
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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));
}
}
});