vault backup: 2025-06-27 18:34:16

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BlueRose 2025-06-27 18:34:16 +08:00
parent 5def299315
commit 3908e2854f

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@ -16,9 +16,6 @@ rating: ⭐
- ShaderWorldActor.h:[[#AShaderWorldActor]] - ShaderWorldActor.h:[[#AShaderWorldActor]]
- SWorld.h:[[#ASWorld]] - SWorld.h:[[#ASWorld]]
## FRenderCommandFence
# USWorldSubsystem # USWorldSubsystem
主要管理: 主要管理:
- TArray<USWContextBase*> SW_Contexts - TArray<USWContextBase*> SW_Contexts
@ -168,8 +165,10 @@ void AShaderWorldActor::ReadbacksManagement()
- bool - bool
- RedbuildCollisionContext - RedbuildCollisionContext
- Array - Array
- CollisionWorkQueue类型为FCollisionProcessingWork。 - CollisionReadToProcess
- CollisionReadToProcess - CollisionWorkQueue类型为FCollisionProcessingWork碰撞处理任务队列将回读的
- FCollisionMeshElement
- ReadBackCompletion碰撞数据GPU回读是否完成。
```c++ ```c++
@ -230,6 +229,7 @@ void AShaderWorldActor::CollisionManagement(float& DeltaT)
``` ```
#### SetupCollisions() #### SetupCollisions()
设置相关变量。
```c++ ```c++
bool AShaderWorldActor::SetupCollisions() bool AShaderWorldActor::SetupCollisions()
{ {
@ -356,7 +356,7 @@ bool AShaderWorldActor::CollisionFinalizeWork()
void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>& Positions) void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>& Positions)
{ {
//UBodySetup //UBodySetup更新队列还有任务时执行改函数会将FSWShareableVerticePositionBuffer加入到UpdatesReceivedDuringCompute数组中并且退出。
if (AsyncBodySetupQueue.Num() > 0) if (AsyncBodySetupQueue.Num() > 0)
{ {
#if SWDEBUG #if SWDEBUG
@ -370,7 +370,7 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
UpdatesReceivedDuringCompute.Empty(); UpdatesReceivedDuringCompute.Empty();
//使用FSWShareableVerticePositionBuffer数据来更新当前UShaderWorldCollisionComponent
bool EnsureSameBuffers = ProcMeshSections.Num() > 0 && ProcMeshSections[0].PositionBuffer.IsValid() && (ProcMeshSections[0].PositionBuffer->Positions3f.Num() == 0 || ProcMeshSections[0].PositionBuffer->Positions3f.Num() == Positions->Positions.Num()); bool EnsureSameBuffers = ProcMeshSections.Num() > 0 && ProcMeshSections[0].PositionBuffer.IsValid() && (ProcMeshSections[0].PositionBuffer->Positions3f.Num() == 0 || ProcMeshSections[0].PositionBuffer->Positions3f.Num() == Positions->Positions.Num());
if(!EnsureSameBuffers) if(!EnsureSameBuffers)
{ {
@ -398,6 +398,7 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
{ {
if (UShaderWorldCollisionComponent* Comp = Cast<UShaderWorldCollisionComponent>(WeakThis.Get())) if (UShaderWorldCollisionComponent* Comp = Cast<UShaderWorldCollisionComponent>(WeakThis.Get()))
{ {
//塞入Normal
if(IsValid(Comp)) if(IsValid(Comp))
Comp->ReceiveComputedNormals(PBuffer, Normals); Comp->ReceiveComputedNormals(PBuffer, Normals);
} }
@ -408,8 +409,8 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
//Materials //Materials
// Pass new positions to trimesh // Pass new positions to trimesh
UpdateCollision(); UpdateCollision();//1. 异步Cook UBodySetup 2. 删除原本的碰撞 3. UseBodySetup->CreatePhysicsMeshesAsync()使用UBodySetup异步创建新的碰撞网格。
UpdateLocalBounds(); // Update overall bounds UpdateLocalBounds();//更新UShaderWorldCollisionComponent的LocalBoundingBox
UpdateNavigation(); UpdateNavigation();
if (ProcMeshSections.Num() > 0 && (ProcMeshSections[0].bSectionVisible || (GetWorld() && !GetWorld()->IsGameWorld()))) if (ProcMeshSections.Num() > 0 && (ProcMeshSections[0].bSectionVisible || (GetWorld() && !GetWorld()->IsGameWorld())))
@ -423,6 +424,7 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
SectionData->TargetSection = 0; SectionData->TargetSection = 0;
SectionData->NewPositionBuffer = ProcMeshSections[0].PositionBuffer; SectionData->NewPositionBuffer = ProcMeshSections[0].PositionBuffer;
//更新SceneProxy FShaderWProceduralMeshSceneProxy的NewPositionBuffer也就是UpdateSection
if(AShaderWorldActor* owner = Cast<AShaderWorldActor>(GetOwner())) if(AShaderWorldActor* owner = Cast<AShaderWorldActor>(GetOwner()))
{ {
{ {
@ -450,6 +452,192 @@ void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareabl
} }
} }
``` ```
#### CollisionPreprocessGPU()
GPU生成碰撞 的预处理阶段。
```c++
bool AShaderWorldActor::CollisionPreprocessGPU()
{
SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionPreprocessGPU()", FColor::Magenta);
SW_FCT_CYCLE()
for (int32 CollID = CollisionReadToProcess.Num() - 1; CollID >= 0; CollID--)
{
const FName& ElID = CollisionReadToProcess[CollID];
if (!CollisionMesh.Find(ElID))
{
CollisionWorkQueue.Empty();
CollisionReadToProcess.RemoveAt(CollID);
continue;
}
//判断FCollisionMeshElement是否有效以及是否将碰撞数据回读完成如果完成则将数据添加到碰撞处理队列CollisionWorkQueue并且从碰撞回读队列CollisionReadToProcess
FCollisionMeshElement& Mesh = *CollisionMesh.Find(ElID);
if ((*Mesh.ReadBackCompletion.Get()))
{
ensure(Mesh.Mesh);
if(FGeoCProcMeshSection* Section = Mesh.Mesh->GetProcMeshSection(0))
{
if(CollisionMesh.Contains(CollisionBufferHolder))
{
CollisionWorkQueue.Emplace(
ElID
, Mesh.HeightData
, (*CollisionMesh.Find(CollisionBufferHolder)).Mesh->VerticesTemplate
, (*CollisionMesh.Find(CollisionBufferHolder)).Mesh->TrianglesTemplate);
}
else
{
SW_LOG("!CollisionMesh.Contains(CollisionBufferHolder)")
}
}
else
{
SW_LOG("CollisionPreprocessGPU :: Mesh.Mesh->GetProcMeshSection(0) = nullptr")
}
CollisionReadToProcess.RemoveAt(CollID);
}
}
if (!CollisionReadToProcess.IsEmpty())
{
return false;
}
CollisionReadToProcess.Empty();
if (CollisionWorkQueue.Num() > 0)
{
(*bProcessingGroundCollision.Get()) = true;
AShaderWorldActor* SWContext = this;
Async(EAsyncExecution::TaskGraph, [Completion = bProcessingGroundCollision, RenderAPI = RendererAPI, VerticesPerPatch = CollisionVerticesPerPatch, Work = CollisionWorkQueue]
{
ParallelFor(Work.Num(), [&](int32 WorkIndex)
{
const FCollisionProcessingWork& WorkEl = Work[WorkIndex];
if (!WorkEl.Read.IsValid() || !WorkEl.SourceB.IsValid() || !WorkEl.DestB.IsValid())
return;
const int NumOfVertex = WorkEl.SourceB->Positions.Num();
WorkEl.DestB->Positions.SetNum(NumOfVertex);
WorkEl.DestB->Positions3f.SetNum(NumOfVertex);
WorkEl.DestB->MaterialIndices.SetNum(NumOfVertex);
WorkEl.DestB->Bound = FBox(EForceInit::ForceInit);
FVector LocationfVertice_WS(0);
uint16 MaterialIndice = 0;
uint8* ReadData8 = (uint8*)WorkEl.Read->ReadData.GetData();
TSet<int32>& TrianglesAffectedByHoles = WorkEl.DestB->TrianglesAffectedByHoles;
TrianglesAffectedByHoles.Empty();
//#TODO ISPC slower ?
#if 0 // INTEL_ISPC
if (RenderAPI == EGeoRenderingAPI::OpenGL)
{
ispc::ShaderWorld_HeightFromGPUReadOpenGL(NumOfVertex, VerticesPerPatch, ReadData8,(ispc::FVector*)WorkEl.SourceB->Positions.GetData(), (ispc::FVector*)WorkEl.DestB->Positions.GetData(), (ispc::FVector3f*)WorkEl.DestB->Positions3f.GetData(), WorkEl.DestB->MaterialIndices.GetData());
}
else
{
ispc::ShaderWorld_HeightFromGPURead(NumOfVertex, VerticesPerPatch, ReadData8, (ispc::FVector3f*)WorkEl.SourceB->Positions3f.GetData(), (ispc::FVector*)WorkEl.DestB->Positions.GetData(), (ispc::FVector3f*)WorkEl.DestB->Positions3f.GetData(), WorkEl.DestB->MaterialIndices.GetData());
}
#else
for (int32 k = 0; k < NumOfVertex; k++)
{
if (RenderAPI == EGeoRenderingAPI::OpenGL)
{
const int index = k % VerticesPerPatch + (VerticesPerPatch - 1 - (k / VerticesPerPatch)) * VerticesPerPatch;
LocationfVertice_WS = FVector(WorkEl.SourceB->Positions[k].X, WorkEl.SourceB->Positions[k].Y, GetHeightFromGPURead(&ReadData8[4 * index], MaterialIndice));
}
else
LocationfVertice_WS = FVector(WorkEl.SourceB->Positions[k].X, WorkEl.SourceB->Positions[k].Y, GetHeightFromGPURead(&ReadData8[4 * k], MaterialIndice));
WorkEl.DestB->Positions[k] = LocationfVertice_WS;
WorkEl.DestB->Positions3f[k] = FVector3f(LocationfVertice_WS);
WorkEl.DestB->MaterialIndices[k] = MaterialIndice;
/*
* Height below -7km means terrain hole
*/
if(WorkEl.DestB->Positions[k].Z < -700000.0)
{
/*
* Find triangles including this vertex and add them to removed triangles
*/
if(WorkEl.SourceB->PositionToTriangle.Contains(k))
{
TrianglesAffectedByHoles.Append(*WorkEl.SourceB->PositionToTriangle.Find(k));
}
}
else
{
WorkEl.DestB->Bound += WorkEl.DestB->Positions[k];
}
}
#endif
/*
* If the terrain has holes, create a custom index buffer with the related triangles removed
*/
if(TrianglesAffectedByHoles.Num() > 0)
{
WorkEl.DestB->FilteredTriangles = MakeShared<FSWShareableIndexBuffer, ESPMode::ThreadSafe>();
for(int32 Triangle = 0; Triangle < WorkEl.TriangleTemplate->Indices.Num()/3; Triangle++)
{
if(!TrianglesAffectedByHoles.Contains(Triangle))
{
WorkEl.DestB->FilteredTriangles->Indices.Add(WorkEl.TriangleTemplate->Indices[Triangle * 3]);
WorkEl.DestB->FilteredTriangles->Indices.Add(WorkEl.TriangleTemplate->Indices[Triangle * 3 + 1]);
WorkEl.DestB->FilteredTriangles->Indices.Add(WorkEl.TriangleTemplate->Indices[Triangle * 3 + 2]);
WorkEl.DestB->FilteredTriangles->Triangles_CollisionOnly.Add(WorkEl.TriangleTemplate->Triangles_CollisionOnly[Triangle]);
}
}
}
else
{
WorkEl.DestB->FilteredTriangles.Reset();
}
//WorkEl.DestB->Bound = FBox(WorkEl.DestB->Positions);
}
);
if (Completion.IsValid())
Completion->AtomicSet(false);
});
}
return true;
}
```
### SpawnablesManagement() ### SpawnablesManagement()
### TerrainAndSpawnablesManagement() ### TerrainAndSpawnablesManagement()