35 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
Untitled | 2025-06-03 10:19:25 | ⭐ |
前言
- ShaderWorldPCGInterop:
- ShaderWorld:
- ShaderWorldCore:
ShaderWorld
- Class
- Actor
- ShaderWorldActor.h:#AShaderWorldActor
- SWorld.h:#ASWorld
- Actor
USWorldSubsystem
主要管理:
- TArray<USWContextBase*> SW_Contexts
- 渲染相关变量:RT_Ready、RenderThreadPoked、RenderThreadResponded处理。
ASWorld
AShaderWorldActor
大致启动流程
大致启动流程:
- BeginPlay()
- 设置SWCamera Location。
- 清空所有数据。
- InitiateWorld()
- 更新相关变量:GenerateCollision_last、VerticalRangeMeters_last、WorldHasBounds_OnRebuild。Segmented_Initialized 、bExportPhysicalMaterialID_cached
- 设置高度生成用材质变量 Generator;bool bHadGeneratorAtRebuildTime = IsValid(Generator);
- LOD_Num与WorldDimensionMeters计算。
- 重新生成若干数组:
- LODs_DimensionsMeters
- ClipMapToUpdateAndMove
- ClipMapToUpdate
- NeedSegmentedUpdate
- AdaptiveTopology
- 相关线程安全变量:
- Shareable_ID_FarLOD
- UpdateHOverTime
- ComputeOptimalVirtualCacheSize()
- for (int32 i = (WorldHasBounds_OnRebuild ? -1 : 0); i < LOD_Num; i++)
- Toggle Async creation of Clipmap Meshes
- Async TaskGraph ClipMapMeshCreation
- Tick()
- 初始化
- 取得USWorldSubsystem指针,并且进行初始化。
- ReadbacksManagement()
- CollisionManagement()
- SpawnablesManagement()
- TerrainAndSpawnablesManagement()
- 初始化
ReadbacksManagement()
主要用于回读RetrieveHeightAt()调用后GPU计算出来的Position信息。在用于计算HeightReadBack的渲染线程、RHI、GPU都执行完成后,从ReadBackHeightData的像素点(最多25个)中读取Z轴信息,之后和PointsPendingReadBacks中的X、Y轴信息合并成一个Vector3 Position。
- ThreadSafe
- bool
- bProcessingHeightRetrieval
- bProcessingHeightRetrievalRT
- FSWShareableSamplePoints
- PointsPendingReadBacks
- FSWColorRead
- ReadBackHeightData
- bool
- FRenderCommandFence
- HeightReadBackFence
void AShaderWorldActor::ReadbacksManagement()
{
if (!bProcessingHeightRetrieval.IsValid())
bProcessingHeightRetrieval = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
if (!bProcessingHeightRetrievalRT.IsValid())
bProcessingHeightRetrievalRT = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
//PointsPendingReadBacks存储从GPU回读的采样坐标位置;在RetrieveHeightAt()调用HeightReadBackFence.BeginFence(true)开启渲染栅栏,不开启这段逻辑不会执行。
if ((*bProcessingHeightRetrieval.Get()) && (*bProcessingHeightRetrievalRT.Get()) && HeightReadBackFence.IsFenceComplete() && PointsPendingReadBacks.IsValid())
{
// ReadBackHeightData uin8 贴图数据
if (!ReadBackHeightData.IsValid())
return;
//For now we do Compute samples on a rendertarget 5x5, therefore 25 positions evaluated per request.
//每次请求可以读取25个点。
const int NumOfVertex = 25;
PositionsOfReadBacks.Empty();
PositionsOfReadBacks.AddUninitialized(25);
uint8* ReadData8 = (uint8*)ReadBackHeightData->ReadData.GetData();
uint16 MaterialIndice = 0;
for (int32 k = 0; k < NumOfVertex; k++)
{
FVector3f& PositionSample = PositionsOfReadBacks[k];
if (RendererAPI == EGeoRenderingAPI::OpenGL)
{
int X = k % 5;
int Y = k / 5;
int index = X + Y * 5;
Y = (5 - 1) - Y;
index = X + Y * 5;
PositionSample = FVector3f(PointsPendingReadBacks->PositionsXY[2 * k], PointsPendingReadBacks->PositionsXY[2 * k + 1], GetHeightFromGPURead(&ReadData8[index * 4], MaterialIndice) / HeightScale);
}
else
PositionSample = FVector3f(PointsPendingReadBacks->PositionsXY[2 * k], PointsPendingReadBacks->PositionsXY[2 * k + 1], GetHeightFromGPURead(&ReadData8[k * 4], MaterialIndice) / HeightScale);
}
if(HeightRetrieveDelegate.ExecuteIfBound(PositionsOfReadBacks))
{
//SW_LOG("HeightRetrieveDelegate.ExecuteIfBound(PositionsOfReadBacks) PositionsOfReadBacks[0] %s",*PositionsOfReadBacks[0].ToString())
}
else
{
//SW_LOG("Fail HeightRetrieveDelegate.ExecuteIfBound(PositionsOfReadBacks)")
}
bProcessingHeightRetrieval->AtomicSet(false);
bProcessingHeightRetrievalRT->AtomicSet(false);
}
//For now MinMax is here
//处理FClipMapMeshElement的最大最小队列?
if (UseSegmented())
{
if(WorldHasBounds_OnRebuild)
{
FClipMapMeshElement& MeshEl = FarLOD_BoundedWorld;
if (MeshEl.MinMaxQueue.Num() > 0)
{
MeshEl.ProcessMinMaxQueue(SWorldSubsystem);
}
}
for (FClipMapMeshElement& MeshEl : Meshes)
{
if (MeshEl.MinMaxQueue.Num() > 0)
{
MeshEl.ProcessMinMaxQueue(SWorldSubsystem);
}
}
}
}
CollisionManagement()
- ThreadSafe
- bool
- bProcessingGroundCollision
- bPreprocessingCollisionUpdate
- EditRebuild:传递Bool值给 rebuild。
- FSWCollisionManagementShareableData
- CollisionShareable
- bool
- FRenderCommandFence
- 1
- bool
- RedbuildCollisionContext
- Array
- 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。
void AShaderWorldActor::CollisionManagement(float& DeltaT)
{
SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionManagement", FColor::Magenta);
SW_FCT_CYCLE()
/*
* Can we execute compute shader?
* Do we need to rebuild collision?
* Did ShaderWorld toggled collision generation On/Off?
* Are we pending a full rebuild of the Shader World?
*/
if (!SetupCollisions())
return;
/*
* Using collision updates, update Collision meshes
*/
if (!CollisionFinalizeWork())
return;
if (CollisionProcess.IsFenceComplete())
{
/*
* Convert Compute shader results to actionable collision updates
*/
if (!CollisionPreprocessGPU())
{
CollisionProcess.BeginFence(true);
return;
}
}
/*
* Process GPU work queue by launching GPU tasks to evaluate the collision of new tiles
*/
CollisionGPU();
// Timer
{
CollisionUpdateTimeAcu += DeltaT;
if (CollisionUpdateTimeAcu <= 1.f / 10.f || CollisionWorkQueue.Num() > 0 || !CollisionProcess.IsFenceComplete())
return;
CollisionUpdateTimeAcu = 0.f;
}
/*
* Gather relevant collision tiles
* If an old tile is not relevant anymore, release it.
* If a new location needs to be computed: allocate a tile and add its relevant computation work to the GPU work queue
*/
CollisionCPU();
}
SetupCollisions()
设置相关变量。
bool AShaderWorldActor::SetupCollisions()
{
SW_FCT_CYCLE()
if (!bHadGeneratorAtRebuildTime)
return false;
if (!Shareable_ID.IsValid() || Meshes.Num() <= 0)
return false;
//初始化线程安全变量
if (!bProcessingGroundCollision.IsValid())
bProcessingGroundCollision = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
if (!bPreprocessingCollisionUpdate.IsValid())
bPreprocessingCollisionUpdate = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
if (EditRebuild)
{
EditRebuild.AtomicSet(false);
rebuild = true;
}
if (rebuild)
RedbuildCollisionContext = true;
//重建相关变量初始化
if (RedbuildCollisionContext)
{
if (!(*bProcessingGroundCollision.Get()) && !(*bPreprocessingCollisionUpdate.Get())
&& CollisionProcess.IsFenceComplete()
&& (CollisionMesh.Num() <= 0)
&& (UsedCollisionMesh.Num() <= 0))
{
CollisionShareable = nullptr;
CollisionWorkQueue.Empty();
CollisionReadToProcess.Empty();
RedbuildCollisionContext = false;
}
}
if (RedbuildCollisionContext)
return false;
if (!GenerateCollision)
return false;
if (!CollisionShareable.IsValid())
CollisionShareable = MakeShared<FSWCollisionManagementShareableData, ESPMode::ThreadSafe>(CollisionResolution, CollisionVerticesPerPatch);
if ((*bProcessingGroundCollision.Get()) || (*bPreprocessingCollisionUpdate.Get()) || !CameraSet || (Meshes.Num() == 0))
return false;
//Let the data layer be computed before generating collisions and trying to extract material IDs
if (bExportPhysicalMaterialID && (WorldCycle < 2))
return false;
if (CollisionVisibleChanged)
{
if (GetWorld())
{
for (auto& ColM : CollisionMesh)
{
if (auto& Mesh = ColM.Value.Mesh)
{
Mesh->SetMeshSectionVisible(0, CollisionVisible);
}
}
}
CollisionVisibleChanged.AtomicSet(false);
}
return true;
}
CollisionFinalizeWork()
结束碰撞生成任务,true为完成,false为任务超时未完成。
- TMap<FName,FCollisionMeshElement> CollisionMesh:碰撞Name => 碰撞Mesh Map。
- FCollisionMeshElement:管理单个碰撞数据的结构体。
- UBodySetup:虚幻引擎中一个重要的物理相关类,主要用于定义和存储物体的物理属性和碰撞设置
bool AShaderWorldActor::CollisionFinalizeWork()
{
SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionFinalizeWork()", FColor::Magenta);
SW_FCT_CYCLE()
if (!CollisionReadToProcess.IsEmpty())
return true;
const double GameThreadBudget_ms = SWGameThreadBudgetCollision_ms.GetValueOnGameThread();
double TimeStart = FPlatformTime::Seconds();
//判断处理队列是否为空
if(CollisionWorkQueue.Num()<=0)
return true;
{
FScopeLock CollisionMeshArrayAccess(&CollisionMeshAccessLock);
for (int i = CollisionWorkQueue.Num() - 1; i >= 0; i--)
{
//判断生成时间是否是否超过预设数值,如果超过就直接返回。默认为1 ms。
if ((FPlatformTime::Seconds() - TimeStart) * 1000.0 > GameThreadBudget_ms)
return false;
//将生成的碰撞数据赋予给对应的碰撞Mesh,最后移除任务队列中的任务。
FCollisionProcessingWork& Work = CollisionWorkQueue[i];
ensure(CollisionMesh.Find(Work.MeshID));
FCollisionMeshElement& Mesh = CollisionMesh[Work.MeshID];
Mesh.Mesh->UpdateSectionTriMesh(Work.DestB);
CollisionWorkQueue.RemoveAt(i);
}
}
CollisionWorkQueue.Empty();
return true;
}
void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>& Positions)
{
//当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 SWDEBUG
SW_LOG("Collision Update received during alreayd occuring computation %s",*GetName())
#endif
UpdatesReceivedDuringCompute.Add(Positions);
return;
}
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());
if(!EnsureSameBuffers)
{
#if SWDEBUG
UE_LOG(LogTemp,Warning,TEXT("Error UpdateSectionTriMesh : buffers incompatible"));
#endif
}
else
{
ProcMeshSections[0].PositionBuffer.Reset();
ProcMeshSections[0].Normals.Reset();
ProcMeshSections[0].PositionBuffer = Positions;
ProcMeshSections[0].SectionLocalBox = Positions->Bound;
ProcMeshSections[0].bEnableCollision = true;
Async(EAsyncExecution::TaskGraph, [WeakThis = MakeWeakObjectPtr(this), PBuffer = Positions, IndexB = ProcMeshSections[0].IndexBuffer]
{
TSharedPtr<TArray<FVector>, ESPMode::ThreadSafe> Normals = SWComputeNormalsForPatch(PBuffer, IndexB);
AsyncTask(ENamedThreads::GameThread, [WeakThis,PBuffer, Normals]()
{
if (WeakThis.IsValid())
{
if (UShaderWorldCollisionComponent* Comp = Cast<UShaderWorldCollisionComponent>(WeakThis.Get()))
{
//塞入Normal
if(IsValid(Comp))
Comp->ReceiveComputedNormals(PBuffer, Normals);
}
}
});
});
}
//Materials
// Pass new positions to trimesh
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();//更新UShaderWorldCollisionComponent的LocalBoundingBox
UpdateNavigation();
if (ProcMeshSections.Num() > 0 && (ProcMeshSections[0].bSectionVisible || (GetWorld() && !GetWorld()->IsGameWorld())))
{
// If we have a valid proxy and it is not pending recreation
if (SceneProxy && !IsRenderStateDirty())
{
//SW_LOG("Update trimesh SceneProxy && !IsRenderStateDirty()")
// Create data to update section
FShaderWColProcMeshSectionUpdateData* SectionData = new FShaderWColProcMeshSectionUpdateData;
SectionData->TargetSection = 0;
SectionData->NewPositionBuffer = ProcMeshSections[0].PositionBuffer;
//更新SceneProxy FShaderWProceduralMeshSceneProxy的NewPositionBuffer,也就是UpdateSection
if(AShaderWorldActor* owner = Cast<AShaderWorldActor>(GetOwner()))
{
{
// Enqueue command to send to render thread
FShaderWProceduralMeshSceneProxy* ProcMeshSceneProxy = (FShaderWProceduralMeshSceneProxy*)(SceneProxy && !IsRenderStateDirty() ? SceneProxy : nullptr);
ENQUEUE_RENDER_COMMAND(FGeoCProcMeshSectionUpdate)
([ProcMeshSceneProxy, SectionData](FRHICommandListImmediate& RHICmdList)
{
if(ProcMeshSceneProxy)
ProcMeshSceneProxy->UpdateSection_RenderThread(SectionData);
});
}
}
else
{
//SW_LOG("Update trimesh !owner")
}
}
else
{
//SW_LOG("Update trimesh !(SceneProxy && !IsRenderStateDirty())")
}
MarkRenderTransformDirty();
}
}
CollisionPreprocessGPU()
GPU生成碰撞 的预处理阶段。
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()
TerrainAndSpawnablesManagement()
PreEditChange() / PostEditChangeProperty()
PreEditChange() 主要针对以下两个变量的设置:
- PreventReRegistration:防止重新注册。
- RuntimePropertyEditing:实时属性修改。
PostEditChangeProperty() 里面比较关键的逻辑有:
- EditRebuildVegetation.AtomicSet(true);
- 在Setup()中清空Bioms数组。
- EditRebuild.AtomicSet(true);
- 在SetupCollisions()设置rebuild = true。
如果RuntimePropertyEditing为true,在最后会将RuntimePropertyEditing设置为false。PreventReRegistration也会设置为false。
Rebuild变量
主要出现在:
- Setup():调用RebuildCleanup()清空所有数据。
- SetupCollision(): RedbuildCollisionContext = true。
- ProcessSpawnablePending():如果处于重建状态就直接返回。
- InitiateClipMapMeshes():如果处于重建状态就直接返回。
- FinalizeAsyncWork():如果处于重建状态就直接返回。
DrawMaterialToRenderTarget
USWorldSubsystem::DrawMaterialToRenderTarget => SWShaderToolBox::DrawMaterial => DrawMaterial_CS_RT
调用路径:
- AShaderWorldActor::#RetrieveHeightAt(好像没有引用):检索高度
- AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap
- AShaderWorldActor::ProcessSegmentedComputation() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
- AShaderWorldActor::ComputeHeightMapForClipMap
- AShaderWorldActor::UpdateClipMap() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
- AShaderWorldActor::ComputeDataLayersForClipMap
- AShaderWorldActor::UpdateClipMap() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
- AShaderWorldActor::UpdateCollisionMeshData:更新碰撞模型数据。
- AShaderWorldActor::CollisionGPU() <- AShaderWorldActor::CollisionManagement() <- AShaderWorldActor::Tick()
- FSpawnableMesh::UpdateSpawnableData
- AShaderWorldActor::ProcessSegmentedComputation() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
Cache机制
AShaderWorldActor::ProcessSegmentedComputation() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
其他Bug
SetTextureParameterValue相关逻辑排查
- AShaderWorldActor中的SetTextureParameterValue
ExportCacheInBoundsAssignHeightMapToDynamicMaterial- UpdateStaticDataFor
- ComputeHeight_Segmented_MapForClipMap:似乎会设置
UpdateCollisionMeshData- #InitializeReadBackDependencies
- InitiateMaterials
UpdateStaticDataFor
ComputeHeight_Segmented_MapForClipMap
- 作用:
- 调用顺序:AShaderWorldActor::Tick() -> AShaderWorldActor::TerrainAndSpawnablesManagement() -> AShaderWorldActor::ProcessSegmentedComputation() -> ComputeHeight_Segmented_MapForClipMap
// 1) Intersect clipmap with grid quad
// 2) Gather non computed quads
// 3) Allocated Compute element to missing Quad
// 4) Update the indirection data to the new elements
// 5) Update the Clipmap Heightmap with the grid data
UpdateCollisionMeshData
- 作用:
- 判断DynCollisionMat是否有效,无效就使用
Generator
(高度数据生成材质)来创建。 - 设置材质参数NoMargin、TexelPerSide、PatchFullSize、MeshScale。
- 设置随机种子相关的材质参数。
- 设置材质参数PatchLocation。
- 生成碰撞数据到
CollisionRT
。 - 笔刷功能逻辑:ApplyBrushStackToHeightMap()。
- ExportPhysicalMaterialID逻辑。
- GPU碰撞数据回读:ShaderWorld::AsyncReadPixelsFromRT()。
- ShaderWorld::GSWReadbackManager.AddPendingReadBack(),将回读Task增加
TArray<FReadBackTask> PendingReads;
。 - 之后会在USWorldSubsystem::Tick()中调用ShaderWorld::GSWReadbackManager.TickReadBack(),不断检查是否可回读,并进行最终回读。
- ShaderWorld::GSWReadbackManager.AddPendingReadBack(),将回读Task增加
- 判断DynCollisionMat是否有效,无效就使用
- 调用顺序:Tick() -> CollisionManagement() -> CollisionGPU() -> UpdateCollisionMeshData()
namespace ShaderWorld
{
FORCEINLINE void AsyncReadPixelsFromRT(UShaderWorldRT2D* InRT, TSharedPtr<FSWColorRead, ESPMode::ThreadSafe> Destination, TSharedPtr < FThreadSafeBool, ESPMode::ThreadSafe> Completion)
{
ENQUEUE_RENDER_COMMAND(ReadGeoClipMapRTCmd)(
[InRT, HeightData = Destination, Completion = Completion](FRHICommandListImmediate& RHICmdList)
{
check(IsInRenderingThread());
if (HeightData.IsValid() && InRT->GetResource())
{
FRDGBuilder GraphBuilder(RHICmdList);
TSharedPtr<FRHIGPUTextureReadback> ReadBackStaging = MakeShared<FRHIGPUTextureReadback>(TEXT("SWGPUTextureReadback"));
FRDGTextureRef RDGSourceTexture = RegisterExternalTexture(GraphBuilder, InRT->GetResource()->TextureRHI, TEXT("SWSourceTextureToReadbackTexture"));
AddEnqueueCopyPass(GraphBuilder, ReadBackStaging.Get(), RDGSourceTexture);
GraphBuilder.Execute();
ShaderWorld::GSWReadbackManager.AddPendingReadBack(RHICmdList, GPixelFormats[RDGSourceTexture->Desc.Format].BlockBytes, RDGSourceTexture->Desc.Extent.X, RDGSourceTexture->Desc.Extent.Y, ReadBackStaging, const_cast<TSharedPtr<FSWColorRead, ESPMode::ThreadSafe>&>(HeightData), const_cast<TSharedPtr < FThreadSafeBool, ESPMode::ThreadSafe>&>(Completion));
}
});
}
InitializeReadBackDependencies
- 作用:初始化几个GPU数据回读用的RT。
- 调用顺序:BeginPlay() -> InitiateWorld() -> InitializeReadBackDependencies()
- 初始化3个RT:ReadRequestLocation、ReadRequestLocationHeightmap、GeneratorDynamicForReadBack。
- 会设置
TObjectPtr < UMaterialInstanceDynamic> GeneratorDynamicForReadBack
各种变量
GeneratorDynamicForReadBack->SetScalarParameterValue("HeightReadBack", 1.f);
GeneratorDynamicForReadBack->SetTextureParameterValue("SpecificLocationsRT", ReadRequestLocation);
GeneratorDynamicForReadBack->SetScalarParameterValue("NoMargin", 0.f);
GeneratorDynamicForReadBack->SetScalarParameterValue("N", N);
GeneratorDynamicForReadBack->SetScalarParameterValue("NormalMapSelect", 0.f);
GeneratorDynamicForReadBack->SetScalarParameterValue("HeightMapToggle", 1.f);
- 设置随机种子相关Shader Parameter。
InitiateMaterials
作用:初始化TArray<FClipMapMeshElement> Meshes;
的Material、Producers
调用顺序:BeginPlay() -> InitiateWorld() -> InitiateMaterials()
经过断点调试,会设置WorldSettings里的Material(地形Material)的HeightMap与NormalMap。
SWorldSubsystem->DrawMaterialToRenderTarget
Rebuild逻辑
重要函数
- AShaderWorldActor::BeginPlay()
- AShaderWorldActor::Setup()(<- TerrainAndSpawnablesManagement(float& DeltaT) <- Tick())
Rebuild逻辑顺序
- AShaderWorldActor::BeginPlay() 1.
Debug
- AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
- UpdateCollisionMeshData
- AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
- #RetrieveHeightAt
- UpdateCollisionMeshData 3次
- AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
RetrieveHeightAt
可能存在bug待排查的:
- ShaderWorldSubsystem->LoadSampleLocationsInRT()
- ShaderWorldSubsystem->DrawMaterialToRenderTarget()
相关变量
- FThreadSafeBool
- bProcessingHeightRetrieval
- bProcessingHeightRetrievalRT
- MID
- GeneratorDynamicForReadBack
- UShaderWorldRT2D(
UTextureRenderTarget2D
)- ReadRequestLocation:RTF_RG32f,初始化于
InitializeReadBackDependencies() <- InitiateWorld()
- ReadRequestLocationHeightmap:RTF_RGBA8,初始化于
InitializeReadBackDependencies() <- InitiateWorld()
- ReadRequestLocation:RTF_RG32f,初始化于
代码
bool AShaderWorldActor::RetrieveHeightAt(const TArray<FVector>& Origin, const FSWHeightRetrievalDelegate& Callback)
{
if (!GeneratorDynamicForReadBack || !SWorldSubsystem)
return false;
if (!bProcessingHeightRetrieval.IsValid())
{
bProcessingHeightRetrieval = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
bProcessingHeightRetrieval->AtomicSet(false);
}
if (!bProcessingHeightRetrievalRT.IsValid())
{
bProcessingHeightRetrievalRT = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
bProcessingHeightRetrievalRT->AtomicSet(false);
}
if (!(*bProcessingHeightRetrieval.Get()) && ReadRequestLocation && ReadRequestLocationHeightmap && GeneratorDynamicForReadBack)
{
bProcessingHeightRetrieval->AtomicSet(true);
bProcessingHeightRetrievalRT->AtomicSet(false);
HeightRetrieveDelegate = Callback;
//初始化采样点数组结构体FSWShareableSamplePoints
PointsPendingReadBacks = MakeShared<FSWShareableSamplePoints, ESPMode::ThreadSafe>();
TSharedPtr<FSWShareableSamplePoints>& Samples = PointsPendingReadBacks;
FBox BoundingBoxRead(Origin);
Samples->PositionsXY.SetNum(25 * 2);
for (int i = 0; i < 25; i++)
{
if (i < Origin.Num())
{
Samples->PositionsXY[i * 2] = Origin[i].X;
Samples->PositionsXY[i * 2 + 1] = Origin[i].Y;
}
else
{
Samples->PositionsXY[i * 2] = 0.f;
Samples->PositionsXY[i * 2 + 1] = 0.f;
}
}
if (USWorldSubsystem* ShaderWorldSubsystem = SWorldSubsystem)
{
//从渲染线程
ShaderWorldSubsystem->LoadSampleLocationsInRT(ReadRequestLocation, Samples);
#if SW_COMPUTE_GENERATION
ShaderWorldSubsystem->DrawMaterialToRenderTarget(
{ false,
false,
GetWorld()->Scene,
(float)GetWorld()->TimeSeconds,
false,
true,
ReadRequestLocationHeightmap->SizeX,
10,
FVector(0.f),
true,
ReadRequestLocation,
GeneratorDynamicForReadBack,
ReadRequestLocationHeightmap
});
#else
UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, ReadRequestLocationHeightmap, GeneratorDynamicForReadBack);
#endif
int32 Size_RT_Readback = ReadRequestLocationHeightmap.Get()->SizeX;
FVector Barycentre = BoundingBoxRead.GetCenter();
FVector Extent = BoundingBoxRead.GetExtent();
float gridspacing = Extent.X * 2.0 / (Size_RT_Readback - 1);
if (IsValid(BrushManager))
BrushManager->ApplyBrushStackToHeightMap(this, 0, ReadRequestLocationHeightmap.Get(), Barycentre, gridspacing, Size_RT_Readback, true, true, ReadRequestLocation.Get());
ReadBackHeightData = MakeShared<FSWColorRead, ESPMode::ThreadSafe>();
ReadBackHeightData->ReadData.SetNum(25);
ENQUEUE_RENDER_COMMAND(ReadGeoClipMapRTCmd)(
[InRT = ReadRequestLocationHeightmap, HeightData = ReadBackHeightData, Completion = bProcessingHeightRetrievalRT](FRHICommandListImmediate& RHICmdList)
{
check(IsInRenderingThread());
if (HeightData.IsValid() && InRT->GetResource())
{
FRDGBuilder GraphBuilder(RHICmdList);
TSharedPtr<FRHIGPUTextureReadback> ReadBackStaging = MakeShared<FRHIGPUTextureReadback>(TEXT("SWGPUTextureReadback"));
FRDGTextureRef RDGSourceTexture = RegisterExternalTexture(GraphBuilder, InRT->GetResource()->TextureRHI, TEXT("SWSourceTextureToReadbackTexture"));
AddEnqueueCopyPass(GraphBuilder, ReadBackStaging.Get(), RDGSourceTexture);
GraphBuilder.Execute();
ShaderWorld::GSWReadbackManager.AddPendingReadBack(RHICmdList, GPixelFormats[RDGSourceTexture->Desc.Format].BlockBytes, RDGSourceTexture->Desc.Extent.X, RDGSourceTexture->Desc.Extent.Y, ReadBackStaging, const_cast<TSharedPtr<FSWColorRead, ESPMode::ThreadSafe>&>(HeightData), const_cast<TSharedPtr < FThreadSafeBool, ESPMode::ThreadSafe>&>(Completion));
}
});
HeightReadBackFence.BeginFence(true);
}
return true;
}
return false;
}
RequestReadBackLoad
bool USWorldSubsystem::LoadSampleLocationsInRT(UShaderWorldRT2D* LocationsRequestedRT,
TSharedPtr<FSWShareableSamplePoints>& Samples)
{
if (!RenderThreadResponded)
return false;
const SWSampleRequestComputeData ReadBackData(LocationsRequestedRT, Samples);
SWToolBox->RequestReadBackLoad(ReadBackData);
return true;
}
SWShaderToolBox
RequestReadBackLoad
void SWShaderToolBox::RequestReadBackLoad(const SWSampleRequestComputeData& Data) const
{
if (Data.CPU)
return CPUTools.RequestReadBackLoad(Data);
ENQUEUE_RENDER_COMMAND(ShaderTools_copy_rt)
([this, Data](FRHICommandListImmediate& RHICmdList)
{
if (Data.SamplesXY && Data.SamplesXY->GetResource())
RequestReadBackLoad_RT(RHICmdList,Data);
}
);
}
void SWShaderToolBox::RequestReadBackLoad_RT(FRHICommandListImmediate& RHICmdList, const SWSampleRequestComputeData& Data) const
{
if (!(Data.SamplesXY && Data.SamplesXY->GetResource()))
return;
FRDGBuilder GraphBuilder(RHICmdList);
{
RDG_EVENT_SCOPE(GraphBuilder, "ShaderWorld PositionReadBack");
RDG_GPU_STAT_SCOPE(GraphBuilder, ShaderWorldReadBack);
FIntVector GroupCount;
GroupCount.X = FMath::DivideAndRoundUp((float)Data.SamplesXY->GetResource()->GetSizeX(), (float)SW_LoadReadBackLocations_GroupSizeX);
GroupCount.Y = FMath::DivideAndRoundUp((float)Data.SamplesXY->GetResource()->GetSizeY(), (float)SW_LoadReadBackLocations_GroupSizeY);
GroupCount.Z = 1;
const FUnorderedAccessViewRHIRef RT_UAV = GraphBuilder.RHICmdList.CreateUnorderedAccessView(Data.SamplesXY->GetResource()->TextureRHI);
const FRDGBufferRef LocationRequest = CreateUploadBuffer(
GraphBuilder,
TEXT("SWLoadSampleLocations"),
sizeof(float),
Data.SamplesSource->PositionsXY.Num(),
Data.SamplesSource->PositionsXY.GetData(),
Data.SamplesSource->PositionsXY.Num() * Data.SamplesSource->PositionsXY.GetTypeSize()
);
const FRDGBufferSRVRef LocationRequestSRV = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(LocationRequest, PF_R32_FLOAT));;
FLoadReadBackLocations_CS::FPermutationDomain PermutationVector;
TShaderMapRef<FLoadReadBackLocations_CS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel), PermutationVector);
FLoadReadBackLocations_CS::FParameters* PassParameters = GraphBuilder.AllocParameters<FLoadReadBackLocations_CS::FParameters>();
PassParameters->SampleDim = Data.SamplesXY->GetResource()->GetSizeX();
PassParameters->DestLocationsTex = RT_UAV;
PassParameters->SourceLocationBuffer = LocationRequestSRV;
GraphBuilder.AddPass(
RDG_EVENT_NAME("ShaderWorld LoadReadBacklocations_CS"),
PassParameters,
ERDGPassFlags::Compute |
ERDGPassFlags::NeverCull,
[PassParameters, ComputeShader, GroupCount](FRHICommandList& RHICmdList)
{
FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, *PassParameters, GroupCount);
});
}
GraphBuilder.Execute();
}
FLoadReadBackLocations_CS
uint SampleDim;
RWTexture2D<float2> DestLocationsTex;
Buffer<float> SourceLocationBuffer;
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
void SampleLocationLoaderCS(uint3 ThreadId : SV_DispatchThreadID)
{
if (any(ThreadId.xy >= SampleDim.xx))
return;
uint IndexPixel = (ThreadId.x + ThreadId.y * SampleDim) * 2;
DestLocationsTex[ThreadId.xy] = float2(SourceLocationBuffer[IndexPixel],SourceLocationBuffer[IndexPixel + 1]);
}
FSWDrawMaterial_SL_CS
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, FSWDrawMaterial_SL_CS, TEXT("/ShaderWorld/ShaderWorldUtilities.usf"), TEXT("DrawMaterialCS"), SF_Compute);
FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SW_DRAW_WITH_HEIGHTNORMAL"), 0);
OutEnvironment.SetDefine(TEXT("SW_DRAWMATERIAL"), 1);
OutEnvironment.SetDefine(TEXT("SW_SPECIFIC_LOCATION_DRAW"), 1);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), bIsMobileRenderer ? SW_MobileLowSharedMemory_GroupSizeX : FComputeShaderUtils::kGolden2DGroupSize);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), bIsMobileRenderer ? SW_MobileLowSharedMemory_GroupSizeY : FComputeShaderUtils::kGolden2DGroupSize);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEZ"), 1);
- M_Blank_HeightLayer
- MFC_WorldPositionNormal_Layer
- M_Blank_HeightLayer(未连接)
- MFC_Position_ForCache
- MFC_WorldPositionNormal_Layer
- 其他
- MF_CacheRead_Reference_Tessellation
- MFC_CacheRead:没有其他引用
- MFC_CacheRead_Tessellationt
- MFC_CacheReadNoVertexManipulation
- MFC_ExternalCacheRead
植被生成逻辑
Tick() => TerrainAndSpawnablesManagement() => UpdateSpawnables() => UpdateSpawnable()