Merge pull request #110027 from zeux/lod-iter

Switch LOD generation to use iterative simplification
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Clay John 2025-09-24 20:57:41 -07:00 committed by GitHub
commit 6e4e8072e1
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@ -429,7 +429,6 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
unsigned int merged_vertex_count = merged_vertices.size();
const Vector3 *merged_vertices_ptr = merged_vertices.ptr();
const int32_t *merged_indices_ptr = merged_indices.ptr();
Vector3 *merged_normals_ptr = merged_normals.ptr();
{
@ -474,17 +473,22 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
}
}
unsigned int index_target = 12; // Start with the smallest target, 4 triangles
unsigned int last_index_count = 0;
print_verbose("LOD Generation: Triangles " + itos(index_count / 3) + ", vertices " + itos(vertex_count) + " (merged " + itos(merged_vertex_count) + ")" + (deformable ? ", deformable" : ""));
const float max_mesh_error = 1.0f; // we only need LODs that can be selected by error threshold
float mesh_error = 0.0f;
const float max_mesh_error = 1.0f; // We only need LODs that can be selected by error threshold.
const unsigned min_target_indices = 12;
LocalVector<int> current_indices = merged_indices;
float current_error = 0.0f;
while (current_indices.size() > min_target_indices * 2) {
unsigned int current_index_count = current_indices.size();
unsigned int target_index_count = MAX(((current_index_count / 3) / 2) * 3, min_target_indices);
while (index_target < index_count) {
PackedInt32Array new_indices;
new_indices.resize(index_count);
new_indices.resize(current_index_count);
int simplify_options = 0;
int simplify_options = SurfaceTool::SIMPLIFY_SPARSE; // Does not change appearance, but speeds up subsequent iterations.
// Lock geometric boundary in case the mesh is composed of multiple material subsets.
simplify_options |= SurfaceTool::SIMPLIFY_LOCK_BORDER;
@ -494,38 +498,40 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
simplify_options |= SurfaceTool::SIMPLIFY_REGULARIZE;
}
float step_error = 0.0f;
size_t new_index_count = SurfaceTool::simplify_with_attrib_func(
(unsigned int *)new_indices.ptrw(),
(const uint32_t *)merged_indices_ptr, index_count,
(const uint32_t *)current_indices.ptr(), current_index_count,
merged_vertices_f32.ptr(), merged_vertex_count,
sizeof(float) * 3, // Vertex stride
merged_attribs_ptr,
sizeof(float) * attrib_count, // Attribute stride
attrib_weights, attrib_count,
nullptr, // Vertex lock
index_target,
target_index_count,
max_mesh_error,
simplify_options,
&mesh_error);
&step_error);
if (new_index_count < last_index_count * 1.5f) {
index_target = index_target * 1.5f;
continue;
}
if (new_index_count == 0 || (new_index_count >= (index_count * 0.75f))) {
break;
}
if (new_index_count > 5000000) {
// This limit theoretically shouldn't be needed, but it's here
// as an ad-hoc fix to prevent a crash with complex meshes.
// The crash still happens with limit of 6000000, but 5000000 works.
// In the future, identify what's causing that crash and fix it.
WARN_PRINT("Mesh LOD generation failed for mesh " + get_name() + " surface " + itos(i) + ", mesh is too complex. Some automatic LODs were not generated.");
break;
}
// Accumulate error over iterations. Usually, it's correct to use step_error as is; however, on coarse LODs, we may start
// getting *smaller* relative error compared to the previous LOD. To make sure the error is monotonic and strictly increasing,
// and to limit the switching (pop) distance, we ensure the error grows by an arbitrary factor each iteration.
current_error = MAX(current_error * 1.5f, step_error);
new_indices.resize(new_index_count);
current_indices = new_indices;
if (new_index_count == 0 || (new_index_count >= current_index_count * 0.75f)) {
print_verbose(" LOD stop: got " + itos(new_index_count / 3) + " triangles when asking for " + itos(target_index_count / 3));
break;
}
if (current_error > max_mesh_error) {
print_verbose(" LOD stop: reached " + rtos(current_error) + " cumulative error (step error " + rtos(step_error) + ")");
break;
}
// We need to remap the LOD indices back to the original vertex array; note that we already copied new_indices into current_indices for subsequent iteration.
{
int *ptrw = new_indices.ptrw();
for (unsigned int j = 0; j < new_index_count; j++) {
@ -534,15 +540,11 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, Array p_bone_transf
}
Surface::LOD lod;
lod.distance = MAX(mesh_error * scale, CMP_EPSILON2);
lod.distance = MAX(current_error * scale, CMP_EPSILON2);
lod.indices = new_indices;
surfaces.write[i].lods.push_back(lod);
index_target = MAX(new_index_count, index_target) * 2;
last_index_count = new_index_count;
if (mesh_error == 0.0f) {
break;
}
print_verbose(" LOD " + itos(surfaces.write[i].lods.size()) + ": " + itos(new_index_count / 3) + " triangles, error " + rtos(current_error) + " (step error " + rtos(step_error) + ")");
}
surfaces.write[i].lods.sort_custom<Surface::LODComparator>();