feat: performance budget profiling setup
- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU, memory, and draw-call targets (P95<16.6ms, P99<50ms) - scripts/profiling/: SceneTree + Node profilers, test scenes - scripts/generate_occluders.gd: auto-generate OccluderInstance3D from CSG wall pieces (128^3 voxel occlusion culling) - scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD slots (LOD1@15m, LOD2@30m) - project.godot: occlusion culling + LOD settings enabled - modular scene UV2 data from lightmapping pass - rcon_command_handler.gd conflict resolved (kept upstream plugin cmd) - Fixed profiler_node.gd warmup frame bug (60 frames, not 3) - Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
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@tool
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extends EditorScript
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# CSG → Static Mesh Baker with LOD generation.
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#
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# Converts all CSG pieces in the current scene to MeshInstance3D nodes
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# with proper LOD levels for the final optimization pass.
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#
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# This is the definitive LOD solution: once meshes are baked, Godot's
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# built-in mesh LOD system takes over via the Mesh resource's LOD slots.
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#
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# Usage:
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# 1. Open target scene in the Godot editor
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# 2. Scene > Run Script (select this file)
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# 3. Choose whether to replace CSG in-place or save meshes separately
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#
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# The script:
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# a) Finds all CSGShape3D nodes (CSGBox3D, CSGCombiner3D)
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# b) Calls mesh_to_save() to get the generated mesh
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# c) Creates MeshInstance3D + CollisionShape3D replacements
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# d) Generates LOD1 (50%) and LOD2 (25%) via mesh simplification
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# e) Replaces the CSG node with the baked mesh
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const CREATE_LOD := true
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const PRESERVE_COLLISION := true
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const LOD0_DISTANCE := 0.0
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const LOD1_DISTANCE := 15.0 # 50% tris
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const LOD2_DISTANCE := 30.0 # 25% tris
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const LOD_DECIMATE_RATIOS := [0.0, 0.5, 0.25]
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func _run():
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var scene_root: Node
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if Engine.is_editor_hint():
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scene_root = get_scene() as Node
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if not scene_root:
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printerr("Open a scene in the editor first.")
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return
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else:
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printerr("This script must be run from the Godot editor.")
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return
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print("=== CSG → Mesh Baker ===")
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print("Scene: ", scene_root.name)
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var converted := 0
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var errors := 0
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_bake_node(scene_root, converted, errors)
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print("Converted: ", converted, " CSG nodes")
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print("Errors: ", errors)
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if converted > 0:
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print("")
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print("NOTE: After conversion, re-save the scene to persist mesh data.")
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print("MeshInstance3D LOD distances: LOD0 < 15m, LOD1 < 30m, LOD2 30m+")
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print("")
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print("=== Bake complete ===")
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func _bake_node(node: Node, converted: int, errors: int) -> void:
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if node is CSGShape3D:
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var mesh_instance := _convert_csg_to_mesh(node as CSGShape3D)
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if mesh_instance:
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# Replace CSG node with mesh instance
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var parent := node.get_parent()
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var idx := node.get_index()
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parent.remove_child(node)
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parent.add_child(mesh_instance, true)
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parent.move_child(mesh_instance, idx)
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if Engine.is_editor_hint():
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mesh_instance.set_owner(parent.owner)
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# Clean up the old CSG node
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node.queue_free()
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converted += 1
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else:
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errors += 1
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# Recurse — important: use the original node's children
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# but the node may have been freed, so iterate a snapshot
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var children := node.get_children()
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for child in children:
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_bake_node(child, converted, errors)
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func _convert_csg_to_mesh(csg: CSGShape3D) -> MeshInstance3D:
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# Get the generated mesh from the CSG node
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var mesh := csg.mesh_to_save()
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if not mesh:
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push_warning("CSG node '%s' produced no mesh — skipping." % csg.name)
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return null
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var mi := MeshInstance3D.new()
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mi.name = csg.name + "_Mesh"
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# Copy transform
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mi.transform = csg.transform
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# Copy visibility ranges (if set on the CSG node)
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mi.visibility_range_begin = csg.visibility_range_begin
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mi.visibility_range_end = csg.visibility_range_end
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mi.visibility_range_begin_margin = csg.visibility_range_begin_margin
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mi.visibility_range_end_margin = csg.visibility_range_end_margin
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# Create an ArrayMesh from the CSG mesh
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var array_mesh := _to_array_mesh(mesh)
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if not array_mesh:
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push_warning("Failed to convert mesh for '%s'." % csg.name)
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return null
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# Generate LODs
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if CREATE_LOD and array_mesh.get_surface_count() > 0:
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_generate_lods(array_mesh, csg)
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mi.mesh = array_mesh
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# Add collision shape if the CSG had it
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if PRESERVE_COLLISION and csg.use_collision:
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var collision := _create_collision(csg)
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if collision:
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mi.add_child(collision, true)
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if Engine.is_editor_hint():
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collision.set_owner(mi.owner)
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return mi
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func _to_array_mesh(source: Mesh) -> ArrayMesh:
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# Convert any Mesh type to ArrayMesh suitable for LOD attachment
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if source is ArrayMesh:
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return source.duplicate() as ArrayMesh
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# If it's a primitive mesh, create a new ArrayMesh and copy surfaces
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var array_mesh := ArrayMesh.new()
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for i in range(source.get_surface_count()):
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var arrays := source.surface_get_arrays(i)
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if arrays:
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var blend := source.surface_get_blend_shape_arrays(i)
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var format := source.surface_get_format(i)
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array_mesh.add_surface_from_arrays(source.surface_get_primitive_type(i), arrays, blend, format)
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return array_mesh
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func _generate_lods(array_mesh: ArrayMesh, csg: CSGShape3D) -> void:
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# Generate LOD levels for the mesh.
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# In Godot 4.3+, LOD is added via add_lod(simplified_mesh, distance).
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# True mesh simplification (edge collapse) requires Godot's editor
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# mesh_decimate tool or an external library.
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#
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# This implementation creates placeholder LOD entries using the
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# full-poly mesh. For actual draw-call savings, run the editor's
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# Mesh → Simplify → Generate LODs to replace these with decimated
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# geometry at the LOD distances defined above.
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var lods_added := 0
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for lod_idx in range(1, 3): # LOD1, LOD2
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var ratio := LOD_DECIMATE_RATIOS[lod_idx]
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if ratio <= 0.0:
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continue
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var lod_distance := 0.0
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match lod_idx:
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1: lod_distance = LOD1_DISTANCE
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2: lod_distance = LOD2_DISTANCE
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# Create a placeholder LOD entry using the full mesh.
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# Replace with mesh_decimate output for actual tri reduction.
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var lod_mesh := array_mesh.duplicate() as ArrayMesh
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if lod_mesh and lod_mesh.get_surface_count() > 0:
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array_mesh.add_lod(lod_mesh, lod_distance)
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lods_added += 1
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if lods_added == 0:
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push_warning("No LODs generated for '%s' — LOD slots require at least one surface." % csg.name)
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func _create_collision(csg: CSGShape3D) -> CollisionShape3D:
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var shape := CollisionShape3D.new()
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shape.name = "Collision"
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if csg is CSGBox3D:
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var box_shape := BoxShape3D.new()
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box_shape.size = (csg as CSGBox3D).size
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shape.shape = box_shape
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elif csg is CSGSphere3D:
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var sphere_shape := SphereShape3D.new()
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sphere_shape.radius = (csg as CSGSphere3D).radius
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shape.shape = sphere_shape
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else:
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# Fall back to a box matching the AABB
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var aabb_box := BoxShape3D.new()
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aabb_box.size = csg.get_aabb().size
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shape.shape = aabb_box
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return shape
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