2024-02-05 09:54:25 +08:00
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---
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title: 剖析虚幻渲染体系(08)- Shader体系
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date: 2024-02-04 21:44:10
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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2024-02-06 10:30:09 +08:00
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原文地址:https://www.cnblogs.com/timlly/p/15092257.html
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# FShader
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```c++
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class FShader
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{
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public:
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// 在编译触发之前修改编译环境参数, 可由子类覆盖.
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static void ModifyCompilationEnvironment(const FShaderPermutationParameters&, FShaderCompilerEnvironment&) {}
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// 是否需要编译指定的排列, 可由子类覆盖.
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static bool ShouldCompilePermutation(const FShaderPermutationParameters&) { return true; }
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// 检测编译结果是否有效, 可由子类覆盖.
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static bool ValidateCompiledResult(EShaderPlatform InPlatform, const FShaderParameterMap& InParameterMap, TArray<FString>& OutError) { return true; }
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// 取得RayTracingPayloadType
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static ERayTracingPayloadType GetRayTracingPayloadType(const int32 PermutationId) { return static_cast<ERayTracingPayloadType>(0); }
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// 获取各类数据的Hash的接口.
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RENDERCORE_API const FSHAHash& GetHash() const;
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RENDERCORE_API const FSHAHash& GetVertexFactoryHash() const;
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RENDERCORE_API const FSHAHash& GetOutputHash() const;
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/** Returns an identifier suitable for deterministic sorting of shaders between sessions. */
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uint32 GetSortKey() const { return SortKey; }
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// 保存并检测shader代码的编译结果.
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RENDERCORE_API void Finalize(const FShaderMapResourceCode* Code);
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// 数据获取接口.
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inline FShaderType* GetType(const FShaderMapPointerTable& InPointerTable) const { return Type.Get(InPointerTable.ShaderTypes); }
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inline FShaderType* GetType(const FPointerTableBase* InPointerTable) const { return Type.Get(InPointerTable); }
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inline FVertexFactoryType* GetVertexFactoryType(const FShaderMapPointerTable& InPointerTable) const { return VFType.Get(InPointerTable.VFTypes); }
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inline FVertexFactoryType* GetVertexFactoryType(const FPointerTableBase* InPointerTable) const { return VFType.Get(InPointerTable); }
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inline FShaderType* GetTypeUnfrozen() const { return Type.GetUnfrozen(); }
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inline int32 GetResourceIndex() const { checkSlow(ResourceIndex != INDEX_NONE); return ResourceIndex; }
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inline EShaderPlatform GetShaderPlatform() const { return Target.GetPlatform(); }
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inline EShaderFrequency GetFrequency() const { return Target.GetFrequency(); }
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inline const FShaderTarget GetTarget() const { return Target; }
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inline bool IsFrozen() const { return Type.IsFrozen(); }
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inline uint32 GetNumInstructions() const { return NumInstructions; }
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#if WITH_EDITORONLY_DATA
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inline uint32 GetNumTextureSamplers() const { return NumTextureSamplers; }
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inline uint32 GetCodeSize() const { return CodeSize; }
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inline void SetNumInstructions(uint32 Value) { NumInstructions = Value; }
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#else
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inline uint32 GetNumTextureSamplers() const { return 0u; }
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inline uint32 GetCodeSize() const { return 0u; }
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#endif
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// 尝试返回匹配指定类型的自动绑定的Uniform Buffer, 如果不存在则返回未绑定的.
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template<typename UniformBufferStructType>
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FORCEINLINE_DEBUGGABLE const TShaderUniformBufferParameter<UniformBufferStructType>& GetUniformBufferParameter() const
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{
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const FShaderUniformBufferParameter& FoundParameter = GetUniformBufferParameter(UniformBufferStructType::FTypeInfo::GetStructMetadata());
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return static_cast<const TShaderUniformBufferParameter<UniformBufferStructType>&>(FoundParameter);
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}
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FORCEINLINE_DEBUGGABLE const FShaderUniformBufferParameter& GetUniformBufferParameter(const FShaderParametersMetadata* SearchStruct) const
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{
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const FHashedName SearchName = SearchStruct->GetShaderVariableHashedName();
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return GetUniformBufferParameter(SearchName);
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}
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FORCEINLINE_DEBUGGABLE const FShaderUniformBufferParameter& GetUniformBufferParameter(const FHashedName SearchName) const
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{
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int32 FoundIndex = INDEX_NONE;
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TArrayView<const FHashedName> UniformBufferParameterStructsView(UniformBufferParameterStructs);
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for (int32 StructIndex = 0, Count = UniformBufferParameterStructsView.Num(); StructIndex < Count; StructIndex++)
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{
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if (UniformBufferParameterStructsView[StructIndex] == SearchName)
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{
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FoundIndex = StructIndex;
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break;
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}
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}
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if (FoundIndex != INDEX_NONE)
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{
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const FShaderUniformBufferParameter& FoundParameter = UniformBufferParameters[FoundIndex];
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return FoundParameter;
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}
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else
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{
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// This can happen if the uniform buffer was not bound
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// There's no good way to distinguish not being bound due to temporary debugging / compiler optimizations or an actual code bug,
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// Hence failing silently instead of an error message
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static FShaderUniformBufferParameter UnboundParameter;
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return UnboundParameter;
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}
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}
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RENDERCORE_API const FShaderParametersMetadata* FindAutomaticallyBoundUniformBufferStruct(int32 BaseIndex) const;
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RENDERCORE_API void DumpDebugInfo(const FShaderMapPointerTable& InPtrTable);
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#if WITH_EDITOR
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RENDERCORE_API void SaveShaderStableKeys(const FShaderMapPointerTable& InPtrTable, EShaderPlatform TargetShaderPlatform, int32 PermutationId, const struct FStableShaderKeyAndValue& SaveKeyVal);
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#endif // WITH_EDITOR
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/** Returns the meta data for the root shader parameter struct. */
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static inline const FShaderParametersMetadata* GetRootParametersMetadata()
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{
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return nullptr;
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}
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private:
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RENDERCORE_API void BuildParameterMapInfo(const TMap<FString, FParameterAllocation>& ParameterMap);
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public:
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// 着色器参数绑定.
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LAYOUT_FIELD(FShaderParameterBindings, Bindings);
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// 着色器参数绑定的映射信息.
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LAYOUT_FIELD(FShaderParameterMapInfo, ParameterMapInfo);
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protected:
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LAYOUT_FIELD(TMemoryImageArray<FHashedName>, UniformBufferParameterStructs);
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LAYOUT_FIELD(TMemoryImageArray<FShaderUniformBufferParameter>, UniformBufferParameters);
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// 下面3个是编辑器参数.
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// 着色器的编译输出和结果参数映射的哈希值, 用于查找匹配的资源.
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LAYOUT_FIELD_EDITORONLY(FSHAHash, OutputHash);
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// 顶点工厂资源哈希值
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LAYOUT_FIELD_EDITORONLY(FSHAHash, VFSourceHash);
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// Shader资源哈希值.
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LAYOUT_FIELD_EDITORONLY(FSHAHash, SourceHash);
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private:
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// 着色器类型.
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LAYOUT_FIELD(TIndexedPtr<FShaderType>, Type);
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// 顶点工厂类型.
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LAYOUT_FIELD(TIndexedPtr<FVertexFactoryType>, VFType);
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2024-02-06 13:07:47 +08:00
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// 目标平台和着色频率(frequency).
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2024-02-06 10:30:09 +08:00
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LAYOUT_FIELD(FShaderTarget, Target);
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2024-02-06 13:07:47 +08:00
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// 在FShaderMapResource的shader索引.
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2024-02-06 10:30:09 +08:00
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LAYOUT_FIELD(int32, ResourceIndex);
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2024-02-06 13:07:47 +08:00
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// shader指令数.
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2024-02-06 10:30:09 +08:00
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LAYOUT_FIELD(uint32, NumInstructions);
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/** Truncated version of OutputHash, intended for sorting. Not suitable for unique shader identification. */
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LAYOUT_FIELD(uint32, SortKey);
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2024-02-06 13:07:47 +08:00
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// 纹理采样器数量.
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2024-02-06 10:30:09 +08:00
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LAYOUT_FIELD_EDITORONLY(uint32, NumTextureSamplers);
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2024-02-06 13:07:47 +08:00
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// shader代码尺寸.
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2024-02-06 10:30:09 +08:00
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LAYOUT_FIELD_EDITORONLY(uint32, CodeSize);
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};
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2024-02-06 13:07:47 +08:00
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```
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以上可知,FShader存储着Shader关联的绑定参数、顶点工厂、编译后的各类资源等数据,并提供了编译器修改和检测接口,还有各类数据获取接口。
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FShader实际上是个基础父类,它的子类有:
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- **FGlobalShader**:全局着色器,它的子类在内存中只有唯一的实例,常用于屏幕方块绘制、后处理等。相比父类FShader,增加了SetParameters设置视图统一缓冲的接口。FGlobalShader包含了后处理、光照、工具类、可视化、地形、虚拟纹理等方面的Shader代码,可以是VS、PS、CS,但CS必然是FGlobalShader的子类
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- **FMaterialShader**:材质着色器,由FMaterialShaderType指定的材质引用的着色器,是材质蓝图在实例化后的一个shader子集。FMaterialShader主要包含了模型、专用Pass、体素化等方面的Shader代码,可以是VS、PS、GS等,但不会有CS。
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## Shader Parameter
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位于`Engine\Source\Runtime\RenderCore\Public\ShaderParameters.h`。
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- FShaderParameter:着色器的寄存器绑定参数, 它的类型可以是float1/2/3/4,数组等。
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- FShaderResourceParameter:着色器资源绑定(纹理或采样器)。
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- FRWShaderParameter:绑定了UAV或SRV资源的类型。
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- FShaderUniformBufferParameter:着色器统一缓冲参数。
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## Uniform Buffer
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位于`Engine\Source\Runtime\RHI\Public\RHIResources.h`。
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UE的Uniform Buffer涉及了几个核心的概念,最底层的是RHI层的FRHIUniformBuffer,封装了各种图形API的统一缓冲区(也叫Constant Buffer)。
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```c++
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class FRHIUniformBuffer : public FRHIResource
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{
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public:
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// 构造函数.
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FRHIUniformBuffer(const FRHIUniformBufferLayout& InLayout);
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// 引用计数操作.
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uint32 AddRef() const;
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uint32 Release() const;
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// 数据获取接口.
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uint32 GetSize() const;
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const FRHIUniformBufferLayout& GetLayout() const;
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bool IsGlobal() const;
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private:
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// RHI Uniform Buffer的布局.
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const FRHIUniformBufferLayout* Layout;
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// 缓冲区尺寸.
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uint32 LayoutConstantBufferSize;
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};
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2024-02-06 17:24:44 +08:00
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// 定义FRHIUniformBuffer的引用类型.
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typedef TRefCountPtr<FRHIUniformBuffer> FUniformBufferRHIRef;
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// Engine\Source\Runtime\RenderCore\Public\ShaderParameterMacros.h
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// 引用了指定类型的FRHIUniformBuffer的实例资源. 注意是继承了FUniformBufferRHIRef.
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template<typename TBufferStruct>
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class TUniformBufferRef : public FUniformBufferRHIRef
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{
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public:
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TUniformBufferRef();
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// 根据给定的值创建Uniform Buffer, 并返回结构体引用. (模板)
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static TUniformBufferRef<TBufferStruct> CreateUniformBufferImmediate(const TBufferStruct& Value, EUniformBufferUsage Usage, EUniformBufferValidation Validation = EUniformBufferValidation::ValidateResources);
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// 根据给定的值创建[局部]的Uniform Buffer, 并返回结构体引用.
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static FLocalUniformBuffer CreateLocalUniformBuffer(FRHICommandList& RHICmdList, const TBufferStruct& Value, EUniformBufferUsage Usage);
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// 立即刷新缓冲区数据到RHI.
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void UpdateUniformBufferImmediate(const TBufferStruct& Value);
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private:
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// 私有构造体, 只能给TUniformBuffer和TRDGUniformBuffer创建.
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TUniformBufferRef(FRHIUniformBuffer* InRHIRef);
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template<typename TBufferStruct2>
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friend class TUniformBuffer;
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friend class TRDGUniformBuffer<TBufferStruct>;
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};
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```
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最后TUniformBuffer和TRDGUniformBuffer引用了FUniformBufferRHIRef。TUniformBuffer为`TUniformBufferRef<TBufferStruct> UniformBufferRHI`成员变量;TRDGUniformBuffer为`TRefCountPtr<FRHIUniformBuffer> UniformBufferRHI`。
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![[UE_Uniform.png]]
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### 定义宏
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- SHADER_PARAMETER_STRUCT_REF:引用着色器参数结构体(全局的才行)
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- SHADER_PARAMETER_STRUCT_INCLUDE:包含着色器参数结构体(局部或全局都行)
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# Vertex Factory
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我们知道,在引擎中存在着静态网格、蒙皮骨骼、程序化网格以及地形等等类型的网格类型,而材质就是通过顶点工厂FVertexFactory来支持这些网格类型。实际上,顶点工厂要涉及各方面的数据和类型,包含但不限于:
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- 顶点着色器。顶点着色器的输入输出需要顶点工厂来表明数据的布局。
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- 顶点工厂的参数和RHI资源。这些数据将从C++层传入到顶点着色器中进行处理。
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- 顶点缓冲和顶点布局。通过顶点布局,我们可以自定义和扩展顶点缓冲的输入,从而实现定制化的Shader代码。
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- 几何预处理。顶点缓冲、网格资源、材质参数等等都可以在真正渲染前预处理它们。
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![[UE_VertexFactory.png]]
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**顶点工厂在渲染层级中的关系。由图可知,顶点工厂是渲染线程的对象,横跨于CPU和GPU两端。**
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```c++
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// Engine\Source\Runtime\RHI\Public\RHI.h
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// 顶点元素.
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struct FVertexElement
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{
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uint8 StreamIndex; // 流索引
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uint8 Offset; // 偏移
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TEnumAsByte<EVertexElementType> Type; // 类型
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uint8 AttributeIndex;// 属性索引
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uint16 Stride; // 步长
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// 实例索引或顶点索引是否实例化的, 若是0, 则元素会对每个实例进行重复.
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uint16 bUseInstanceIndex;
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FVertexElement();
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FVertexElement(uint8 InStreamIndex, ...);
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|
|
|
void operator=(const FVertexElement& Other);
|
|
|
|
|
friend FArchive& operator<<(FArchive& Ar,FVertexElement& Element);
|
|
|
|
|
|
|
|
|
|
FString ToString() const;
|
|
|
|
|
void FromString(const FString& Src);
|
|
|
|
|
void FromString(const FStringView& Src);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点声明元素列表的类型.
|
|
|
|
|
typedef TArray<FVertexElement,TFixedAllocator<MaxVertexElementCount> > FVertexDeclarationElementList;
|
|
|
|
|
|
|
|
|
|
// Engine\Source\Runtime\RHI\Public\RHIResources.h
|
|
|
|
|
// 顶点声明的RHI资源
|
|
|
|
|
class FRHIVertexDeclaration : public FRHIResource
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
virtual bool GetInitializer(FVertexDeclarationElementList& Init) { return false; }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点缓冲区
|
|
|
|
|
class FRHIVertexBuffer : public FRHIResource
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FRHIVertexBuffer(uint32 InSize,uint32 InUsage);
|
|
|
|
|
|
|
|
|
|
uint32 GetSize() const;
|
|
|
|
|
uint32 GetUsage() const;
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
FRHIVertexBuffer();
|
|
|
|
|
|
|
|
|
|
void Swap(FRHIVertexBuffer& Other);
|
|
|
|
|
void ReleaseUnderlyingResource();
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
// 尺寸.
|
|
|
|
|
uint32 Size;
|
|
|
|
|
// 缓冲区标记, 如BUF_UnorderedAccess
|
|
|
|
|
uint32 Usage;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Engine\Source\Runtime\RenderCore\Public\VertexFactory.h
|
|
|
|
|
// 顶点输入流.
|
|
|
|
|
struct FVertexInputStream
|
|
|
|
|
{
|
|
|
|
|
// 顶点流索引
|
|
|
|
|
uint32 StreamIndex : 4;
|
|
|
|
|
// 在VertexBuffer的偏移.
|
|
|
|
|
uint32 Offset : 28;
|
|
|
|
|
// 顶点缓存区
|
|
|
|
|
FRHIVertexBuffer* VertexBuffer;
|
|
|
|
|
|
|
|
|
|
FVertexInputStream();
|
|
|
|
|
FVertexInputStream(uint32 InStreamIndex, uint32 InOffset, FRHIVertexBuffer* InVertexBuffer);
|
|
|
|
|
|
|
|
|
|
inline bool operator==(const FVertexInputStream& rhs) const;
|
|
|
|
|
inline bool operator!=(const FVertexInputStream& rhs) const;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点输入流数组.
|
|
|
|
|
typedef TArray<FVertexInputStream, TInlineAllocator<4>> FVertexInputStreamArray;
|
|
|
|
|
|
|
|
|
|
// 顶点流标记
|
|
|
|
|
enum class EVertexStreamUsage : uint8
|
|
|
|
|
{
|
|
|
|
|
Default = 0 << 0, // 默认
|
|
|
|
|
Instancing = 1 << 0, // 实例化
|
|
|
|
|
Overridden = 1 << 1, // 覆盖
|
|
|
|
|
ManualFetch = 1 << 2 // 手动获取
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点输入流类型.
|
|
|
|
|
enum class EVertexInputStreamType : uint8
|
|
|
|
|
{
|
|
|
|
|
Default = 0, // 默认
|
|
|
|
|
PositionOnly, // 只有位置
|
|
|
|
|
PositionAndNormalOnly // 只有位置和法线
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点流组件.
|
|
|
|
|
struct FVertexStreamComponent
|
|
|
|
|
{
|
|
|
|
|
// 流数据的顶点缓冲区, 如果为null, 则不会有数据从此顶点流被读取.
|
|
|
|
|
const FVertexBuffer* VertexBuffer = nullptr;
|
|
|
|
|
|
|
|
|
|
// vertex buffer的偏移.
|
|
|
|
|
uint32 StreamOffset = 0;
|
|
|
|
|
// 数据的偏移, 相对于顶点缓冲区中每个元素的开头.
|
|
|
|
|
uint8 Offset = 0;
|
|
|
|
|
// 数据的步长.
|
|
|
|
|
uint8 Stride = 0;
|
|
|
|
|
// 从流读取的数据类型.
|
|
|
|
|
TEnumAsByte<EVertexElementType> Type = VET_None;
|
|
|
|
|
// 顶点流标记.
|
|
|
|
|
EVertexStreamUsage VertexStreamUsage = EVertexStreamUsage::Default;
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 着色器使用的顶点工厂的参数绑定接口.
|
|
|
|
|
class FVertexFactoryShaderParameters
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
// 绑定参数到ParameterMap. 具体逻辑由子类完成.
|
|
|
|
|
void Bind(const class FShaderParameterMap& ParameterMap) {}
|
|
|
|
|
|
|
|
|
|
// 获取顶点工厂的着色器绑定和顶点流. 具体逻辑由子类完成.
|
|
|
|
|
void GetElementShaderBindings(
|
|
|
|
|
const class FSceneInterface* Scene,
|
|
|
|
|
const class FSceneView* View,
|
|
|
|
|
const class FMeshMaterialShader* Shader,
|
|
|
|
|
const EVertexInputStreamType InputStreamType,
|
|
|
|
|
ERHIFeatureLevel::Type FeatureLevel,
|
|
|
|
|
const class FVertexFactory* VertexFactory,
|
|
|
|
|
const struct FMeshBatchElement& BatchElement,
|
|
|
|
|
class FMeshDrawSingleShaderBindings& ShaderBindings,
|
|
|
|
|
FVertexInputStreamArray& VertexStreams) const {}
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 用来表示顶点工厂类型的类.
|
|
|
|
|
class FVertexFactoryType
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
// 类型定义
|
|
|
|
|
typedef FVertexFactoryShaderParameters* (*ConstructParametersType)(EShaderFrequency ShaderFrequency, const class FShaderParameterMap& ParameterMap);
|
|
|
|
|
typedef const FTypeLayoutDesc* (*GetParameterTypeLayoutType)(EShaderFrequency ShaderFrequency);
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
// 获取顶点工厂类型数量.
|
|
|
|
|
static int32 GetNumVertexFactoryTypes();
|
|
|
|
|
|
|
|
|
|
// 获取全局的着色器工厂列表.
|
|
|
|
|
static RENDERCORE_API TLinkedList<FVertexFactoryType*>*& GetTypeList();
|
|
|
|
|
// 获取已存的材质类型列表.
|
|
|
|
|
static RENDERCORE_API const TArray<FVertexFactoryType*>& GetSortedMaterialTypes();
|
|
|
|
|
// 通过名字查找FVertexFactoryType
|
|
|
|
|
static RENDERCORE_API FVertexFactoryType* GetVFByName(const FHashedName& VFName);
|
|
|
|
|
|
|
|
|
|
// 初始化FVertexFactoryType静态成员, 必须在VF类型创建之前调用.
|
|
|
|
|
static void Initialize(const TMap<FString, TArray<const TCHAR*> >& ShaderFileToUniformBufferVariables);
|
|
|
|
|
static void Uninitialize();
|
|
|
|
|
|
|
|
|
|
// 构造/析构函数.
|
|
|
|
|
RENDERCORE_API FVertexFactoryType(...);
|
|
|
|
|
virtual ~FVertexFactoryType();
|
|
|
|
|
|
|
|
|
|
// 数据获取接口.
|
|
|
|
|
const TCHAR* GetName() const;
|
|
|
|
|
FName GetFName() const;
|
|
|
|
|
const FHashedName& GetHashedName() const;
|
|
|
|
|
const TCHAR* GetShaderFilename() const;
|
|
|
|
|
|
|
|
|
|
// 着色器参数接口.
|
|
|
|
|
FVertexFactoryShaderParameters* CreateShaderParameters(...) const;
|
|
|
|
|
const FTypeLayoutDesc* GetShaderParameterLayout(...) const;
|
|
|
|
|
void GetShaderParameterElementShaderBindings(...) const;
|
|
|
|
|
|
|
|
|
|
// 标记访问.
|
|
|
|
|
bool IsUsedWithMaterials() const;
|
|
|
|
|
bool SupportsStaticLighting() const;
|
|
|
|
|
bool SupportsDynamicLighting() const;
|
|
|
|
|
bool SupportsPrecisePrevWorldPos() const;
|
|
|
|
|
bool SupportsPositionOnly() const;
|
|
|
|
|
bool SupportsCachingMeshDrawCommands() const;
|
|
|
|
|
bool SupportsPrimitiveIdStream() const;
|
|
|
|
|
|
|
|
|
|
// 获取哈希.
|
|
|
|
|
friend uint32 GetTypeHash(const FVertexFactoryType* Type);
|
|
|
|
|
// 基于顶点工厂类型的源码和包含计算出来的哈希.
|
|
|
|
|
const FSHAHash& GetSourceHash(EShaderPlatform ShaderPlatform) const;
|
|
|
|
|
// 是否需要缓存材质的着色器类型.
|
|
|
|
|
bool ShouldCache(const FVertexFactoryShaderPermutationParameters& Parameters) const;
|
|
|
|
|
|
|
|
|
|
void ModifyCompilationEnvironment(...);
|
|
|
|
|
void ValidateCompiledResult(EShaderPlatform Platform, ...);
|
|
|
|
|
|
|
|
|
|
bool SupportsTessellationShaders() const;
|
|
|
|
|
|
|
|
|
|
// 增加引用的Uniform Buffer包含.
|
|
|
|
|
void AddReferencedUniformBufferIncludes(...);
|
|
|
|
|
void FlushShaderFileCache(...);
|
|
|
|
|
const TMap<const TCHAR*, FCachedUniformBufferDeclaration>& GetReferencedUniformBufferStructsCache() const;
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
static uint32 NumVertexFactories;
|
|
|
|
|
static bool bInitializedSerializationHistory;
|
|
|
|
|
|
|
|
|
|
// 顶点工厂类型的各类数据和标记.
|
|
|
|
|
const TCHAR* Name;
|
|
|
|
|
const TCHAR* ShaderFilename;
|
|
|
|
|
FName TypeName;
|
|
|
|
|
FHashedName HashedName;
|
|
|
|
|
uint32 bUsedWithMaterials : 1;
|
|
|
|
|
uint32 bSupportsStaticLighting : 1;
|
|
|
|
|
uint32 bSupportsDynamicLighting : 1;
|
|
|
|
|
uint32 bSupportsPrecisePrevWorldPos : 1;
|
|
|
|
|
uint32 bSupportsPositionOnly : 1;
|
|
|
|
|
uint32 bSupportsCachingMeshDrawCommands : 1;
|
|
|
|
|
uint32 bSupportsPrimitiveIdStream : 1;
|
|
|
|
|
ConstructParametersType ConstructParameters;
|
|
|
|
|
GetParameterTypeLayoutType GetParameterTypeLayout;
|
|
|
|
|
GetParameterTypeElementShaderBindingsType GetParameterTypeElementShaderBindings;
|
|
|
|
|
ShouldCacheType ShouldCacheRef;
|
|
|
|
|
ModifyCompilationEnvironmentType ModifyCompilationEnvironmentRef;
|
|
|
|
|
ValidateCompiledResultType ValidateCompiledResultRef;
|
|
|
|
|
SupportsTessellationShadersType SupportsTessellationShadersRef;
|
|
|
|
|
|
|
|
|
|
// 全局顶点工厂类型列表.
|
|
|
|
|
TLinkedList<FVertexFactoryType*> GlobalListLink;
|
|
|
|
|
// 缓存引用的Uniform Buffer的包含.
|
|
|
|
|
TMap<const TCHAR*, FCachedUniformBufferDeclaration> ReferencedUniformBufferStructsCache;
|
|
|
|
|
// 跟踪ReferencedUniformBufferStructsCache缓存了哪些平台的声明.
|
|
|
|
|
bool bCachedUniformBufferStructDeclarations;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ------顶点工厂的工具宏------
|
|
|
|
|
// 实现顶点工厂参数类型
|
|
|
|
|
#define IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE(FactoryClass, ShaderFrequency, ParameterClass)
|
|
|
|
|
// 顶点工厂类型的声明
|
|
|
|
|
#define DECLARE_VERTEX_FACTORY_TYPE(FactoryClass)
|
|
|
|
|
// 顶点工厂类型的实现
|
|
|
|
|
#define IMPLEMENT_VERTEX_FACTORY_TYPE(FactoryClass,ShaderFilename,bUsedWithMaterials,bSupportsStaticLighting,bSupportsDynamicLighting,bPrecisePrevWorldPos,bSupportsPositionOnly)
|
|
|
|
|
// 顶点工厂的虚函数表实现
|
|
|
|
|
#define IMPLEMENT_VERTEX_FACTORY_VTABLE(FactoryClass
|
|
|
|
|
|
|
|
|
|
// 顶点工厂
|
|
|
|
|
class FVertexFactory : public FRenderResource
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FVertexFactory(ERHIFeatureLevel::Type InFeatureLevel);
|
|
|
|
|
|
|
|
|
|
virtual FVertexFactoryType* GetType() const;
|
|
|
|
|
|
|
|
|
|
// 获取顶点数据流.
|
|
|
|
|
void GetStreams(ERHIFeatureLevel::Type InFeatureLevel, EVertexInputStreamType VertexStreamType, FVertexInputStreamArray& OutVertexStreams) const
|
|
|
|
|
{
|
|
|
|
|
// Default顶点流类型
|
|
|
|
|
if (VertexStreamType == EVertexInputStreamType::Default)
|
|
|
|
|
{
|
|
|
|
|
bool bSupportsVertexFetch = SupportsManualVertexFetch(InFeatureLevel);
|
|
|
|
|
|
|
|
|
|
// 将顶点工厂的数据构造到FVertexInputStream中并添加到输出列表
|
|
|
|
|
for (int32 StreamIndex = 0;StreamIndex < Streams.Num();StreamIndex++)
|
|
|
|
|
{
|
|
|
|
|
const FVertexStream& Stream = Streams[StreamIndex];
|
|
|
|
|
|
|
|
|
|
if (!(EnumHasAnyFlags(EVertexStreamUsage::ManualFetch, Stream.VertexStreamUsage) && bSupportsVertexFetch))
|
|
|
|
|
{
|
|
|
|
|
if (!Stream.VertexBuffer)
|
|
|
|
|
{
|
|
|
|
|
OutVertexStreams.Add(FVertexInputStream(StreamIndex, 0, nullptr));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (EnumHasAnyFlags(EVertexStreamUsage::Overridden, Stream.VertexStreamUsage) && !Stream.VertexBuffer->IsInitialized())
|
|
|
|
|
{
|
|
|
|
|
OutVertexStreams.Add(FVertexInputStream(StreamIndex, 0, nullptr));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
OutVertexStreams.Add(FVertexInputStream(StreamIndex, Stream.Offset, Stream.VertexBuffer->VertexBufferRHI));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// 只有位置和的顶点流类型
|
|
|
|
|
else if (VertexStreamType == EVertexInputStreamType::PositionOnly)
|
|
|
|
|
{
|
|
|
|
|
// Set the predefined vertex streams.
|
|
|
|
|
for (int32 StreamIndex = 0; StreamIndex < PositionStream.Num(); StreamIndex++)
|
|
|
|
|
{
|
|
|
|
|
const FVertexStream& Stream = PositionStream[StreamIndex];
|
|
|
|
|
OutVertexStreams.Add(FVertexInputStream(StreamIndex, Stream.Offset, Stream.VertexBuffer->VertexBufferRHI));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// 只有位置和法线的顶点流类型
|
|
|
|
|
else if (VertexStreamType == EVertexInputStreamType::PositionAndNormalOnly)
|
|
|
|
|
{
|
|
|
|
|
// Set the predefined vertex streams.
|
|
|
|
|
for (int32 StreamIndex = 0; StreamIndex < PositionAndNormalStream.Num(); StreamIndex++)
|
|
|
|
|
{
|
|
|
|
|
const FVertexStream& Stream = PositionAndNormalStream[StreamIndex];
|
|
|
|
|
OutVertexStreams.Add(FVertexInputStream(StreamIndex, Stream.Offset, Stream.VertexBuffer->VertexBufferRHI));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// NOT_IMPLEMENTED
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 偏移实例的数据流.
|
|
|
|
|
void OffsetInstanceStreams(uint32 InstanceOffset, EVertexInputStreamType VertexStreamType, FVertexInputStreamArray& VertexStreams) const;
|
|
|
|
|
|
|
|
|
|
static void ModifyCompilationEnvironment(...);
|
|
|
|
|
static void ValidateCompiledResult(...);
|
|
|
|
|
|
|
|
|
|
static bool SupportsTessellationShaders();
|
|
|
|
|
|
|
|
|
|
// FRenderResource接口, 释放RHI资源.
|
|
|
|
|
virtual void ReleaseRHI();
|
|
|
|
|
|
|
|
|
|
// 设置/获取顶点声明的RHI引用.
|
|
|
|
|
FVertexDeclarationRHIRef& GetDeclaration();
|
|
|
|
|
void SetDeclaration(FVertexDeclarationRHIRef& NewDeclaration);
|
|
|
|
|
|
|
|
|
|
// 根据类型获取顶点声明的RHI引用.
|
|
|
|
|
const FVertexDeclarationRHIRef& GetDeclaration(EVertexInputStreamType InputStreamType) const
|
|
|
|
|
{
|
|
|
|
|
switch (InputStreamType)
|
|
|
|
|
{
|
|
|
|
|
case EVertexInputStreamType::Default: return Declaration;
|
|
|
|
|
case EVertexInputStreamType::PositionOnly: return PositionDeclaration;
|
|
|
|
|
case EVertexInputStreamType::PositionAndNormalOnly: return PositionAndNormalDeclaration;
|
|
|
|
|
}
|
|
|
|
|
return Declaration;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 各类标记.
|
|
|
|
|
virtual bool IsGPUSkinned() const;
|
|
|
|
|
virtual bool SupportsPositionOnlyStream() const;
|
|
|
|
|
virtual bool SupportsPositionAndNormalOnlyStream() const;
|
|
|
|
|
virtual bool SupportsNullPixelShader() const;
|
|
|
|
|
|
|
|
|
|
// 用面向摄像机精灵的方式渲染图元.
|
|
|
|
|
virtual bool RendersPrimitivesAsCameraFacingSprites() const;
|
|
|
|
|
|
|
|
|
|
// 是否需要顶点声明.
|
|
|
|
|
bool NeedsDeclaration() const;
|
|
|
|
|
// 是否支持手动的顶点获取.
|
|
|
|
|
inline bool SupportsManualVertexFetch(const FStaticFeatureLevel InFeatureLevel) const;
|
|
|
|
|
// 根据流类型获取索引.
|
|
|
|
|
inline int32 GetPrimitiveIdStreamIndex(EVertexInputStreamType InputStreamType) const;
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
inline void SetPrimitiveIdStreamIndex(EVertexInputStreamType InputStreamType, int32 StreamIndex)
|
|
|
|
|
{
|
|
|
|
|
PrimitiveIdStreamIndex[static_cast<uint8>(InputStreamType)] = StreamIndex;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 为顶点流组件创建顶点元素.
|
|
|
|
|
FVertexElement AccessStreamComponent(const FVertexStreamComponent& Component,uint8 AttributeIndex);
|
|
|
|
|
FVertexElement AccessStreamComponent(const FVertexStreamComponent& Component, uint8 AttributeIndex, EVertexInputStreamType InputStreamType);
|
|
|
|
|
// 初始化顶点声明.
|
|
|
|
|
void InitDeclaration(const FVertexDeclarationElementList& Elements, EVertexInputStreamType StreamType = EVertexInputStreamType::Default)
|
|
|
|
|
{
|
|
|
|
|
if (StreamType == EVertexInputStreamType::PositionOnly)
|
|
|
|
|
{
|
|
|
|
|
PositionDeclaration = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
|
|
|
|
|
}
|
|
|
|
|
else if (StreamType == EVertexInputStreamType::PositionAndNormalOnly)
|
|
|
|
|
{
|
|
|
|
|
PositionAndNormalDeclaration = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
|
|
|
|
|
}
|
|
|
|
|
else // (StreamType == EVertexInputStreamType::Default)
|
|
|
|
|
{
|
|
|
|
|
// Create the vertex declaration for rendering the factory normally.
|
|
|
|
|
Declaration = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 顶点流, 需要设置到顶点流的信息体.
|
|
|
|
|
struct FVertexStream
|
|
|
|
|
{
|
|
|
|
|
const FVertexBuffer* VertexBuffer = nullptr;
|
|
|
|
|
uint32 Offset = 0;
|
|
|
|
|
uint16 Stride = 0;
|
|
|
|
|
EVertexStreamUsage VertexStreamUsage = EVertexStreamUsage::Default;
|
|
|
|
|
uint8 Padding = 0;
|
|
|
|
|
|
|
|
|
|
friend bool operator==(const FVertexStream& A,const FVertexStream& B);
|
|
|
|
|
FVertexStream();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 用于渲染顶点工厂的顶点流.
|
|
|
|
|
TArray<FVertexStream,TInlineAllocator<8> > Streams;
|
|
|
|
|
|
|
|
|
|
// VF(顶点工厂)可以显式地将此设置为false,以避免在没有声明的情况下出现错误. 主要用于需要直接从缓冲区获取数据的VF(如Niagara).
|
|
|
|
|
bool bNeedsDeclaration = true;
|
|
|
|
|
bool bSupportsManualVertexFetch = false;
|
|
|
|
|
int8 PrimitiveIdStreamIndex[3] = { -1, -1, -1 };
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
// 只有位置的顶点流, 用于渲染深度Pass的顶点工厂.
|
|
|
|
|
TArray<FVertexStream,TInlineAllocator<2> > PositionStream;
|
|
|
|
|
// 只有位置和法线的顶点流.
|
|
|
|
|
TArray<FVertexStream, TInlineAllocator<3> > PositionAndNormalStream;
|
|
|
|
|
|
|
|
|
|
// 用于常规渲染顶点工厂的RHI顶点声明.
|
|
|
|
|
FVertexDeclarationRHIRef Declaration;
|
|
|
|
|
|
|
|
|
|
// PositionStream和PositionAndNormalStream对应的RHI资源.
|
|
|
|
|
FVertexDeclarationRHIRef PositionDeclaration;
|
|
|
|
|
FVertexDeclarationRHIRef PositionAndNormalDeclaration;
|
|
|
|
|
};
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
上面展示了Vertex Factory的很多类型,有好几个是核心类,比如FVertexFactory、FVertexElement、FRHIVertexDeclaration、FRHIVertexBuffer、FVertexFactoryType、FVertexStreamComponent、FVertexInputStream、FVertexFactoryShaderParameters等。那么它们之间的关系是什么呢?
|
|
|
|
|
|
|
|
|
|
为了更好地说明它们之间的关系,以静态模型的FStaticMeshDataType为例:
|
2024-02-06 20:08:30 +08:00
|
|
|
|
![[UE_VertexFactory_FStaticMeshDataType.jpg]]
|
|
|
|
|
FStaticMeshDataType会包含若干个FVertexStreamComponent实例,每个FVertexStreamComponent包含了一个在**FVertexDeclarationElementList**的**FVertexElement实例索引**和一个在**FVertexInputStreamArray**列表的**FVertexStream实例索引**。
|
|
|
|
|
此外,FVertexFactory是个基类,内置的子类主要有:
|
|
|
|
|
- FGeometryCacheVertexVertexFactory:几何缓存顶点的顶点工厂,常用于预生成的布料、动作等网格类型。
|
|
|
|
|
- FGPUBaseSkinVertexFactory:GPU蒙皮骨骼网格的父类,它的子类有:
|
|
|
|
|
- TGPUSkinVertexFactory:可指定骨骼权重方式的GPU蒙皮的顶点工厂。
|
|
|
|
|
- FLocalVertexFactory:局部顶点工厂,常用于**静态网格**,它拥有**数量较多的子类**:
|
|
|
|
|
- FInstancedStaticMeshVertexFactory:实例化的静态网格顶点工厂。
|
|
|
|
|
- FSplineMeshVertexFactory:样条曲线网格顶点工厂。
|
|
|
|
|
- FGeometryCollectionVertexFactory:几何收集顶点工厂。
|
|
|
|
|
- FGPUSkinPassthroughVertexFactory:启用了Skin Cache模式的蒙皮骨骼顶点工厂。
|
|
|
|
|
- FSingleTriangleMeshVertexFactory:单个三角形网格的顶点工厂,用于体积云渲染。
|
|
|
|
|
- ......
|
|
|
|
|
- FParticleVertexFactoryBase:用于粒子渲染的顶点工厂基类。
|
|
|
|
|
- FLandscapeVertexFactory:用于渲染地形的顶点工厂。
|
|
|
|
|
|
|
|
|
|
除了以上继承自FVertexFactory,还有一些不是继承自FVertexFactory的类型,如:
|
|
|
|
|
- FGPUBaseSkinAPEXClothVertexFactory:布料顶点工厂。
|
|
|
|
|
- TGPUSkinAPEXClothVertexFactory:可带骨骼权重模式的布料顶点工厂。
|
|
|
|
|
|
|
|
|
|
除了FVertexFactory,相应的其它核心类也有继承体系。比如FVertexFactoryShaderParameters的子类有:
|
|
|
|
|
- FGeometryCacheVertexFactoryShaderParameters
|
|
|
|
|
- FGPUSkinVertexFactoryShaderParameters
|
|
|
|
|
- FMeshParticleVertexFactoryShaderParameters
|
|
|
|
|
- FParticleSpriteVertexFactoryShaderParameters
|
|
|
|
|
- FGPUSpriteVertexFactoryShaderParametersVS
|
|
|
|
|
- FGPUSpriteVertexFactoryShaderParametersPS
|
|
|
|
|
- FSplineMeshVertexFactoryShaderParameters
|
|
|
|
|
- FLocalVertexFactoryShaderParametersBase
|
|
|
|
|
- FLandscapeVertexFactoryVertexShaderParameters
|
|
|
|
|
- FLandscapeVertexFactoryPixelShaderParameters
|
|
|
|
|
- ......
|
|
|
|
|
|
|
|
|
|
另外,有部分顶点工厂还会在内部派生FStaticMeshDataType的类型,以复用静态网格相关的数据成员。为了更好地说明顶点工厂的使用方式,下面就以最常见的FLocalVertexFactory和使用了FLocalVertexFactory的CableComponent为例:
|
|
|
|
|
```c++
|
|
|
|
|
|
|
|
|
|
class ENGINE_API FLocalVertexFactory : public FVertexFactory
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FLocalVertexFactory(ERHIFeatureLevel::Type InFeatureLevel, const char* InDebugName);
|
|
|
|
|
|
|
|
|
|
// 派生自FStaticMeshDataType的数据类型.
|
|
|
|
|
struct FDataType : public FStaticMeshDataType
|
|
|
|
|
{
|
|
|
|
|
FRHIShaderResourceView* PreSkinPositionComponentSRV = nullptr;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 环境变量更改和校验.
|
|
|
|
|
static bool ShouldCompilePermutation(const FVertexFactoryShaderPermutationParameters& Parameters);
|
|
|
|
|
static void ModifyCompilationEnvironment(const FVertexFactoryShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
|
|
|
|
|
static void ValidateCompiledResult(const FVertexFactoryType* Type, EShaderPlatform Platform, const FShaderParameterMap& ParameterMap, TArray<FString>& OutErrors);
|
|
|
|
|
|
|
|
|
|
// 由TSynchronizedResource从游戏线程更新而来的数据.
|
|
|
|
|
void SetData(const FDataType& InData);
|
|
|
|
|
// 从其它顶点工厂复制数据.
|
|
|
|
|
void Copy(const FLocalVertexFactory& Other);
|
|
|
|
|
|
|
|
|
|
// FRenderResource接口.
|
|
|
|
|
virtual void InitRHI() override;
|
|
|
|
|
virtual void ReleaseRHI() override
|
|
|
|
|
{
|
|
|
|
|
UniformBuffer.SafeRelease();
|
|
|
|
|
FVertexFactory::ReleaseRHI();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 顶点颜色接口.
|
|
|
|
|
void SetColorOverrideStream(FRHICommandList& RHICmdList, const FVertexBuffer* ColorVertexBuffer) const;
|
|
|
|
|
void GetColorOverrideStream(const FVertexBuffer* ColorVertexBuffer, FVertexInputStreamArray& VertexStreams) const;
|
|
|
|
|
|
|
|
|
|
// 着色器参数和其它数据接口.
|
|
|
|
|
inline FRHIShaderResourceView* GetPositionsSRV() const;
|
|
|
|
|
inline FRHIShaderResourceView* GetPreSkinPositionSRV() const;
|
|
|
|
|
inline FRHIShaderResourceView* GetTangentsSRV() const;
|
|
|
|
|
inline FRHIShaderResourceView* GetTextureCoordinatesSRV() const;
|
|
|
|
|
inline FRHIShaderResourceView* GetColorComponentsSRV() const;
|
|
|
|
|
inline const uint32 GetColorIndexMask() const;
|
|
|
|
|
inline const int GetLightMapCoordinateIndex() const;
|
|
|
|
|
inline const int GetNumTexcoords() const;
|
|
|
|
|
FRHIUniformBuffer* GetUniformBuffer() const;
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
// 从游戏线程传入的数据. FDataType是FStaticMeshDataType的子类.
|
|
|
|
|
FDataType Data;
|
|
|
|
|
// 局部顶点工厂的着色器参数.
|
|
|
|
|
TUniformBufferRef<FLocalVertexFactoryUniformShaderParameters> UniformBuffer;
|
|
|
|
|
// 顶点颜色流索引.
|
|
|
|
|
int32 ColorStreamIndex;
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Engine\Source\Runtime\Engine\Public\LocalVertexFactory.cpp
|
|
|
|
|
void FLocalVertexFactory::InitRHI()
|
|
|
|
|
{
|
|
|
|
|
// 是否使用gpu场景.
|
|
|
|
|
const bool bCanUseGPUScene = UseGPUScene(GMaxRHIShaderPlatform, GMaxRHIFeatureLevel);
|
|
|
|
|
|
|
|
|
|
// 初始化位置流和位置声明.
|
|
|
|
|
if (Data.PositionComponent.VertexBuffer != Data.TangentBasisComponents[0].VertexBuffer)
|
|
|
|
|
{
|
|
|
|
|
// 增加顶点声明.
|
|
|
|
|
auto AddDeclaration = [this, bCanUseGPUScene](EVertexInputStreamType InputStreamType, bool bAddNormal)
|
|
|
|
|
{
|
|
|
|
|
// 顶点流元素.
|
|
|
|
|
FVertexDeclarationElementList StreamElements;
|
|
|
|
|
StreamElements.Add(AccessStreamComponent(Data.PositionComponent, 0, InputStreamType));
|
|
|
|
|
|
|
|
|
|
bAddNormal = bAddNormal && Data.TangentBasisComponents[1].VertexBuffer != NULL;
|
|
|
|
|
if (bAddNormal)
|
|
|
|
|
{
|
|
|
|
|
StreamElements.Add(AccessStreamComponent(Data.TangentBasisComponents[1], 2, InputStreamType));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const uint8 TypeIndex = static_cast<uint8>(InputStreamType);
|
|
|
|
|
PrimitiveIdStreamIndex[TypeIndex] = -1;
|
|
|
|
|
if (GetType()->SupportsPrimitiveIdStream() && bCanUseGPUScene)
|
|
|
|
|
{
|
|
|
|
|
// When the VF is used for rendering in normal mesh passes, this vertex buffer and offset will be overridden
|
|
|
|
|
StreamElements.Add(AccessStreamComponent(FVertexStreamComponent(&GPrimitiveIdDummy, 0, 0, sizeof(uint32), VET_UInt, EVertexStreamUsage::Instancing), 1, InputStreamType));
|
|
|
|
|
PrimitiveIdStreamIndex[TypeIndex] = StreamElements.Last().StreamIndex;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 初始化声明.
|
|
|
|
|
InitDeclaration(StreamElements, InputStreamType);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 增加PositionOnly和PositionAndNormalOnly两种顶点声明, 其中前者不需要法线.
|
|
|
|
|
AddDeclaration(EVertexInputStreamType::PositionOnly, false);
|
|
|
|
|
AddDeclaration(EVertexInputStreamType::PositionAndNormalOnly, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 顶点声明元素列表.
|
|
|
|
|
FVertexDeclarationElementList Elements;
|
|
|
|
|
|
|
|
|
|
// 顶点位置
|
|
|
|
|
if(Data.PositionComponent.VertexBuffer != NULL)
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(Data.PositionComponent,0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 图元id
|
|
|
|
|
{
|
|
|
|
|
const uint8 Index = static_cast<uint8>(EVertexInputStreamType::Default);
|
|
|
|
|
PrimitiveIdStreamIndex[Index] = -1;
|
|
|
|
|
if (GetType()->SupportsPrimitiveIdStream() && bCanUseGPUScene)
|
|
|
|
|
{
|
|
|
|
|
// When the VF is used for rendering in normal mesh passes, this vertex buffer and offset will be overridden
|
|
|
|
|
Elements.Add(AccessStreamComponent(FVertexStreamComponent(&GPrimitiveIdDummy, 0, 0, sizeof(uint32), VET_UInt, EVertexStreamUsage::Instancing), 13));
|
|
|
|
|
PrimitiveIdStreamIndex[Index] = Elements.Last().StreamIndex;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 切线和法线, 切线法线才需要被顶点流使用, 副法线由shader生成.
|
|
|
|
|
uint8 TangentBasisAttributes[2] = { 1, 2 };
|
|
|
|
|
for(int32 AxisIndex = 0;AxisIndex < 2;AxisIndex++)
|
|
|
|
|
{
|
|
|
|
|
if(Data.TangentBasisComponents[AxisIndex].VertexBuffer != NULL)
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(Data.TangentBasisComponents[AxisIndex],TangentBasisAttributes[AxisIndex]));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Data.ColorComponentsSRV == nullptr)
|
|
|
|
|
{
|
|
|
|
|
Data.ColorComponentsSRV = GNullColorVertexBuffer.VertexBufferSRV;
|
|
|
|
|
Data.ColorIndexMask = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 顶点颜色
|
|
|
|
|
ColorStreamIndex = -1;
|
|
|
|
|
if(Data.ColorComponent.VertexBuffer)
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(Data.ColorComponent,3));
|
|
|
|
|
ColorStreamIndex = Elements.Last().StreamIndex;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
FVertexStreamComponent NullColorComponent(&GNullColorVertexBuffer, 0, 0, VET_Color, EVertexStreamUsage::ManualFetch);
|
|
|
|
|
Elements.Add(AccessStreamComponent(NullColorComponent, 3));
|
|
|
|
|
ColorStreamIndex = Elements.Last().StreamIndex;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 纹理坐标
|
|
|
|
|
if(Data.TextureCoordinates.Num())
|
|
|
|
|
{
|
|
|
|
|
const int32 BaseTexCoordAttribute = 4;
|
|
|
|
|
for(int32 CoordinateIndex = 0;CoordinateIndex < Data.TextureCoordinates.Num();CoordinateIndex++)
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(
|
|
|
|
|
Data.TextureCoordinates[CoordinateIndex],
|
|
|
|
|
BaseTexCoordAttribute + CoordinateIndex
|
|
|
|
|
));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int32 CoordinateIndex = Data.TextureCoordinates.Num(); CoordinateIndex < MAX_STATIC_TEXCOORDS / 2; CoordinateIndex++)
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(
|
|
|
|
|
Data.TextureCoordinates[Data.TextureCoordinates.Num() - 1],
|
|
|
|
|
BaseTexCoordAttribute + CoordinateIndex
|
|
|
|
|
));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 光照图
|
|
|
|
|
if(Data.LightMapCoordinateComponent.VertexBuffer)
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(Data.LightMapCoordinateComponent,15));
|
|
|
|
|
}
|
|
|
|
|
else if(Data.TextureCoordinates.Num())
|
|
|
|
|
{
|
|
|
|
|
Elements.Add(AccessStreamComponent(Data.TextureCoordinates[0],15));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 初始化顶点声明
|
|
|
|
|
InitDeclaration(Elements);
|
|
|
|
|
|
|
|
|
|
const int32 DefaultBaseVertexIndex = 0;
|
|
|
|
|
const int32 DefaultPreSkinBaseVertexIndex = 0;
|
|
|
|
|
if (RHISupportsManualVertexFetch(GMaxRHIShaderPlatform) || bCanUseGPUScene)
|
|
|
|
|
{
|
|
|
|
|
SCOPED_LOADTIMER(FLocalVertexFactory_InitRHI_CreateLocalVFUniformBuffer);
|
|
|
|
|
UniformBuffer = CreateLocalVFUniformBuffer(this, Data.LODLightmapDataIndex, nullptr, DefaultBaseVertexIndex, DefaultPreSkinBaseVertexIndex);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 实现FLocalVertexFactory的参数类型.
|
|
|
|
|
IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE(FLocalVertexFactory, SF_Vertex, FLocalVertexFactoryShaderParameters);
|
|
|
|
|
|
|
|
|
|
// 实现FLocalVertexFactory.
|
|
|
|
|
IMPLEMENT_VERTEX_FACTORY_TYPE_EX(FLocalVertexFactory,"/Engine/Private/LocalVertexFactory.ush",true,true,true,true,true,true,true);
|
2024-02-06 21:26:28 +08:00
|
|
|
|
```
|
|
|
|
|
下面进入CableComponent相关类型关于FLocalVertexFactory的使用:
|
|
|
|
|
```c++
|
|
|
|
|
// Engine\Plugins\Runtime\CableComponent\Source\CableComponent\Private\CableComponent.cpp
|
|
|
|
|
|
|
|
|
|
class FCableSceneProxy final : public FPrimitiveSceneProxy
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FCableSceneProxy(UCableComponent* Component)
|
|
|
|
|
: FPrimitiveSceneProxy(Component)
|
|
|
|
|
, Material(NULL)
|
|
|
|
|
// 构造顶点工厂.
|
|
|
|
|
, VertexFactory(GetScene().GetFeatureLevel(), "FCableSceneProxy")
|
|
|
|
|
(......)
|
|
|
|
|
{
|
|
|
|
|
// 利用顶点工厂初始化缓冲区.
|
|
|
|
|
VertexBuffers.InitWithDummyData(&VertexFactory, GetRequiredVertexCount());
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
virtual ~FCableSceneProxy()
|
|
|
|
|
{
|
|
|
|
|
// 释放顶点工厂.
|
|
|
|
|
VertexFactory.ReleaseResource();
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 构建Cable网格.
|
|
|
|
|
void BuildCableMesh(const TArray<FVector>& InPoints, TArray<FDynamicMeshVertex>& OutVertices, TArray<int32>& OutIndices)
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 设置动态数据(渲染线程调用)
|
|
|
|
|
void SetDynamicData_RenderThread(FCableDynamicData* NewDynamicData)
|
|
|
|
|
{
|
|
|
|
|
// 释放旧数据.
|
|
|
|
|
if(DynamicData)
|
|
|
|
|
{
|
|
|
|
|
delete DynamicData;
|
|
|
|
|
DynamicData = NULL;
|
|
|
|
|
}
|
|
|
|
|
DynamicData = NewDynamicData;
|
|
|
|
|
|
|
|
|
|
// 从Cable点构建顶点.
|
|
|
|
|
TArray<FDynamicMeshVertex> Vertices;
|
|
|
|
|
TArray<int32> Indices;
|
|
|
|
|
BuildCableMesh(NewDynamicData->CablePoints, Vertices, Indices);
|
|
|
|
|
|
|
|
|
|
// 填充顶点缓冲区数据.
|
|
|
|
|
for (int i = 0; i < Vertices.Num(); i++)
|
|
|
|
|
{
|
|
|
|
|
const FDynamicMeshVertex& Vertex = Vertices[i];
|
|
|
|
|
|
|
|
|
|
VertexBuffers.PositionVertexBuffer.VertexPosition(i) = Vertex.Position;
|
|
|
|
|
VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(i, Vertex.TangentX.ToFVector(), Vertex.GetTangentY(), Vertex.TangentZ.ToFVector());
|
|
|
|
|
VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(i, 0, Vertex.TextureCoordinate[0]);
|
|
|
|
|
VertexBuffers.ColorVertexBuffer.VertexColor(i) = Vertex.Color;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 更新顶点缓冲区数据到RHI.
|
|
|
|
|
{
|
|
|
|
|
auto& VertexBuffer = VertexBuffers.PositionVertexBuffer;
|
|
|
|
|
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
|
|
|
|
|
FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
|
|
|
|
|
RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
|
|
|
{
|
|
|
|
|
if (VisibilityMap & (1 << ViewIndex))
|
|
|
|
|
{
|
|
|
|
|
const FSceneView* View = Views[ViewIndex];
|
|
|
|
|
|
|
|
|
|
// 构造FMeshBatch实例.
|
|
|
|
|
FMeshBatch& Mesh = Collector.AllocateMesh();
|
|
|
|
|
// 将顶点工厂实例传给FMeshBatch实例.
|
|
|
|
|
Mesh.VertexFactory = &VertexFactory;
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
Collector.AddMesh(ViewIndex, Mesh);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
// 材质
|
|
|
|
|
UMaterialInterface* Material;
|
|
|
|
|
// 顶点和索引缓冲.
|
|
|
|
|
FStaticMeshVertexBuffers VertexBuffers;
|
|
|
|
|
FCableIndexBuffer IndexBuffer;
|
|
|
|
|
// 顶点工厂.
|
|
|
|
|
FLocalVertexFactory VertexFactory;
|
|
|
|
|
// 动态数据.
|
|
|
|
|
FCableDynamicData* DynamicData;
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
};
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
主要步骤:
|
|
|
|
|
1. 在构造函数中初始化LocalVertexFactory成员变量。
|
|
|
|
|
2. SetDynamicData_RenderThread()
|
|
|
|
|
1. 通过控制点构建CableMesh顶点数据。
|
|
|
|
|
2. 填充顶点缓冲区数据。FStaticMeshVertexBuffers VertexBuffers
|
|
|
|
|
1. PositionVertexBuffer.VertexPosition
|
|
|
|
|
2. StaticMeshVertexBuffer.SetVertexTangents
|
|
|
|
|
3. StaticMeshVertexBuffer.SetVertexUV
|
|
|
|
|
4. ColorVertexBuffer.VertexColor
|
|
|
|
|
3. 更新IndexBufferData到RHI。
|
|
|
|
|
3. GetDynamicMeshElements():将顶点工厂实例传给FMeshBatch实例
|
|
|
|
|
1. FMeshBatch& Mesh = Collector.AllocateMesh();
|
|
|
|
|
2. Mesh.VertexFactory = &VertexFactory;
|
|
|
|
|
3. Collector.AddMesh(ViewIndex, Mesh);
|
|
|
|
|
|
|
|
|
|
不过,无论是使用已有的还是自定义的顶点工厂,顶点工厂的顶点声明的顺序、类型、组件数量和插槽需要和HLSL层的FVertexFactoryInput保持一致。比如说FLocalVertexFactory::InitRHI的顶点声明顺序是位置、切线、颜色、纹理坐标、光照图,那么我们进入FLocalVertexFactory对应的HLSL文件(由IMPLEMENT_VERTEX_FACTORY_TYPE等宏指定)看看:
|
|
|
|
|
```c++
|
|
|
|
|
// Engine\Shaders\Private\LocalVertexFactory.ush
|
|
|
|
|
// 局部顶点工厂对应的输入结构体.
|
|
|
|
|
struct FVertexFactoryInput
|
|
|
|
|
{
|
|
|
|
|
// 位置
|
|
|
|
|
float4 Position : ATTRIBUTE0;
|
|
|
|
|
|
|
|
|
|
// 切线和颜色
|
|
|
|
|
#if !MANUAL_VERTEX_FETCH
|
|
|
|
|
#if METAL_PROFILE
|
|
|
|
|
float3 TangentX : ATTRIBUTE1;
|
|
|
|
|
// TangentZ.w contains sign of tangent basis determinant
|
|
|
|
|
float4 TangentZ : ATTRIBUTE2;
|
|
|
|
|
|
|
|
|
|
float4 Color : ATTRIBUTE3;
|
|
|
|
|
#else
|
|
|
|
|
half3 TangentX : ATTRIBUTE1;
|
|
|
|
|
// TangentZ.w contains sign of tangent basis determinant
|
|
|
|
|
half4 TangentZ : ATTRIBUTE2;
|
|
|
|
|
|
|
|
|
|
half4 Color : ATTRIBUTE3;
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// 纹理坐标
|
|
|
|
|
#if NUM_MATERIAL_TEXCOORDS_VERTEX
|
|
|
|
|
#if !MANUAL_VERTEX_FETCH
|
|
|
|
|
#if GPUSKIN_PASS_THROUGH
|
|
|
|
|
// These must match GPUSkinVertexFactory.usf
|
|
|
|
|
float2 TexCoords[NUM_MATERIAL_TEXCOORDS_VERTEX] : ATTRIBUTE4;
|
|
|
|
|
#if NUM_MATERIAL_TEXCOORDS_VERTEX > 4
|
|
|
|
|
#error Too many texture coordinate sets defined on GPUSkin vertex input. Max: 4.
|
|
|
|
|
#endif
|
|
|
|
|
#else
|
|
|
|
|
#if NUM_MATERIAL_TEXCOORDS_VERTEX > 1
|
|
|
|
|
float4 PackedTexCoords4[NUM_MATERIAL_TEXCOORDS_VERTEX/2] : ATTRIBUTE4;
|
|
|
|
|
#endif
|
|
|
|
|
#if NUM_MATERIAL_TEXCOORDS_VERTEX == 1
|
|
|
|
|
float2 PackedTexCoords2 : ATTRIBUTE4;
|
|
|
|
|
#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 3
|
|
|
|
|
float2 PackedTexCoords2 : ATTRIBUTE5;
|
|
|
|
|
#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 5
|
|
|
|
|
float2 PackedTexCoords2 : ATTRIBUTE6;
|
|
|
|
|
#elif NUM_MATERIAL_TEXCOORDS_VERTEX == 7
|
|
|
|
|
float2 PackedTexCoords2 : ATTRIBUTE7;
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
#elif USE_PARTICLE_SUBUVS && !MANUAL_VERTEX_FETCH
|
|
|
|
|
float2 TexCoords[1] : ATTRIBUTE4;
|
|
|
|
|
#endif
|
|
|
|
|
(......)
|
|
|
|
|
};
|
|
|
|
|
```
|
|
|
|
|
因此可知,FVertexFactoryInput结构体的数据顺序和FLocalVertexFactory的顶点声明是一一对应的。
|
|
|
|
|
|
|
|
|
|
# ShaderMap
|
|
|
|
|
ShaderMap的作用是**存储编译后的shader代码**,分为FGlobalShaderMap、FMaterialShaderMap、FMeshMaterialShaderMap三种类型。
|
|
|
|
|
|
|
|
|
|
- FGlobalShaderMap:FGlobalShaderMap保存并管理着所有编译好的FGlobalShader代码。(**没有材质和顶点工程的**)
|
|
|
|
|
- FMaterialShaderMap:存储和管理着一组FMaterialShader实例的对象。(**额外关联一个材质和一个顶点工厂**)
|
|
|
|
|
- 因此可以找到,每个FMaterial都有一个FMaterialShaderMap(游戏线程一个,渲染线程一个),如果要获取FMaterial的指定类型的Shader,就需要从该FMaterial的FMaterialShaderMap实例中获取,从而完成了它们之间的链接。
|
|
|
|
|
- FMeshMaterialShaderMap:存储和管理FMeshMaterialShader。
|
|
|
|
|
|
|
|
|
|
### 编译相关代码
|
|
|
|
|
如果需要了解编译过程可以查看`RecompileShaders`命令。
|
|
|
|
|
```c++
|
|
|
|
|
// Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp
|
|
|
|
|
// 引擎预初始化.
|
|
|
|
|
int32 FEngineLoop::PreInitPreStartupScreen(const TCHAR* CmdLine)
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
// 是否开启shader编译, 一般情况下都会开启.
|
|
|
|
|
bool bEnableShaderCompile = !FParse::Param(FCommandLine::Get(), TEXT("NoShaderCompile"));
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
if (bEnableShaderCompile && !IsRunningDedicatedServer() && !bIsCook)
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
// 编译GlobalShaderMap
|
|
|
|
|
CompileGlobalShaderMap(false);
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp
|
|
|
|
|
void CompileGlobalShaderMap(EShaderPlatform Platform, const ITargetPlatform* TargetPlatform, bool bRefreshShaderMap)
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
// 如果对应平台的GlobalShaderMap未创建, 则创建之.
|
|
|
|
|
if (!GGlobalShaderMap[Platform])
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
|
|
|
|
|
// 创建对应平台的FGlobalShaderMap.
|
|
|
|
|
GGlobalShaderMap[Platform] = new FGlobalShaderMap(Platform);
|
|
|
|
|
|
|
|
|
|
// Cooked模式.
|
|
|
|
|
if (FPlatformProperties::RequiresCookedData())
|
|
|
|
|
{
|
|
|
|
|
(......)
|
|
|
|
|
}
|
|
|
|
|
// Uncooked模式
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// FGlobalShaderMap的id.
|
|
|
|
|
FGlobalShaderMapId ShaderMapId(Platform);
|
|
|
|
|
|
|
|
|
|
const int32 ShaderFilenameNum = ShaderMapId.GetShaderFilenameToDependeciesMap().Num();
|
|
|
|
|
const float ProgressStep = 25.0f / ShaderFilenameNum;
|
|
|
|
|
|
|
|
|
|
TArray<uint32> AsyncDDCRequestHandles;
|
|
|
|
|
AsyncDDCRequestHandles.SetNum(ShaderFilenameNum);
|
|
|
|
|
|
|
|
|
|
int32 HandleIndex = 0;
|
|
|
|
|
|
|
|
|
|
// 提交DDC请求.
|
|
|
|
|
for (const auto& ShaderFilenameDependencies : ShaderMapId.GetShaderFilenameToDependeciesMap())
|
|
|
|
|
{
|
|
|
|
|
SlowTask.EnterProgressFrame(ProgressStep);
|
|
|
|
|
|
|
|
|
|
const FString DataKey = GetGlobalShaderMapKeyString(ShaderMapId, Platform, TargetPlatform, ShaderFilenameDependencies.Value);
|
|
|
|
|
|
|
|
|
|
AsyncDDCRequestHandles[HandleIndex] = GetDerivedDataCacheRef().GetAsynchronous(*DataKey, TEXT("GlobalShaderMap"_SV));
|
|
|
|
|
|
|
|
|
|
++HandleIndex;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 处理已经结束的DDC请求.
|
|
|
|
|
TArray<uint8> CachedData;
|
|
|
|
|
HandleIndex = 0;
|
|
|
|
|
for (const auto& ShaderFilenameDependencies : ShaderMapId.GetShaderFilenameToDependeciesMap())
|
|
|
|
|
{
|
|
|
|
|
SlowTask.EnterProgressFrame(ProgressStep);
|
|
|
|
|
CachedData.Reset();
|
|
|
|
|
|
|
|
|
|
GetDerivedDataCacheRef().WaitAsynchronousCompletion(AsyncDDCRequestHandles[HandleIndex]);
|
|
|
|
|
if (GetDerivedDataCacheRef().GetAsynchronousResults(AsyncDDCRequestHandles[HandleIndex], CachedData))
|
|
|
|
|
{
|
|
|
|
|
FMemoryReader MemoryReader(CachedData);
|
|
|
|
|
GGlobalShaderMap[Platform]->AddSection(FGlobalShaderMapSection::CreateFromArchive(MemoryReader));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// 没有在DDC中找到, 忽略之.
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
++HandleIndex;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 如果有shader没有被加载, 编译之.
|
|
|
|
|
VerifyGlobalShaders(Platform, bLoadedFromCacheFile);
|
|
|
|
|
|
|
|
|
|
// 创建所有着色器.
|
|
|
|
|
if (GCreateShadersOnLoad && Platform == GMaxRHIShaderPlatform)
|
|
|
|
|
{
|
|
|
|
|
GGlobalShaderMap[Platform]->BeginCreateAllShaders();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
# Shader调试
|
|
|
|
|
修改`Engine\Config\ConsoleVariables.ini`配置
|
|
|
|
|
- r.ShaderDevelopmentMode=1 获得关于着色器编译的详细日志和错误重试的机会。
|
|
|
|
|
- r.DumpShaderDebugInfo=1 将编译的所有着色器的文件保存到磁盘ProjectName/Saved/ShaderDebugInfo的目录。包含源文件、预处理后的版本、一个批处理文件(用于使用编译器等效的命令行选项来编译预处理版本)。
|
|
|
|
|
- r.DumpShaderDebugShortNames=1 保存的Shader路径将被精简。
|
|
|
|
|
- r.Shaders.Optimize=0 禁用着色器优化,使得shader的调试信息被保留。
|
|
|
|
|
- r.Shaders.KeepDebugInfo=1 保留调试信息,配合RenderDoc等截帧工具时特别有用。
|
|
|
|
|
- r.Shaders.SkipCompression=1 忽略shader压缩,可以节省调试shader的时间。
|
|
|
|
|
|
|
|
|
|
另外,如果修改了Shader的某些文件(如BasePassPixelShader.ush),不需要重启UE编辑器,可以在控制台输入`RecompileShaders`命令重新编译指定的shader文件。其中`RecompileShaders`的具体含义如下:
|
|
|
|
|
- RecompileShaders all 编译源码有修改的所有shader,包含global、material、meshmaterial。
|
|
|
|
|
- RecompileShaders changed 编译源码有修改的shader。
|
|
|
|
|
- RecompileShaders global 编译源码有修改的global shader。
|
|
|
|
|
- RecompileShaders material 编译源码有修改的material shader。
|
|
|
|
|
- RecompileShaders material 编译指定名称的材质。
|
|
|
|
|
- RecompileShaders 编译指定路径的shader源文件。
|
|
|
|
|
|
|
|
|
|
# 案例
|
|
|
|
|
新增加FVertexFactory子类的过程如下:
|
|
|
|
|
```c++
|
|
|
|
|
// FMyVertexFactory.h
|
|
|
|
|
|
|
|
|
|
// 声明顶点工厂着色器参数.
|
|
|
|
|
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FMyVertexFactoryParameters, )
|
|
|
|
|
SHADER_PARAMETER(FVector4, Color)
|
|
|
|
|
END_GLOBAL_SHADER_PARAMETER_STRUCT()
|
|
|
|
|
|
|
|
|
|
// 声明类型.
|
|
|
|
|
typedef TUniformBufferRef<FMyVertexFactoryParameters> FMyVertexFactoryBufferRef;
|
|
|
|
|
|
|
|
|
|
// 索引缓冲.
|
|
|
|
|
class FMyMeshIndexBuffer : public FIndexBuffer
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FMyMeshIndexBuffer(int32 InNumQuadsPerSide) : NumQuadsPerSide(InNumQuadsPerSide) {}
|
|
|
|
|
|
|
|
|
|
void InitRHI() override
|
|
|
|
|
{
|
|
|
|
|
if (NumQuadsPerSide < 256)
|
|
|
|
|
{
|
|
|
|
|
IndexBufferRHI = CreateIndexBuffer<uint16>();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
IndexBufferRHI = CreateIndexBuffer<uint32>();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int32 GetIndexCount() const { return NumIndices; };
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
template <typename IndexType>
|
|
|
|
|
FIndexBufferRHIRef CreateIndexBuffer()
|
|
|
|
|
{
|
|
|
|
|
TResourceArray<IndexType, INDEXBUFFER_ALIGNMENT> Indices;
|
|
|
|
|
|
|
|
|
|
// 分配顶点索引内存.
|
|
|
|
|
Indices.Reserve(NumQuadsPerSide * NumQuadsPerSide * 6);
|
|
|
|
|
|
|
|
|
|
// 用Morton顺序构建索引缓冲, 以更好地重用顶点.
|
|
|
|
|
for (int32 Morton = 0; Morton < NumQuadsPerSide * NumQuadsPerSide; Morton++)
|
|
|
|
|
{
|
|
|
|
|
int32 SquareX = FMath::ReverseMortonCode2(Morton);
|
|
|
|
|
int32 SquareY = FMath::ReverseMortonCode2(Morton >> 1);
|
|
|
|
|
|
|
|
|
|
bool ForwardDiagonal = false;
|
|
|
|
|
|
|
|
|
|
if (SquareX % 2)
|
|
|
|
|
{
|
|
|
|
|
ForwardDiagonal = !ForwardDiagonal;
|
|
|
|
|
}
|
|
|
|
|
if (SquareY % 2)
|
|
|
|
|
{
|
|
|
|
|
ForwardDiagonal = !ForwardDiagonal;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int32 Index0 = SquareX + SquareY * (NumQuadsPerSide + 1);
|
|
|
|
|
int32 Index1 = Index0 + 1;
|
|
|
|
|
int32 Index2 = Index0 + (NumQuadsPerSide + 1);
|
|
|
|
|
int32 Index3 = Index2 + 1;
|
|
|
|
|
|
|
|
|
|
Indices.Add(Index3);
|
|
|
|
|
Indices.Add(Index1);
|
|
|
|
|
Indices.Add(ForwardDiagonal ? Index2 : Index0);
|
|
|
|
|
Indices.Add(Index0);
|
|
|
|
|
Indices.Add(Index2);
|
|
|
|
|
Indices.Add(ForwardDiagonal ? Index1 : Index3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NumIndices = Indices.Num();
|
|
|
|
|
const uint32 Size = Indices.GetResourceDataSize();
|
|
|
|
|
const uint32 Stride = sizeof(IndexType);
|
|
|
|
|
|
|
|
|
|
// Create index buffer. Fill buffer with initial data upon creation
|
|
|
|
|
FRHIResourceCreateInfo CreateInfo(&Indices);
|
|
|
|
|
return RHICreateIndexBuffer(Stride, Size, BUF_Static, CreateInfo);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int32 NumIndices = 0;
|
|
|
|
|
const int32 NumQuadsPerSide = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点索引.
|
|
|
|
|
class FMyMeshVertexBuffer : public FVertexBuffer
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FMyMeshVertexBuffer(int32 InNumQuadsPerSide) : NumQuadsPerSide(InNumQuadsPerSide) {}
|
|
|
|
|
|
|
|
|
|
virtual void InitRHI() override
|
|
|
|
|
{
|
|
|
|
|
const uint32 NumVertsPerSide = NumQuadsPerSide + 1;
|
|
|
|
|
|
|
|
|
|
NumVerts = NumVertsPerSide * NumVertsPerSide;
|
|
|
|
|
|
|
|
|
|
FRHIResourceCreateInfo CreateInfo;
|
|
|
|
|
void* BufferData = nullptr;
|
|
|
|
|
VertexBufferRHI = RHICreateAndLockVertexBuffer(sizeof(FVector4) * NumVerts, BUF_Static, CreateInfo, BufferData);
|
|
|
|
|
FVector4* DummyContents = (FVector4*)BufferData;
|
|
|
|
|
|
|
|
|
|
for (uint32 VertY = 0; VertY < NumVertsPerSide; VertY++)
|
|
|
|
|
{
|
|
|
|
|
FVector4 VertPos;
|
|
|
|
|
VertPos.Y = (float)VertY / NumQuadsPerSide - 0.5f;
|
|
|
|
|
|
|
|
|
|
for (uint32 VertX = 0; VertX < NumVertsPerSide; VertX++)
|
|
|
|
|
{
|
|
|
|
|
VertPos.X = (float)VertX / NumQuadsPerSide - 0.5f;
|
|
|
|
|
|
|
|
|
|
DummyContents[NumVertsPerSide * VertY + VertX] = VertPos;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
RHIUnlockVertexBuffer(VertexBufferRHI);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int32 GetVertexCount() const { return NumVerts; }
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
int32 NumVerts = 0;
|
|
|
|
|
const int32 NumQuadsPerSide = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 顶点工厂.
|
|
|
|
|
class FMyVertexFactory : public FVertexFactory
|
|
|
|
|
{
|
|
|
|
|
DECLARE_VERTEX_FACTORY_TYPE(FMyVertexFactory);
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
using Super = FVertexFactory;
|
|
|
|
|
|
|
|
|
|
FMyVertexFactory(ERHIFeatureLevel::Type InFeatureLevel);
|
|
|
|
|
~FMyVertexFactory();
|
|
|
|
|
|
|
|
|
|
virtual void InitRHI() override;
|
|
|
|
|
virtual void ReleaseRHI() override;
|
|
|
|
|
|
|
|
|
|
static bool ShouldCompilePermutation(const FVertexFactoryShaderPermutationParameters& Parameters);
|
|
|
|
|
static void ModifyCompilationEnvironment(const FVertexFactoryShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
|
|
|
|
|
static void ValidateCompiledResult(const FVertexFactoryType* Type, EShaderPlatform Platform, const FShaderParameterMap& ParameterMap, TArray<FString>& OutErrors);
|
|
|
|
|
|
|
|
|
|
inline const FUniformBufferRHIRef GetMyVertexFactoryUniformBuffer() const { return UniformBuffer; }
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
void SetupUniformData();
|
|
|
|
|
|
|
|
|
|
FMyMeshVertexBuffer* VertexBuffer = nullptr;
|
|
|
|
|
FMyMeshIndexBuffer* IndexBuffer = nullptr;
|
|
|
|
|
|
|
|
|
|
FMyVertexFactoryBufferRef UniformBuffer;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// FMyVertexFactory.cpp
|
|
|
|
|
#include "ShaderParameterUtils.h"
|
|
|
|
|
|
|
|
|
|
// 实现FMyVertexFactoryParameters, 注意在shader的名字是MyVF.
|
|
|
|
|
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FMyVertexFactoryParameters, "MyVF");
|
|
|
|
|
|
|
|
|
|
// 顶点工厂着色器参数.
|
|
|
|
|
class FMyVertexFactoryShaderParameters : public FVertexFactoryShaderParameters
|
|
|
|
|
{
|
|
|
|
|
DECLARE_TYPE_LAYOUT(FMyVertexFactoryShaderParameters, NonVirtual);
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
void Bind(const FShaderParameterMap& ParameterMap)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GetElementShaderBindings(
|
|
|
|
|
const class FSceneInterface* Scene,
|
|
|
|
|
const class FSceneView* View,
|
|
|
|
|
const class FMeshMaterialShader* Shader,
|
|
|
|
|
const EVertexInputStreamType InputStreamType,
|
|
|
|
|
ERHIFeatureLevel::Type FeatureLevel,
|
|
|
|
|
const class FVertexFactory* InVertexFactory,
|
|
|
|
|
const struct FMeshBatchElement& BatchElement,
|
|
|
|
|
class FMeshDrawSingleShaderBindings& ShaderBindings,
|
|
|
|
|
FVertexInputStreamArray& VertexStreams) const
|
|
|
|
|
{
|
|
|
|
|
// 强制转换成FMyVertexFactory.
|
|
|
|
|
FMyVertexFactory* VertexFactory = (FMyVertexFactory*)InVertexFactory;
|
|
|
|
|
|
|
|
|
|
// 增加shader帮定到表格.
|
|
|
|
|
ShaderBindings.Add(Shader->GetUniformBufferParameter<FMyVertexFactoryShaderParameters>(), VertexFactory->GetMyVertexFactoryUniformBuffer());
|
|
|
|
|
|
|
|
|
|
// 填充顶点流.
|
|
|
|
|
if (VertexStreams.Num() > 0)
|
|
|
|
|
{
|
|
|
|
|
// 处理顶点流索引.
|
|
|
|
|
for (int32 i = 0; i < 2; ++i)
|
|
|
|
|
{
|
|
|
|
|
FVertexInputStream* InstanceInputStream = VertexStreams.FindByPredicate([i](const FVertexInputStream& InStream) { return InStream.StreamIndex == i+1; });
|
|
|
|
|
// 绑定顶点流索引.
|
|
|
|
|
InstanceInputStream->VertexBuffer = InstanceDataBuffers->GetBuffer(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 处理偏移.
|
|
|
|
|
if (InstanceOffsetValue > 0)
|
|
|
|
|
{
|
|
|
|
|
VertexFactory->OffsetInstanceStreams(InstanceOffsetValue, InputStreamType, VertexStreams);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ----------- 实现顶点工厂 -----------
|
|
|
|
|
FMyVertexFactory::FMyVertexFactory(ERHIFeatureLevel::Type InFeatureLevel)
|
|
|
|
|
{
|
|
|
|
|
VertexBuffer = new FMyMeshVertexBuffer(16);
|
|
|
|
|
IndexBuffer = new FMyMeshIndexBuffer(16);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FMyVertexFactory::~FMyVertexFactory()
|
|
|
|
|
{
|
|
|
|
|
delete VertexBuffer;
|
|
|
|
|
delete IndexBuffer;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FMyVertexFactory::InitRHI()
|
|
|
|
|
{
|
|
|
|
|
Super::InitRHI();
|
|
|
|
|
|
|
|
|
|
// 设置Uniform数据.
|
|
|
|
|
SetupUniformData();
|
|
|
|
|
|
|
|
|
|
VertexBuffer->InitResource();
|
|
|
|
|
IndexBuffer->InitResource();
|
|
|
|
|
|
|
|
|
|
// 顶点流: 位置
|
|
|
|
|
FVertexStream PositionVertexStream;
|
|
|
|
|
PositionVertexStream.VertexBuffer = VertexBuffer;
|
|
|
|
|
PositionVertexStream.Stride = sizeof(FVector4);
|
|
|
|
|
PositionVertexStream.Offset = 0;
|
|
|
|
|
PositionVertexStream.VertexStreamUsage = EVertexStreamUsage::Default;
|
|
|
|
|
|
|
|
|
|
// 简单的实例化顶点流数据 其中VertexBuffer在绑定时设置.
|
|
|
|
|
FVertexStream InstanceDataVertexStream;
|
|
|
|
|
InstanceDataVertexStream.VertexBuffer = nullptr;
|
|
|
|
|
InstanceDataVertexStream.Stride = sizeof(FVector4);
|
|
|
|
|
InstanceDataVertexStream.Offset = 0;
|
|
|
|
|
InstanceDataVertexStream.VertexStreamUsage = EVertexStreamUsage::Instancing;
|
|
|
|
|
|
|
|
|
|
FVertexElement VertexPositionElement(Streams.Add(PositionVertexStream), 0, VET_Float4, 0, PositionVertexStream.Stride, false);
|
|
|
|
|
|
|
|
|
|
// 顶点声明.
|
|
|
|
|
FVertexDeclarationElementList Elements;
|
|
|
|
|
Elements.Add(VertexPositionElement);
|
|
|
|
|
|
|
|
|
|
// 添加索引顶点流.
|
|
|
|
|
for (int32 StreamIdx = 0; StreamIdx < NumAdditionalVertexStreams; ++StreamIdx)
|
|
|
|
|
{
|
|
|
|
|
FVertexElement InstanceElement(Streams.Add(InstanceDataVertexStream), 0, VET_Float4, 8 + StreamIdx, InstanceDataVertexStream.Stride, true);
|
|
|
|
|
Elements.Add(InstanceElement);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 初始化声明.
|
|
|
|
|
InitDeclaration(Elements);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FMyVertexFactory::ReleaseRHI()
|
|
|
|
|
{
|
|
|
|
|
UniformBuffer.SafeRelease();
|
|
|
|
|
|
|
|
|
|
if (VertexBuffer)
|
|
|
|
|
{
|
|
|
|
|
VertexBuffer->ReleaseResource();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (IndexBuffer)
|
|
|
|
|
{
|
|
|
|
|
IndexBuffer->ReleaseResource();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Super::ReleaseRHI();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FMyVertexFactory::SetupUniformData()
|
|
|
|
|
{
|
|
|
|
|
FMyVertexFactoryParameters UniformParams;
|
|
|
|
|
UniformParams.Color = FVector4(1,0,0,1);
|
|
|
|
|
|
|
|
|
|
UniformBuffer = FMyVertexFactoryBufferRef::CreateUniformBufferImmediate(UniformParams, UniformBuffer_MultiFrame);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FMyVertexFactory::ShouldCompilePermutation(const FVertexFactoryShaderPermutationParameters& Parameters)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FMyVertexFactory::ModifyCompilationEnvironment(const FVertexFactoryShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
|
|
|
{
|
|
|
|
|
OutEnvironment.SetDefine(TEXT("MY_MESH_FACTORY"), 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FMyVertexFactory::ValidateCompiledResult(const FVertexFactoryType* Type, EShaderPlatform Platform, const FShaderParameterMap& ParameterMap, TArray<FString>& OutErrors)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
C++层的逻辑已经完成,但HLSL层也需要编写对应的代码:
|
|
|
|
|
```c++
|
|
|
|
|
#include "/Engine/Private/VertexFactoryCommon.ush"
|
|
|
|
|
|
|
|
|
|
// VS插值到PS的结构体。
|
|
|
|
|
struct FVertexFactoryInterpolantsVSToPS
|
|
|
|
|
{
|
|
|
|
|
#if NUM_TEX_COORD_INTERPOLATORS
|
|
|
|
|
float4 TexCoords[(NUM_TEX_COORD_INTERPOLATORS+1)/2] : TEXCOORD0;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
nointerpolation uint PrimitiveId : PRIMITIVE_ID;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if INSTANCED_STEREO
|
|
|
|
|
nointerpolation uint EyeIndex : PACKED_EYE_INDEX;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FVertexFactoryInput
|
|
|
|
|
{
|
|
|
|
|
float4 Position : ATTRIBUTE0;
|
|
|
|
|
|
|
|
|
|
float4 InstanceData0 : ATTRIBUTE8;
|
|
|
|
|
float4 InstanceData1 : ATTRIBUTE9;
|
|
|
|
|
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
uint PrimitiveId : ATTRIBUTE13;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FPositionOnlyVertexFactoryInput
|
|
|
|
|
{
|
|
|
|
|
float4 Position : ATTRIBUTE0;
|
|
|
|
|
|
|
|
|
|
float4 InstanceData0 : ATTRIBUTE8;
|
|
|
|
|
float4 InstanceData1 : ATTRIBUTE9;
|
|
|
|
|
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
uint PrimitiveId : ATTRIBUTE1;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FPositionAndNormalOnlyVertexFactoryInput
|
|
|
|
|
{
|
|
|
|
|
float4 Position : ATTRIBUTE0;
|
|
|
|
|
float4 Normal : ATTRIBUTE2;
|
|
|
|
|
|
|
|
|
|
float4 InstanceData0 : ATTRIBUTE8;
|
|
|
|
|
float4 InstanceData1 : ATTRIBUTE9;
|
|
|
|
|
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
uint PrimitiveId : ATTRIBUTE1;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FVertexFactoryIntermediates
|
|
|
|
|
{
|
|
|
|
|
float3 OriginalWorldPos;
|
|
|
|
|
|
|
|
|
|
uint PrimitiveId;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
uint GetPrimitiveId(FVertexFactoryInterpolantsVSToPS Interpolants)
|
|
|
|
|
{
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
return Interpolants.PrimitiveId;
|
|
|
|
|
#else
|
|
|
|
|
return 0;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SetPrimitiveId(inout FVertexFactoryInterpolantsVSToPS Interpolants, uint PrimitiveId)
|
|
|
|
|
{
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
Interpolants.PrimitiveId = PrimitiveId;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if NUM_TEX_COORD_INTERPOLATORS
|
|
|
|
|
float2 GetUV(FVertexFactoryInterpolantsVSToPS Interpolants, int UVIndex)
|
|
|
|
|
{
|
|
|
|
|
float4 UVVector = Interpolants.TexCoords[UVIndex / 2];
|
|
|
|
|
return UVIndex % 2 ? UVVector.zw : UVVector.xy;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SetUV(inout FVertexFactoryInterpolantsVSToPS Interpolants, int UVIndex, float2 InValue)
|
|
|
|
|
{
|
|
|
|
|
FLATTEN
|
|
|
|
|
if (UVIndex % 2)
|
|
|
|
|
{
|
|
|
|
|
Interpolants.TexCoords[UVIndex / 2].zw = InValue;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Interpolants.TexCoords[UVIndex / 2].xy = InValue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
FMaterialPixelParameters GetMaterialPixelParameters(FVertexFactoryInterpolantsVSToPS Interpolants, float4 SvPosition)
|
|
|
|
|
{
|
|
|
|
|
// GetMaterialPixelParameters is responsible for fully initializing the result
|
|
|
|
|
FMaterialPixelParameters Result = MakeInitializedMaterialPixelParameters();
|
|
|
|
|
|
|
|
|
|
#if NUM_TEX_COORD_INTERPOLATORS
|
|
|
|
|
UNROLL
|
|
|
|
|
for (int CoordinateIndex = 0; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
|
|
|
|
|
{
|
|
|
|
|
Result.TexCoords[CoordinateIndex] = GetUV(Interpolants, CoordinateIndex);
|
|
|
|
|
}
|
|
|
|
|
#endif //NUM_MATERIAL_TEXCOORDS
|
|
|
|
|
|
|
|
|
|
Result.TwoSidedSign = 1;
|
|
|
|
|
Result.PrimitiveId = GetPrimitiveId(Interpolants);
|
|
|
|
|
|
|
|
|
|
return Result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FMaterialVertexParameters GetMaterialVertexParameters(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float3 WorldPosition, half3x3 TangentToLocal)
|
|
|
|
|
{
|
|
|
|
|
FMaterialVertexParameters Result = (FMaterialVertexParameters)0;
|
|
|
|
|
|
|
|
|
|
Result.WorldPosition = WorldPosition;
|
|
|
|
|
Result.TangentToWorld = float3x3(1,0,0,0,1,0,0,0,1);
|
|
|
|
|
Result.PreSkinnedPosition = Input.Position.xyz;
|
|
|
|
|
Result.PreSkinnedNormal = float3(0,0,1);
|
|
|
|
|
|
|
|
|
|
#if NUM_MATERIAL_TEXCOORDS_VERTEX
|
|
|
|
|
UNROLL
|
|
|
|
|
for(int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS_VERTEX; CoordinateIndex++)
|
|
|
|
|
{
|
|
|
|
|
Result.TexCoords[CoordinateIndex] = Intermediates.MorphedWorldPosRaw.xy;
|
|
|
|
|
}
|
|
|
|
|
#endif //NUM_MATERIAL_TEXCOORDS_VERTEX
|
|
|
|
|
|
|
|
|
|
return Result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FVertexFactoryIntermediates GetVertexFactoryIntermediates(FVertexFactoryInput Input)
|
|
|
|
|
{
|
|
|
|
|
FVertexFactoryIntermediates Intermediates;
|
|
|
|
|
|
|
|
|
|
// Get the packed instance data
|
|
|
|
|
float4 Data0 = Input.InstanceData0;
|
|
|
|
|
float4 Data1 = Input.InstanceData1;
|
|
|
|
|
|
|
|
|
|
const float3 Translation = Data0.xyz;
|
|
|
|
|
const float3 Scale = float3(Data1.zw, 1.0f);
|
|
|
|
|
const uint PackedDataChannel = asuint(Data1.x);
|
|
|
|
|
|
|
|
|
|
// Lod level is in first 8 bits and ShouldMorph bit is in the 9th bit
|
|
|
|
|
const float LODLevel = (float)(PackedDataChannel & 0xFF);
|
|
|
|
|
const uint ShouldMorph = ((PackedDataChannel >> 8) & 0x1);
|
|
|
|
|
|
|
|
|
|
// Calculate the world pos
|
|
|
|
|
Intermediates.OriginalWorldPos = float3(Input.Position.xy, 0.0f) * Scale + Translation;
|
|
|
|
|
|
|
|
|
|
#if VF_USE_PRIMITIVE_SCENE_DATA
|
|
|
|
|
Intermediates.PrimitiveId = Input.PrimitiveId;
|
|
|
|
|
#else
|
|
|
|
|
Intermediates.PrimitiveId = 0;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return Intermediates;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
half3x3 VertexFactoryGetTangentToLocal(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
|
|
|
|
|
{
|
|
|
|
|
return half3x3(1,0,0,0,1,0,0,0,1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 VertexFactoryGetRasterizedWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float4 InWorldPosition)
|
|
|
|
|
{
|
|
|
|
|
return InWorldPosition;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float3 VertexFactoryGetPositionForVertexLighting(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, float3 TranslatedWorldPosition)
|
|
|
|
|
{
|
|
|
|
|
return TranslatedWorldPosition;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FVertexFactoryInterpolantsVSToPS VertexFactoryGetInterpolantsVSToPS(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates, FMaterialVertexParameters VertexParameters)
|
|
|
|
|
{
|
|
|
|
|
FVertexFactoryInterpolantsVSToPS Interpolants;
|
|
|
|
|
|
|
|
|
|
Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
|
|
|
|
|
|
|
|
|
|
#if NUM_TEX_COORD_INTERPOLATORS
|
|
|
|
|
float2 CustomizedUVs[NUM_TEX_COORD_INTERPOLATORS];
|
|
|
|
|
GetMaterialCustomizedUVs(VertexParameters, CustomizedUVs);
|
|
|
|
|
GetCustomInterpolators(VertexParameters, CustomizedUVs);
|
|
|
|
|
|
|
|
|
|
UNROLL
|
|
|
|
|
for (int CoordinateIndex = 0; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
|
|
|
|
|
{
|
|
|
|
|
SetUV(Interpolants, CoordinateIndex, CustomizedUVs[CoordinateIndex]);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if INSTANCED_STEREO
|
|
|
|
|
Interpolants.EyeIndex = 0;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
SetPrimitiveId(Interpolants, Intermediates.PrimitiveId);
|
|
|
|
|
|
|
|
|
|
return Interpolants;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 VertexFactoryGetWorldPosition(FPositionOnlyVertexFactoryInput Input)
|
|
|
|
|
{
|
|
|
|
|
return Input.Position;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 VertexFactoryGetPreviousWorldPosition(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
|
|
|
|
|
{
|
|
|
|
|
float4x4 PreviousLocalToWorldTranslated = GetPrimitiveData(Intermediates.PrimitiveId).PreviousLocalToWorld;
|
|
|
|
|
PreviousLocalToWorldTranslated[3][0] += ResolvedView.PrevPreViewTranslation.x;
|
|
|
|
|
PreviousLocalToWorldTranslated[3][1] += ResolvedView.PrevPreViewTranslation.y;
|
|
|
|
|
PreviousLocalToWorldTranslated[3][2] += ResolvedView.PrevPreViewTranslation.z;
|
|
|
|
|
|
|
|
|
|
return mul(Input.Position, PreviousLocalToWorldTranslated);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 VertexFactoryGetTranslatedPrimitiveVolumeBounds(FVertexFactoryInterpolantsVSToPS Interpolants)
|
|
|
|
|
{
|
|
|
|
|
float4 ObjectWorldPositionAndRadius = GetPrimitiveData(GetPrimitiveId(Interpolants)).ObjectWorldPositionAndRadius;
|
|
|
|
|
return float4(ObjectWorldPositionAndRadius.xyz + ResolvedView.PreViewTranslation.xyz, ObjectWorldPositionAndRadius.w);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint VertexFactoryGetPrimitiveId(FVertexFactoryInterpolantsVSToPS Interpolants)
|
|
|
|
|
{
|
|
|
|
|
return GetPrimitiveId(Interpolants);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float3 VertexFactoryGetWorldNormal(FPositionAndNormalOnlyVertexFactoryInput Input)
|
|
|
|
|
{
|
|
|
|
|
return Input.Normal.xyz;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float3 VertexFactoryGetWorldNormal(FVertexFactoryInput Input, FVertexFactoryIntermediates Intermediates)
|
|
|
|
|
{
|
|
|
|
|
return float3(0.0f, 0.0f, 1.0f);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
由此可见,如果新增加了FVertexFactory的自定义类型,需要在HLSL实现以下接口:
|
|
|
|
|
- FVertexFactoryInput 定义输入到VS的数据布局,需要匹配c++侧的FVertexFactory的类型。
|
|
|
|
|
- FVertexFactoryIntermediates 用于存储将在多个顶点工厂函数中使用的缓存中间数据,比如TangentToLocal。
|
|
|
|
|
- FVertexFactoryInterpolantsVSToPS 从VS传递到PS的顶点工厂数据。
|
|
|
|
|
- VertexFactoryGetWorldPosition 从顶点着色器调用来获得世界空间的顶点位置。
|
|
|
|
|
- VertexFactoryGetInterpolantsVSToPS 转换FVertexFactoryInput到FVertexFactoryInterpolants,在硬件光栅化插值之前计算需要插值或传递到PS的数据。
|
|
|
|
|
- GetMaterialPixelParameters 由PS调用,根据FVertexFactoryInterpolants计算并填充FMaterialPixelParameters结构体。
|