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