Add mesh index buffer optimization based on meshoptimizer library

Work similar to existing impl but yields better results with even less overdraw.
This commit is contained in:
2026-06-01 18:41:45 +02:00
parent 45f7c1f0a0
commit a544cbcfde
5 changed files with 57 additions and 15 deletions
@@ -10,11 +10,12 @@
#include "Engine/Core/Collections/BitArray.h"
#include "Engine/Tools/ModelTool/ModelTool.h"
#include "Engine/Tools/ModelTool/VertexTriangleAdjacency.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Platform/Platform.h"
#include "Engine/Platform/MessageBox.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include <ThirdParty/meshoptimizer/meshoptimizer.h>
#define USE_MIKKTSPACE 1
#include "ThirdParty/MikkTSpace/mikktspace.h"
#include <ThirdParty/MikkTSpace/mikktspace.h>
#if USE_ASSIMP
#define USE_SPATIAL_SORT 1
#define ASSIMP_BUILD_NO_EXPORT
@@ -25,6 +26,26 @@
#endif
#include <stack>
bool InitedMeshOpt = false;
void* MeshOptAllocate(size_t size)
{
return Allocator::Allocate(size);
}
void MeshOptDeallocate(void* ptr)
{
Allocator::Free(ptr);
}
void InitMeshOpt()
{
if (InitedMeshOpt)
return;
InitedMeshOpt = true;
meshopt_setAllocator(MeshOptAllocate, MeshOptDeallocate);
}
#if PLATFORM_WINDOWS
// Import UVAtlas library
@@ -934,6 +955,23 @@ void MeshData::ImproveCacheLocality()
LOG(Info, "Generated {3} for mesh in {0}s ({1} vertices, {2} indices)", time, vertexCount, indexCount, TEXT("optimized indices"));
}
void MeshData::Optimize()
{
if (Indices.IsEmpty() || Positions.IsEmpty())
return;
PROFILE_CPU();
InitMeshOpt();
// Vertex cache optimization (https://meshoptimizer.org/#vertex-cache-optimization)
Array<uint32> tmpIndices;
tmpIndices.Resize(Indices.Count());
meshopt_optimizeVertexCache(tmpIndices.Get(), Indices.Get(), Indices.Count(), Positions.Count());
// Overdraw optimization (https://meshoptimizer.org/#overdraw-optimization)
const float overdrawThreshold = 1.05f;
meshopt_optimizeOverdraw(Indices.Get(), tmpIndices.Get(), Indices.Count(), (const float*)Positions.Get(), Positions.Count(), sizeof(Float3), overdrawThreshold);
}
float MeshData::CalculateTrianglesArea() const
{
PROFILE_CPU();
@@ -228,9 +228,16 @@ public:
/// <summary>
/// Reorders all triangles for improved vertex cache locality. It tries to arrange all triangles to fans and to render triangles which share vertices directly one after the other.
/// [Deprecated in v1.13]
/// </summary>
DEPRECATED("Use Optimize instead as it does more advanced optimizations on index buffer.")
void ImproveCacheLocality();
/// <summary>
/// Optimizes mesh vertex and index buffers for runtime rendering. Uses 'meshoptimizer' library.
/// </summary>
void Optimize();
/// <summary>
/// Sums the area of all triangles in the mesh.
/// </summary>
@@ -437,6 +437,12 @@ bool ProcessMesh(ModelData& result, AssimpImporterData& data, const aiMesh* aMes
}
}
}
if (data.Options.OptimizeMeshes)
{
mesh.Optimize();
}
return false;
}
@@ -730,7 +736,7 @@ bool ModelTool::ImportDataAssimp(const String& path, ModelData& data, Options& o
if (options.ReverseWindingOrder)
flags &= ~aiProcess_FlipWindingOrder;
if (options.OptimizeMeshes)
flags |= aiProcess_OptimizeMeshes | aiProcess_SplitLargeMeshes | aiProcess_ImproveCacheLocality;
flags |= aiProcess_OptimizeMeshes;
if (options.MergeMeshes)
flags |= aiProcess_RemoveRedundantMaterials;
}
@@ -988,7 +988,7 @@ bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh*
if (data.Options.OptimizeMeshes)
{
mesh.ImproveCacheLocality();
mesh.Optimize();
}
// Apply FBX Mesh geometry transformation
+2 -11
View File
@@ -45,6 +45,7 @@
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Animations/Graph/AnimGraph.h"
#include <ThirdParty/meshoptimizer/meshoptimizer.h>
extern void InitMeshOpt();
#endif
ModelSDFHeader::ModelSDFHeader(const ModelBase::SDFData& sdf, const GPUTextureDescription& desc)
@@ -940,16 +941,6 @@ void OptimizeCurve(LinearCurve<T>& curve)
}
}
void* MeshOptAllocate(size_t size)
{
return Allocator::Allocate(size);
}
void MeshOptDeallocate(void* ptr)
{
Allocator::Free(ptr);
}
void TrySetupMaterialParameter(MaterialInstance* instance, Span<const Char*> paramNames, const Variant& value, MaterialParameterType type)
{
for (const Char* name : paramNames)
@@ -1954,8 +1945,8 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
// Automatic LOD generation
if (options.GenerateLODs && options.LODCount > 1 && data.LODs.HasItems() && options.TriangleReduction < 1.0f - ZeroTolerance)
{
InitMeshOpt();
auto lodStartTime = DateTime::NowUTC();
meshopt_setAllocator(MeshOptAllocate, MeshOptDeallocate);
float triangleReduction = Math::Saturate(options.TriangleReduction);
int32 lodCount = Math::Max(options.LODCount, data.LODs.Count());
int32 baseLOD = Math::Clamp(options.BaseLOD, 0, lodCount - 1);