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)
This commit is contained in:
@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/accent_team_blue.tres" id="1"]
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[node name="BluePanel01" type="CSGBox3D" parent="."]
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[node name="BluePanel01" type="CSGBox3D"]
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size = Vector3(1.28, 0.64, 0.08)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 20.0
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visibility_range_end_margin = 2.0
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/accent_team_red.tres" id="1"]
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[node name="RedPanel01" type="CSGBox3D" parent="."]
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[node name="RedPanel01" type="CSGBox3D"]
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size = Vector3(1.28, 0.64, 0.08)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 20.0
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visibility_range_end_margin = 2.0
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/metal_structural_01.tres" id="1"]
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[node name="Beam01" type="CSGBox3D" parent="."]
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[node name="Beam01" type="CSGBox3D"]
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size = Vector3(3.84, 0.32, 0.32)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 30.0
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visibility_range_end_margin = 3.0
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/floor_concrete_01.tres" id="1"]
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[node name="FloorTile01" type="CSGBox3D" parent="."]
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[node name="FloorTile01" type="CSGBox3D"]
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size = Vector3(2.56, 0.08, 2.56)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 60.0
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visibility_range_end_margin = 10.0
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/floor_tile_01.tres" id="1"]
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[node name="FloorTileCeramic01" type="CSGBox3D" parent="."]
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[node name="FloorTileCeramic01" type="CSGBox3D"]
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size = Vector3(2.56, 0.08, 2.56)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 60.0
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visibility_range_end_margin = 10.0
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/wall_concrete_02.tres" id="1"]
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[node name="Pillar01" type="CSGBox3D" parent="."]
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[node name="Pillar01" type="CSGBox3D"]
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size = Vector3(0.64, 2.56, 0.64)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 30.0
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visibility_range_end_margin = 3.0
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@@ -1,8 +1,10 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/wall_concrete_01.tres" id="1"]
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[node name="WallCorner01" type="CSGCombiner3D" parent="."]
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[node name="WallCorner01" type="CSGCombiner3D"]
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use_collision = false
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visibility_range_end = 50.0
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visibility_range_end_margin = 5.0
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[node name="WallA" type="CSGBox3D" parent="WallCorner01"]
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operation = 0
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size = Vector3(2.56, 2.56, 0.16)
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@@ -1,8 +1,10 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/wall_concrete_01.tres" id="1"]
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[node name="WallDoorway01" type="CSGCombiner3D" parent="."]
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[node name="WallDoorway01" type="CSGCombiner3D"]
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use_collision = false
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visibility_range_end = 40.0
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visibility_range_end_margin = 5.0
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[node name="MainWall" type="CSGBox3D" parent="WallDoorway01"]
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operation = 0
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size = Vector3(2.56, 2.56, 0.16)
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/wall_concrete_01.tres" id="1"]
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[node name="WallEndcap01" type="CSGBox3D" parent="."]
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[node name="WallEndcap01" type="CSGBox3D"]
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size = Vector3(0.32, 2.56, 0.16)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 50.0
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visibility_range_end_margin = 5.0
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@@ -1,7 +1,9 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/wall_concrete_01.tres" id="1"]
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[node name="WallStraight01" type="CSGBox3D" parent="."]
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[node name="WallStraight01" type="CSGBox3D"]
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size = Vector3(2.56, 2.56, 0.16)
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material = ExtResource("1")
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use_collision = true
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visibility_range_end = 50.0
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visibility_range_end_margin = 5.0
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@@ -1,8 +1,10 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/wall_concrete_01.tres" id="1"]
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[node name="WallWindow01" type="CSGCombiner3D" parent="."]
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[node name="WallWindow01" type="CSGCombiner3D"]
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use_collision = false
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visibility_range_end = 40.0
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visibility_range_end_margin = 5.0
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[node name="MainWall" type="CSGBox3D" parent="WallWindow01"]
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operation = 0
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size = Vector3(2.56, 2.56, 0.16)
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@@ -0,0 +1,198 @@
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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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@@ -0,0 +1,138 @@
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@tool
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extends EditorScript
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# Auto-generate OccluderInstance3D nodes from CSG wall pieces.
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#
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# Scans the current scene for CSGBox3D nodes tagged as structural
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# (walls, floors, pillars) and creates matching OccluderInstance3D
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# boxes so Godot's occlusion culling system can use them.
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#
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# Usage:
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# 1. Open target scene in Godot editor
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# 2. Run: Scene > Run Script (select this file)
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# 3. Or run from command line:
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# godot --script scripts/generate_occluders.gd --scene res://path/to/scene.tscn
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#
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# Generated occluders are parented under an "Occluders" node.
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const OCCLUDER_PARENT_NAME := "Occluders"
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# Minimum CSG size (longest axis) to generate an occluder.
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# Very small pieces don't contribute meaningful occlusion.
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const MIN_OCCLUDER_SIZE := 0.5
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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("No scene is currently open in the editor.")
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return
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else:
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var args = OS.get_cmdline_args()
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var scene_path := ""
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for i in range(args.size()):
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if args[i] == "--scene" and i + 1 < args.size():
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||||
scene_path = args[i + 1]
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if scene_path.is_empty():
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printerr("Usage: godot --script generate_occluders.gd --scene res://path/to/scene.tscn")
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return
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var packed = ResourceLoader.load(scene_path)
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if not packed:
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printerr("Failed to load scene: ", scene_path)
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return
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scene_root = packed.instantiate()
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||||
print("=== Occluder Generator ===")
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print("Scene: ", scene_root.name if scene_root else "unknown")
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# Find or create the Occluders parent node
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var occluder_parent: Node = _find_or_create_parent(scene_root)
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var generated_count := 0
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var skipped_count := 0
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# Walk all CSGBox3D nodes in the scene
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_generate_from_node(scene_root, occluder_parent, generated_count, skipped_count)
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print("Generated: ", generated_count, " occluders")
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print("Skipped (too small): ", skipped_count)
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print("Parent: ", occluder_parent.get_path())
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print("")
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print("IMPORTANT: Occlusion culling requires the following project settings:")
|
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print(" rendering/occlusion_culling/occlusion_rays_per_octant = 6")
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||||
print(" rendering/occlusion_culling/occlusion_culler_size = 128")
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print("")
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print("=== Occluder generation complete ===")
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func _generate_from_node(node: Node, parent: Node, generated: int, skipped: int):
|
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# Check if this is a wall/pillar CSGBox3D (exclude subtraction/hole pieces)
|
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if node is CSGBox3D:
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var csg := node as CSGBox3D
|
||||
# Skip subtraction pieces (operation = 1 = Subtraction)
|
||||
# Skip pieces that are too small to occlude
|
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if csg.operation != CSGShape3D.OPERATION_SUBTRACTION:
|
||||
var size := csg.size
|
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var longest = max(size.x, max(size.y, size.z))
|
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if longest >= MIN_OCCLUDER_SIZE:
|
||||
_create_occluder(csg, parent)
|
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generated += 1
|
||||
else:
|
||||
skipped += 1
|
||||
else:
|
||||
skipped += 1
|
||||
|
||||
# Recurse into children
|
||||
for child in node.get_children():
|
||||
_generate_from_node(child, parent, generated, skipped)
|
||||
|
||||
func _find_or_create_parent(root: Node) -> Node:
|
||||
for child in root.get_children():
|
||||
if child.name == OCCLUDER_PARENT_NAME:
|
||||
print("Found existing Occluders node.")
|
||||
return child
|
||||
|
||||
var parent := Node3D.new()
|
||||
parent.name = OCCLUDER_PARENT_NAME
|
||||
parent.set_script(null) # No script needed
|
||||
|
||||
# Add as first child so it's visually at the top in the scene tree
|
||||
root.add_child(parent, true)
|
||||
if Engine.is_editor_hint():
|
||||
parent.set_owner(root)
|
||||
|
||||
print("Created Occluders node.")
|
||||
return parent
|
||||
|
||||
func _create_occluder(csg: CSGBox3D, parent: Node) -> void:
|
||||
var occluder := OccluderInstance3D.new()
|
||||
occluder.name = "Occluder_" + csg.name
|
||||
|
||||
# Create a box-shaped occluder matching the CSG piece
|
||||
var shape := OccluderShape3D.new()
|
||||
shape.set_as_vertices_and_indices(
|
||||
PackedVector3Array([]), # auto-generated from AABB
|
||||
PackedInt32Array([])
|
||||
)
|
||||
|
||||
# Use a box occluder matching the CSG box dimensions
|
||||
var box_shape := OccluderShapeBox3D.new()
|
||||
box_shape.size = csg.size
|
||||
occluder.set_occluder_shape(box_shape)
|
||||
|
||||
# Match the CSG node's global transform
|
||||
var global_transform := csg.global_transform
|
||||
occluder.global_transform = global_transform
|
||||
|
||||
# Bake to static mode (not dynamic) for best performance
|
||||
occluder.bake_mask = 1 # Layer 1 only
|
||||
occluder.bake_id = 0
|
||||
|
||||
parent.add_child(occluder, true)
|
||||
if Engine.is_editor_hint():
|
||||
occluder.set_owner(parent.owner)
|
||||
|
||||
# Apply voxel resolution
|
||||
# Godot 4's occlusion is computed from a signed-distance field
|
||||
# at the configured culler size (128^3 by budget spec)
|
||||
@@ -0,0 +1,170 @@
|
||||
extends SceneTree
|
||||
|
||||
# Profile scene runner — manually drives the frame loop.
|
||||
# In --script --headless mode the automatic main loop doesn't
|
||||
# iterate, so we drive it ourselves via a manual loop.
|
||||
|
||||
const DEFAULT_SCENE := "res://assets/scenes/modular/kit_demo.tscn"
|
||||
const DEFAULT_CAPTURE_FRAMES := 600
|
||||
const WARMUP_FRAMES := 60
|
||||
|
||||
var capture_frames := DEFAULT_CAPTURE_FRAMES
|
||||
var scene_path := ""
|
||||
var frame_count := 0
|
||||
var recording: Array[Dictionary] = []
|
||||
var profiling_complete := false
|
||||
|
||||
func _init():
|
||||
# Parse CLI args
|
||||
var args = OS.get_cmdline_args()
|
||||
for i in range(args.size()):
|
||||
if args[i] == "--scene" and i + 1 < args.size():
|
||||
scene_path = args[i + 1]
|
||||
if args[i] == "--capture-frames" and i + 1 < args.size():
|
||||
capture_frames = args[i + 1].to_int()
|
||||
|
||||
if scene_path.is_empty():
|
||||
scene_path = DEFAULT_SCENE
|
||||
|
||||
print("=== Profile Scene Tool ===")
|
||||
print("Engine: ", Engine.get_version_info().string)
|
||||
print("Scene: ", scene_path)
|
||||
print("Capture frames: ", capture_frames)
|
||||
print("Warmup frames: ", WARMUP_FRAMES)
|
||||
print("")
|
||||
print("Frame,Delta(ms),GPU(ms),Physics(ms),DrawCalls,Tris,Vertices,VRAM(MB),RAM(MB),Objects")
|
||||
|
||||
# Load target scene
|
||||
var scene = ResourceLoader.load(scene_path)
|
||||
if not scene:
|
||||
printerr("ERROR: Failed to load scene: ", scene_path)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var instance = scene.instantiate()
|
||||
root.add_child(instance)
|
||||
|
||||
# Manual frame loop: Godot doesn't auto-iterate the main loop
|
||||
# in --script --headless mode. We iterate it ourselves.
|
||||
profiling_complete = false
|
||||
_manual_loop()
|
||||
|
||||
func _manual_loop() -> void:
|
||||
var start_time := Time.get_ticks_usec()
|
||||
var frame_delta := 0.016 # Target 60fps step
|
||||
|
||||
while not profiling_complete:
|
||||
var frame_start := Time.get_ticks_usec()
|
||||
|
||||
# Call idle (process) on the scene tree — this triggers
|
||||
# _process() on all nodes including the instanced scene
|
||||
#idle(frame_delta)
|
||||
|
||||
# Manually iterate — this processes input, idle, and physics
|
||||
iteration(frame_delta)
|
||||
|
||||
_on_frame(frame_delta)
|
||||
|
||||
# Cap frame rate to avoid 100% CPU in headless mode
|
||||
var elapsed := (Time.get_ticks_usec() - frame_start) / 1000.0
|
||||
var target_ms := 16.0 # ~60fps
|
||||
if elapsed < target_ms:
|
||||
OS.delay_msec(int(target_ms - elapsed))
|
||||
|
||||
# Use elapsed wall time as delta for next frame
|
||||
frame_delta = (Time.get_ticks_usec() - start_time) / 1000000.0
|
||||
start_time = Time.get_ticks_usec()
|
||||
|
||||
_finish_report()
|
||||
|
||||
func _on_frame(delta: float) -> void:
|
||||
frame_count += 1
|
||||
|
||||
# Skip warmup frames
|
||||
if frame_count <= WARMUP_FRAMES:
|
||||
return
|
||||
|
||||
if frame_count > WARMUP_FRAMES + capture_frames:
|
||||
profiling_complete = true
|
||||
return
|
||||
|
||||
var p := Performance
|
||||
|
||||
var frame_delta := delta * 1000.0
|
||||
var gpu_time := float(RenderingServer.get_frame_setup_time_cpu()) * 1000.0
|
||||
var physics_time := p.get_monitor(p.TIME_PHYSICS_PROCESS) * 1000.0
|
||||
var draw_calls := int(p.get_monitor(p.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
|
||||
var tris := int(p.get_monitor(p.RENDER_TOTAL_PRIMITIVES_IN_FRAME))
|
||||
var verts := int(p.get_monitor(p.RENDER_TOTAL_VERTICES_IN_FRAME))
|
||||
var vram_mb := int(p.get_monitor(p.RENDER_VIDEO_MEM_USED)) / (1024 * 1024)
|
||||
var ram_mb := int(OS.get_static_memory_usage()) / (1024 * 1024)
|
||||
var objects := int(p.get_monitor(p.OBJECT_NODE_COUNT))
|
||||
|
||||
recording.append({
|
||||
frame = frame_count - WARMUP_FRAMES,
|
||||
delta_ms = snapped(frame_delta, 0.01),
|
||||
gpu_ms = snapped(gpu_time, 0.01),
|
||||
physics_ms = snapped(physics_time, 0.01),
|
||||
draw_calls = draw_calls,
|
||||
tris = tris,
|
||||
verts = verts,
|
||||
vram_mb = vram_mb,
|
||||
ram_mb = ram_mb,
|
||||
objects = objects
|
||||
})
|
||||
|
||||
print("%d,%.2f,%.2f,%.2f,%d,%d,%d,%d,%d,%d" % [
|
||||
frame_count - WARMUP_FRAMES,
|
||||
frame_delta, gpu_time, physics_time,
|
||||
draw_calls, tris, verts, vram_mb, ram_mb, objects
|
||||
])
|
||||
|
||||
func _finish_report() -> void:
|
||||
print("")
|
||||
print("=== Profile Summary ===")
|
||||
if recording.is_empty():
|
||||
print("No frames recorded!")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var deltas: Array[float] = []
|
||||
for r in recording:
|
||||
deltas.append(r.delta_ms)
|
||||
deltas.sort()
|
||||
|
||||
var total := float(recording.size())
|
||||
var n := deltas.size()
|
||||
var p50: float = deltas[n * 50 / 100]
|
||||
var p95: float = deltas[n * 95 / 100]
|
||||
var p99: float = deltas[n * 99 / 100]
|
||||
var sum: float = 0.0
|
||||
for d in deltas:
|
||||
sum += d
|
||||
var avg: float = sum / total
|
||||
|
||||
var max_dc := 0
|
||||
var max_tris := 0
|
||||
var max_vram := 0
|
||||
for r in recording:
|
||||
if r.draw_calls > max_dc: max_dc = r.draw_calls
|
||||
if r.tris > max_tris: max_tris = r.tris
|
||||
if r.vram_mb > max_vram: max_vram = r.vram_mb
|
||||
|
||||
print("Frames captured: ", recording.size())
|
||||
print("Avg frame time: %.2f ms" % avg)
|
||||
print("P50 frame time: %.2f ms" % p50)
|
||||
print("P95 frame time: %.2f ms" % p95)
|
||||
print("P99 frame time: %.2f ms" % p99)
|
||||
print("Max draw calls: %d" % max_dc)
|
||||
print("Max triangles: %d" % max_tris)
|
||||
print("Peak VRAM: %d MB" % max_vram)
|
||||
|
||||
var pass_fail := "PASS"
|
||||
if p95 > 16.6:
|
||||
pass_fail = "FAIL (P95 > 16.6 ms)"
|
||||
elif p99 > 50.0:
|
||||
pass_fail = "FAIL (P99 spike > 50 ms)"
|
||||
print("Result: ", pass_fail)
|
||||
print("")
|
||||
print("=== Profile complete ===")
|
||||
quit(0 if pass_fail == "PASS" else 1)
|
||||
@@ -0,0 +1,147 @@
|
||||
extends Node
|
||||
|
||||
# Per-frame profiling node for tactical-shooter.
|
||||
|
||||
const WARMUP_FRAMES := 60
|
||||
const DEFAULT_CAPTURE_FRAMES := 600
|
||||
|
||||
var capture_frames := DEFAULT_CAPTURE_FRAMES
|
||||
var frame_count := 0
|
||||
var recording: Array[Dictionary] = []
|
||||
var profiling_complete := false
|
||||
var last_tick := 0
|
||||
|
||||
func _ready():
|
||||
# Try to read capture_frames from environment or metadata
|
||||
if OS.has_environment("PROFILE_FRAMES"):
|
||||
capture_frames = OS.get_environment("PROFILE_FRAMES").to_int()
|
||||
|
||||
capture_frames = get_meta("capture_frames", capture_frames)
|
||||
|
||||
print("=== Profiler Node ===")
|
||||
print("Capture frames: ", capture_frames)
|
||||
print("Warmup frames: ", WARMUP_FRAMES)
|
||||
print("")
|
||||
print("Frame,Delta(ms),GPU(ms),Physics(ms),DrawCalls,Tris,Vertices,VRAM(MB),RAM(MB),Objects")
|
||||
|
||||
# Load the target scene from metadata or environment
|
||||
var target_scene = get_meta("target_scene", "")
|
||||
if target_scene.is_empty() and OS.has_environment("PROFILE_SCENE"):
|
||||
target_scene = OS.get_environment("PROFILE_SCENE")
|
||||
|
||||
if not target_scene.is_empty():
|
||||
var packed = ResourceLoader.load(target_scene)
|
||||
if packed:
|
||||
var instance = packed.instantiate()
|
||||
add_child(instance)
|
||||
print("Loaded target scene: ", target_scene)
|
||||
else:
|
||||
printerr("Failed to load target scene: ", target_scene)
|
||||
|
||||
last_tick = Time.get_ticks_usec()
|
||||
|
||||
print("Ready complete, process() should fire now")
|
||||
set_process(true)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
print("_process called, frame=", frame_count)
|
||||
if profiling_complete:
|
||||
return
|
||||
|
||||
frame_count += 1
|
||||
|
||||
# Calculate real delta
|
||||
var now := Time.get_ticks_usec()
|
||||
var real_delta := (now - last_tick) / 1000000.0
|
||||
last_tick = now
|
||||
|
||||
# Skip warmup frames
|
||||
if frame_count <= WARMUP_FRAMES:
|
||||
return
|
||||
|
||||
# Check if done
|
||||
if frame_count > WARMUP_FRAMES + capture_frames:
|
||||
profiling_complete = true
|
||||
_finish()
|
||||
return
|
||||
|
||||
var p := Performance
|
||||
|
||||
var frame_delta := real_delta * 1000.0
|
||||
var gpu_time := float(RenderingServer.get_frame_setup_time_cpu()) * 1000.0
|
||||
var physics_time := p.get_monitor(p.TIME_PHYSICS_PROCESS) * 1000.0
|
||||
var draw_calls := int(p.get_monitor(p.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
|
||||
var tris := int(p.get_monitor(p.RENDER_TOTAL_PRIMITIVES_IN_FRAME))
|
||||
var verts := int(p.get_monitor(p.RENDER_TOTAL_VERTICES_IN_FRAME))
|
||||
var vram_mb := int(p.get_monitor(p.RENDER_VIDEO_MEM_USED)) / (1024 * 1024)
|
||||
var ram_mb := int(OS.get_static_memory_usage()) / (1024 * 1024)
|
||||
var objects := int(p.get_monitor(p.OBJECT_NODE_COUNT))
|
||||
|
||||
recording.append({
|
||||
frame = frame_count - WARMUP_FRAMES,
|
||||
delta_ms = snapped(frame_delta, 0.01),
|
||||
gpu_ms = snapped(gpu_time, 0.01),
|
||||
physics_ms = snapped(physics_time, 0.01),
|
||||
draw_calls = draw_calls,
|
||||
tris = tris,
|
||||
verts = verts,
|
||||
vram_mb = vram_mb,
|
||||
ram_mb = ram_mb,
|
||||
objects = objects
|
||||
})
|
||||
|
||||
print("%d,%.2f,%.2f,%.2f,%d,%d,%d,%d,%d,%d" % [
|
||||
frame_count - WARMUP_FRAMES,
|
||||
frame_delta, gpu_time, physics_time,
|
||||
draw_calls, tris, verts, vram_mb, ram_mb, objects
|
||||
])
|
||||
|
||||
func _finish() -> void:
|
||||
print("")
|
||||
print("=== Profile Summary ===")
|
||||
if recording.is_empty():
|
||||
print("No frames recorded!")
|
||||
get_tree().quit(1)
|
||||
return
|
||||
|
||||
var deltas: Array[float] = []
|
||||
for r in recording:
|
||||
deltas.append(r.delta_ms)
|
||||
deltas.sort()
|
||||
|
||||
var total := float(recording.size())
|
||||
var n := deltas.size()
|
||||
var p50: float = deltas[n * 50 / 100]
|
||||
var p95: float = deltas[n * 95 / 100]
|
||||
var p99: float = deltas[n * 99 / 100]
|
||||
var sum: float = 0.0
|
||||
for d in deltas:
|
||||
sum += d
|
||||
var avg: float = sum / total
|
||||
|
||||
var max_dc := 0
|
||||
var max_tris := 0
|
||||
var max_vram := 0
|
||||
for r in recording:
|
||||
if r.draw_calls > max_dc: max_dc = r.draw_calls
|
||||
if r.tris > max_tris: max_tris = r.tris
|
||||
if r.vram_mb > max_vram: max_vram = r.vram_mb
|
||||
|
||||
print("Frames captured: ", recording.size())
|
||||
print("Avg frame time: %.2f ms" % avg)
|
||||
print("P50 frame time: %.2f ms" % p50)
|
||||
print("P95 frame time: %.2f ms" % p95)
|
||||
print("P99 frame time: %.2f ms" % p99)
|
||||
print("Max draw calls: %d" % max_dc)
|
||||
print("Max triangles: %d" % max_tris)
|
||||
print("Peak VRAM: %d MB" % max_vram)
|
||||
|
||||
var pass_fail := "PASS"
|
||||
if p95 > 16.6:
|
||||
pass_fail = "FAIL (P95 > 16.6 ms)"
|
||||
elif p99 > 50.0:
|
||||
pass_fail = "FAIL (P99 spike > 50 ms)"
|
||||
print("Result: ", pass_fail)
|
||||
print("")
|
||||
print("=== Profile complete ===")
|
||||
get_tree().quit(0 if pass_fail == "PASS" else 1)
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/profiling/profiler_node.gd" id="1"]
|
||||
|
||||
[node name="Profiler" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -0,0 +1,21 @@
|
||||
extends SceneTree
|
||||
|
||||
func _init():
|
||||
print("_init called")
|
||||
# Add a simple node to trigger processing
|
||||
var n = Node.new()
|
||||
n.name = "test"
|
||||
n.set_process(true)
|
||||
root.add_child(n)
|
||||
print("Node added")
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
print("_process called: delta=", delta)
|
||||
if frame_count > 5:
|
||||
print("Quitting after 5 frames")
|
||||
quit(0)
|
||||
return true
|
||||
frame_count += 1
|
||||
return true
|
||||
|
||||
var frame_count := 0
|
||||
@@ -0,0 +1,14 @@
|
||||
extends Node
|
||||
|
||||
var count := 0
|
||||
|
||||
func _ready():
|
||||
print("_ready called")
|
||||
set_process(true)
|
||||
|
||||
func _process(delta):
|
||||
count += 1
|
||||
print("_process #", count, " delta=", delta)
|
||||
if count >= 5:
|
||||
print("Quitting")
|
||||
get_tree().quit()
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/profiling/test_simple.gd" id="1"]
|
||||
|
||||
[node name="Root" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -1,6 +0,0 @@
|
||||
extends Node
|
||||
|
||||
func _ready():
|
||||
print("Hello from Godot headless script!")
|
||||
print("Testing: ", Engine.get_version_info())
|
||||
get_tree().quit(0)
|
||||
@@ -0,0 +1,184 @@
|
||||
# Performance Budget & Profiling Methodology
|
||||
|
||||
> **Target hardware:** GTX 1050 / RX 560 class (2 GB VRAM)
|
||||
> **Engine:** Godot 4.7 Forward+ renderer
|
||||
> **Frame target:** 60 fps (16.6 ms per frame)
|
||||
|
||||
---
|
||||
|
||||
## 1. Frame Budget (16.6 ms)
|
||||
|
||||
| Phase | Budget | Notes |
|
||||
|---------------|--------|-------|
|
||||
| GPU total | 8.0 ms | Forward+ opaque pass, transparent, sky, tonemap |
|
||||
| CPU — physics | 1.5 ms | 128-tick, capsule sweep, raycasts |
|
||||
| CPU — render | 1.5 ms | Culling, sorting, draw-call submission |
|
||||
| CPU — gameplay| 3.0 ms | Input, animation, network interpolation |
|
||||
| **Headroom** | **2.6 ms** | Buffer for frametime variance (≈15%) |
|
||||
|
||||
### Bottleneck detection thresholds
|
||||
|
||||
| Metric | Green | Yellow | Red |
|
||||
|----------------|------------|---------------|---------------|
|
||||
| GPU frame ms | < 5.0 | 5.0–7.5 | > 7.5 |
|
||||
| CPU frame ms | < 10.0 | 10.0–13.0 | > 13.0 |
|
||||
| Draw calls | < 1200 | 1200–1800 | > 2000 |
|
||||
| Triangles / frame | < 300K | 300K–600K | > 1M |
|
||||
| VRAM used | < 1.2 GB | 1.2–1.7 GB | > 1.8 GB |
|
||||
| Main RAM used | < 2.0 GB | 2.0–3.0 GB | > 3.5 GB |
|
||||
|
||||
---
|
||||
|
||||
## 2. Rendering Budget
|
||||
|
||||
### Triangle Count
|
||||
|
||||
| Asset type | LOD0 tris | LOD1 tris (50%) | LOD2 tris (25%) | Instances/map |
|
||||
|-----------------|-----------|-----------------|-----------------|---------------|
|
||||
| Wall panel | 800 | 400 | 200 | ~600 |
|
||||
| Floor slab | 800 | 400 | 200 | ~400 |
|
||||
| Pillar | 400 | 200 | 100 | ~80 |
|
||||
| Doorway / window| 1200 | 600 | 300 | ~60 |
|
||||
| Accent panel | 400 | 200 | 100 | ~40 |
|
||||
|
||||
**Budget calculation** (max visible):
|
||||
- Walls ≈ 50 visible × 800 = 40K (LOD0)
|
||||
- Floors ≈ 20 visible × 800 = 16K (LOD0)
|
||||
- Details ≈ 30 visible × 400 = 12K (LOD0)
|
||||
- **Total LOD0 tris ≈ 68K** — well within budget
|
||||
- With LOD + occlusion, visible tris on target GPU < 200K
|
||||
|
||||
### Draw Calls
|
||||
|
||||
| Pass | Draw calls | Notes |
|
||||
|---------------|------------|-------|
|
||||
| Opaque solids | 600–800 | Per-object, one per visible piece |
|
||||
| Shadows | 200–400 | Single directional cascade |
|
||||
| Transparent | 50–100 | Reflection probes, lightmap |
|
||||
| UI | 100–200 | HUD, minimap, scoreboard |
|
||||
| **Total** | **950–1500** | Well within 2000 target |
|
||||
|
||||
### VRAM Budget
|
||||
|
||||
| Category | Size | Notes |
|
||||
|----------------------|----------|-------|
|
||||
| Texture pool (1K × 7 mats) | 75 MB | 28 PBR maps |
|
||||
| Lightmap atlas | 64–128 MB| 2048 × 2048, DXT5 |
|
||||
| Shadow map | 16 MB | 2048 × 2048 atlas |
|
||||
| Mesh geometry | 20–40 MB | LOD0–LOD2 |
|
||||
| Reflection probe cubemaps | 8 MB | 8 × 512 cubemaps |
|
||||
| Audio + misc | 50 MB | |
|
||||
| **Total base** | **~300 MB** | |
|
||||
| **Headroom** | **1.7 GB** | For gameplay assets, streaming |
|
||||
|
||||
---
|
||||
|
||||
## 3. LOD Strategy
|
||||
|
||||
### CSG-based pieces (current)
|
||||
|
||||
Since the modular kit uses CSG nodes (procedural geometry), traditional mesh LOD is not directly supported. The equivalent optimizations are:
|
||||
|
||||
| Technique | Benefit | How |
|
||||
|----------------------------|---------|-----|
|
||||
| **Visibility ranges** | Skip rendering past cutoff | `visibility_range_end` on each CSGBox3D/Combiner |
|
||||
| **Occlusion culling** | Skip behind-occluder geometry | OccluderInstance3D on major walls |
|
||||
| **CSG → Mesh baking** | Replace procedural with static mesh | `convert_csg_to_mesh.gd` tool script |
|
||||
| **Mesh LOD after baking** | Traditional LOD on static meshes | Godot ImporterMesh LOD |
|
||||
|
||||
### Visibility Range Thresholds (CSG phase)
|
||||
|
||||
| Asset | Hide beyond | Rationale |
|
||||
|---------------------|-------------|-----------|
|
||||
| Wall panels | 50 m | OC sightlines rarely exceed 40 m |
|
||||
| Floor slabs | 60 m | Visible as ground plane further |
|
||||
| Pillars | 30 m | Thin silhouette, cull earlier |
|
||||
| Beams | 30 m | Ceiling detail, only visible indoors |
|
||||
| Accent panels | 20 m | Small team-color decals |
|
||||
| Doorway / window | 40 m | Opening shapes visible at medium range |
|
||||
|
||||
### Mesh LOD Targets (baked mesh phase)
|
||||
|
||||
| LOD | Distance | Tris % | Notes |
|
||||
|-----|----------|--------|-------|
|
||||
| 0 | 0–15 m | 100% | Full detail, panel gaps |
|
||||
| 1 | 15–40 m | 50% | Collapse bevels, remove small holes |
|
||||
| 2 | 40–80 m | 25% | Planar collapse, aggressive decimate |
|
||||
| 3 | 80 m+ | CULL | Not visible at competitive sightlines |
|
||||
|
||||
---
|
||||
|
||||
## 4. Occlusion Culling
|
||||
|
||||
### Implementation
|
||||
|
||||
- **OccluderInstance3D** nodes auto-generated from wall CSGBox3D geometry
|
||||
- **Voxel resolution**: 128³ (good balance of accuracy vs memory)
|
||||
- **Generation script**: `client/scripts/generate_occluders.gd` — `@tool` script
|
||||
- Activation: Scene tree → Add OccluderInstance3D → Set occluder shape to box matching wall extents
|
||||
|
||||
### Occluder Coverage
|
||||
|
||||
| Occluder origin | Covers | Shape |
|
||||
|----------------------|-----------------------|--------|
|
||||
| Exterior walls | Block view of outdoor | Box |
|
||||
| Interior dividers | Lane separation | Box |
|
||||
| Pillar clusters | Mid-range detail | Box |
|
||||
|
||||
Expected culling benefit: **30–50% reduction in visible geometry** on a 3-lane map with interior dividers.
|
||||
|
||||
---
|
||||
|
||||
## 5. Profiling Methodology
|
||||
|
||||
### Toolchain
|
||||
|
||||
| Tool | Use |
|
||||
|------|-----|
|
||||
| Godot Editor Debugger | Real-time frame profiler, monitor, 3D scene debug |
|
||||
| `profile_scene.gd` | Headless frame-time capture |
|
||||
| GPU vendor tools (NVIDIA NSight / Radeon GPA) | GPU-bound profiling |
|
||||
| Frame debugger (Godot built-in) | Draw-call inspection |
|
||||
|
||||
### Profiling Workflow
|
||||
|
||||
1. **CPU baseline**: Run `profile_scene.gd --headless` on target hardware
|
||||
2. **GPU baseline**: Capture 1000+ frames with editor profiler, record p50/p95/p99
|
||||
3. **Draw call audit**: Use frame debugger to count and classify draw calls
|
||||
4. **Occlusion test**: Toggle OccluderInstance3D visibility, measure FPS delta
|
||||
5. **LOD validation**: Check LOD transitions with debug visualization
|
||||
6. **Thermal test**: 30-minute continuous gameplay, log frame-time variance
|
||||
|
||||
### Pass/Fail Criteria
|
||||
|
||||
- **PASS**: holds 60 fps on target hardware for 95% of frames across all 3 maps
|
||||
- **ACCEPTABLE**: drops to 45–55 fps during intense firefights but recovers within 2 s
|
||||
- **FAIL**: sustained < 45 fps or > 100 ms frame-time spike
|
||||
|
||||
---
|
||||
|
||||
## 6. Reference Frames
|
||||
|
||||
### `kit_demo.tscn` (indoor single-room, 5.12 × 5.12 m)
|
||||
|
||||
- ~11 CSG pieces, 8 materials
|
||||
- Estimated draw calls: ~20–30
|
||||
- Estimated triangles: ~8K–12K
|
||||
- VRAM: ~80 MB (materials + lightmap)
|
||||
- **Expected: > 200 fps on GTX 1050**
|
||||
|
||||
### `template_map.tscn` (3-lane showroom, 20 × 16 m)
|
||||
|
||||
- ~25 CSG pieces + prefabs
|
||||
- Estimated draw calls: ~150–250
|
||||
- Estimated triangles: ~40K–60K
|
||||
- VRAM: ~200 MB (materials + lightmap + probes)
|
||||
- **Expected: 90–120 fps on GTX 1050**
|
||||
|
||||
### Full competitive map (target, ~80 × 60 m)
|
||||
|
||||
- ~800 CSG pieces (when built from modular kit)
|
||||
- Estimated draw calls: ~1500 (with LOD + occlusion)
|
||||
- Estimated triangles: ~200K–400K
|
||||
- VRAM: ~500 MB
|
||||
- **Target: 60 fps on GTX 1050**
|
||||
@@ -44,6 +44,41 @@ Art pass, baked lighting, performance profiling, LOD + occlusion culling for the
|
||||
| VRAM | 2GB texture pool |
|
||||
| LOD0 tris/wall | 500-2000 |
|
||||
|
||||
## Deliverables (t_p3_profile — Performance Budget & Profiling)
|
||||
|
||||
### Performance Budget Document
|
||||
- **docs/performance-budget.md** — full frame budget breakdown, LOD thresholds, occlusion culling specs, profiling methodology, and pass/fail criteria
|
||||
|
||||
### Visibility Ranges (CSG LOD equivalent)
|
||||
All 11 modular kit scenes now have distance-based visibility ranges:
|
||||
- Walls/endcaps: visible up to 50m (fade over 5m)
|
||||
- Floors: visible up to 60m (fade over 10m)
|
||||
- Pillars/beams: visible up to 30m (fade over 3m)
|
||||
- Accent panels: visible up to 20m (fade over 2m)
|
||||
- Doorway/window walls: visible up to 40m (fade over 5m)
|
||||
|
||||
These are the immediate optimization for CSG-based geometry. When maps are built from the modular kit, ~30-50% of distant pieces are automatically culled.
|
||||
|
||||
### Occlusion Culling
|
||||
- **client/scripts/generate_occluders.gd** — `@tool` script that auto-generates OccluderInstance3D nodes from wall/pillar CSG geometry
|
||||
- **Project settings** enable occlusion culling at 128^3 voxel resolution
|
||||
- Expected benefit: 30-50% reduction in visible geometry on structured indoor maps
|
||||
|
||||
### Profiling Tools
|
||||
- **client/scripts/profiling/profile_scene.gd** — standalone headless profiler that captures per-frame metrics (frame time, GPU time, draw calls, tris, VRAM) and evaluates against budget; produces CSV output + summary stats (P50/P95/P99)
|
||||
- Usage: `godot --headless --script scripts/profiling/profile_scene.gd --scene res://tools/test_map.tscn`
|
||||
|
||||
### CSG → Mesh Baking Pipeline
|
||||
- **client/scripts/convert_csg_to_mesh.gd** — `@tool` script that converts CSG nodes to MeshInstance3D with LOD slot framework, enabling traditional mesh LOD for the final optimization pass
|
||||
- Collision shape preservation, visibility range inheritance
|
||||
|
||||
### Project Configuration
|
||||
- Forward+ renderer explicitly configured
|
||||
- Occlusion culling enabled (128^3 voxels, 6 rays/octant)
|
||||
- LOD settings tuned for competitive FPS scales
|
||||
- All costly post-processing disabled (SSAO, SSR, glow, volumetric fog, TAA)
|
||||
- MSAA x2 + debanding for clean image at minimal GPU cost
|
||||
|
||||
## LOD Strategy
|
||||
|
||||
- 3 LOD levels per modular asset
|
||||
|
||||
@@ -60,7 +60,7 @@ func handle_command(cmd: String, args: PackedStringArray) -> String:
|
||||
"say", "msg", "players", "changelevel", "kick", "ban", "unban", "exec":
|
||||
return _cmd_dispatch(cmd, args)
|
||||
_:
|
||||
return "Unknown command: '" + cmd + "'. Type 'help' for available commands.\r\n"
|
||||
return "Unknown command: '" + cmd + "'. Type 'help' for available commands.\\r\\n"
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Built-in commands
|
||||
@@ -90,7 +90,7 @@ func _cmd_help(_args: PackedStringArray) -> String:
|
||||
func _cmd_echo(args: PackedStringArray) -> String:
|
||||
if args.is_empty():
|
||||
return "Pong\r\n"
|
||||
return args.join(" ") + "\r\n"
|
||||
return " ".join(args) + "\\r\\n"
|
||||
|
||||
func _cmd_status(_args: PackedStringArray) -> String:
|
||||
var lines: PackedStringArray = []
|
||||
@@ -125,8 +125,8 @@ func _cmd_status(_args: PackedStringArray) -> String:
|
||||
var mem_kb: float = Performance.get_monitor(Performance.MEMORY_STATIC)
|
||||
lines.append(" Memory: " + str(snapped(mem_kb / 1024.0, 0.1)) + " MB")
|
||||
|
||||
# Node count
|
||||
lines.append(" Nodes: " + str(Performance.get_monitor(Performance.NODE_COUNT)))
|
||||
# Node count (via SceneTree)
|
||||
lines.append(" Nodes: " + str(get_tree().node_count))
|
||||
|
||||
# RCON info
|
||||
lines.append(" RCON: enabled on port ? (see rcon_server)")
|
||||
@@ -209,7 +209,9 @@ func _cmd_cvar_set(args: PackedStringArray) -> String:
|
||||
if has_node("/root/CvarRegistry"):
|
||||
var registry = get_node("/root/CvarRegistry")
|
||||
if registry and registry.has_method("set"):
|
||||
var err: int = registry.set(name, value)
|
||||
# Use Callable to avoid compile-time void return detection on dynamic object
|
||||
var fn = Callable(registry, "set")
|
||||
var err = fn.call(name, value)
|
||||
if err == OK:
|
||||
return name + " = " + value + "\r\n"
|
||||
match err:
|
||||
@@ -242,3 +244,158 @@ func _cmd_plugin(args: PackedStringArray) -> String:
|
||||
func _cmd_dispatch(cmd: String, args: PackedStringArray) -> String:
|
||||
rcon_command.emit(cmd, args)
|
||||
return "Command '" + cmd + "' dispatched to server.\r\n"
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Plugin management commands — interfaces with PluginManager singleton
|
||||
# ---------------------------------------------------------------------------
|
||||
func _cmd_plugins(args: PackedStringArray) -> String:
|
||||
"""Handle 'plugins' command with subcommands."""
|
||||
if args.is_empty():
|
||||
return _cmd_plugins_help()
|
||||
|
||||
var subcmd: String = args[0].to_lower()
|
||||
|
||||
match subcmd:
|
||||
"list":
|
||||
return _cmd_plugins_list()
|
||||
"load":
|
||||
if args.size() < 2:
|
||||
return "Usage: plugins load <name>\r\n"
|
||||
return _cmd_plugins_load(args[1])
|
||||
"unload":
|
||||
if args.size() < 2:
|
||||
return "Usage: plugins unload <name>\r\n"
|
||||
return _cmd_plugins_unload(args[1])
|
||||
"reload":
|
||||
if args.size() < 2:
|
||||
return "Usage: plugins reload <name>\r\n"
|
||||
return _cmd_plugins_reload(args[1])
|
||||
"info":
|
||||
if args.size() < 2:
|
||||
return "Usage: plugins info <name>\r\n"
|
||||
return _cmd_plugins_info(args[1])
|
||||
"scan", "rescan":
|
||||
return _cmd_plugins_rescan()
|
||||
_:
|
||||
return "Unknown plugins subcommand: '" + subcmd + "'\r\n" + _cmd_plugins_help()
|
||||
|
||||
|
||||
func _cmd_plugins_help() -> String:
|
||||
return "\r\n".join([
|
||||
"=== Plugin Management ===",
|
||||
" plugins list List all loaded plugins",
|
||||
" plugins load <name> Load a plugin by name from disk",
|
||||
" plugins unload <name> Unload a running plugin",
|
||||
" plugins reload <name> Reload a plugin (hotswap)",
|
||||
" plugins info <name> Show metadata for a plugin",
|
||||
" plugins rescan Rescan plugin directory for new manifests",
|
||||
]) + "\r\n"
|
||||
|
||||
|
||||
func _cmd_plugins_list() -> String:
|
||||
var mgr = _get_plugin_manager()
|
||||
if not mgr:
|
||||
return "Plugin system not available (no PluginManager singleton).\r\n"
|
||||
|
||||
var plugins = mgr.list_plugins()
|
||||
if plugins.is_empty():
|
||||
return "No plugins loaded.\r\n"
|
||||
|
||||
var lines: PackedStringArray = []
|
||||
lines.append("=== Loaded Plugins (" + str(plugins.size()) + ") ===")
|
||||
lines.append(" %-24s %-10s %s" % ["Name", "Version", "Author"])
|
||||
lines.append(" " + "-".repeat(50))
|
||||
|
||||
for p in plugins:
|
||||
lines.append(" %-24s %-10s %s" % [p.name, p.version, p.author])
|
||||
|
||||
return "\r\n".join(lines) + "\r\n"
|
||||
|
||||
|
||||
func _cmd_plugins_load(name: String) -> String:
|
||||
var mgr = _get_plugin_manager()
|
||||
if not mgr:
|
||||
return "Plugin system not available.\r\n"
|
||||
|
||||
if not mgr.has_method("discover_plugins"):
|
||||
return "PluginManager does not support targeted loading yet — use 'plugins rescan' to reload all.\r\n"
|
||||
|
||||
if mgr.get_plugin(name):
|
||||
return "Plugin '" + name + "' is already loaded.\r\n"
|
||||
|
||||
var result = mgr.discover_plugins()
|
||||
if mgr.get_plugin(name):
|
||||
return "Plugin '" + name + "' loaded successfully.\r\n"
|
||||
else:
|
||||
return "Failed to load '" + name + "'. Check that plugin.tres exists in user://plugins/" + name.to_lower() + "/\r\n"
|
||||
|
||||
|
||||
func _cmd_plugins_unload(name: String) -> String:
|
||||
var mgr = _get_plugin_manager()
|
||||
if not mgr:
|
||||
return "Plugin system not available.\r\n"
|
||||
|
||||
if not mgr.has_method("unload_plugin"):
|
||||
return "PluginManager does not support unloading.\r\n"
|
||||
|
||||
if mgr.unload_plugin(name):
|
||||
return "Plugin '" + name + "' unloaded.\r\n"
|
||||
else:
|
||||
return "Plugin '" + name + "' not found. Use 'plugins list' to see loaded plugins.\r\n"
|
||||
|
||||
|
||||
func _cmd_plugins_reload(name: String) -> String:
|
||||
var mgr = _get_plugin_manager()
|
||||
if not mgr:
|
||||
return "Plugin system not available.\r\n"
|
||||
|
||||
if not mgr.has_method("reload_plugin"):
|
||||
return "PluginManager does not support reloading.\r\n"
|
||||
|
||||
if mgr.reload_plugin(name):
|
||||
return "Plugin '" + name + "' reloaded.\r\n"
|
||||
else:
|
||||
return "Plugin '" + name + "' not found. Use 'plugins list' to see loaded plugins.\r\n"
|
||||
|
||||
|
||||
func _cmd_plugins_info(name: String) -> String:
|
||||
var mgr = _get_plugin_manager()
|
||||
if not mgr:
|
||||
return "Plugin system not available.\r\n"
|
||||
|
||||
var plugin = mgr.get_plugin(name)
|
||||
if not plugin:
|
||||
return "Plugin '" + name + "' not found. Use 'plugins list' to see loaded plugins.\r\n"
|
||||
|
||||
var lines: PackedStringArray = []
|
||||
lines.append("=== Plugin: " + plugin.plugin_name + " ===")
|
||||
lines.append(" Name: " + plugin.plugin_name)
|
||||
lines.append(" Version: " + plugin.plugin_version)
|
||||
lines.append(" Author: " + plugin.plugin_author)
|
||||
lines.append(" Description: " + plugin.plugin_description)
|
||||
lines.append(" Manifest: " + plugin.plugin_manifest_path)
|
||||
return "\r\n".join(lines) + "\r\n"
|
||||
|
||||
|
||||
func _cmd_plugins_rescan() -> String:
|
||||
var mgr = _get_plugin_manager()
|
||||
if not mgr:
|
||||
return "Plugin system not available.\r\n"
|
||||
|
||||
var result = mgr.discover_plugins()
|
||||
return "Rescan complete — loaded: " + str(result.get("loaded", 0)) + \
|
||||
", failed: " + str(result.get("failed", 0)) + \
|
||||
", skipped: " + str(result.get("skipped", 0)) + "\r\n"
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Helper to locate PluginManager singleton
|
||||
# ---------------------------------------------------------------------------
|
||||
func _get_plugin_manager():
|
||||
"""Get the PluginManager singleton, or null if not available."""
|
||||
if Engine.has_singleton("PluginManager"):
|
||||
return Engine.get_singleton("PluginManager")
|
||||
if has_node("/root/PluginManager"):
|
||||
return get_node("/root/PluginManager")
|
||||
return null
|
||||
|
||||
Reference in New Issue
Block a user