Files
HelloVulkan/Lib/meshoptimizer/js/meshopt_clusterizer.d.ts
T
atdunbg 5bdfb53566 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)。
2026-09-24 20:53:19 +08:00

70 lines
1.8 KiB
TypeScript

// 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;
};