2334 lines
80 KiB
Markdown
2334 lines
80 KiB
Markdown
---
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title: Untitled
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date: 2025-06-03 10:19:25
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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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1. ShaderWorldPCGInterop:
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2. ShaderWorld:
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3. ShaderWorldCore:
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# ShaderWorld
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- Class
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- Actor
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- ShaderWorldActor.h:[[#AShaderWorldActor]]
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- SWorld.h:[[#ASWorld]]
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# USWorldSubsystem
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主要管理:
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- TArray<USWContextBase*> SW_Contexts
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- 渲染相关变量:RT_Ready、RenderThreadPoked、RenderThreadResponded处理。
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# ASWorld
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# AShaderWorldActor
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## 大致启动流程
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大致启动流程:
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- BeginPlay()
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1. 设置SWCamera Location。
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2. 清空所有数据。
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3. InitiateWorld()
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1. 更新相关变量:GenerateCollision_last、VerticalRangeMeters_last、WorldHasBounds_OnRebuild。**Segmented_Initialized** 、**bExportPhysicalMaterialID_cached**
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2. 设置高度生成用材质变量 Generator;bool bHadGeneratorAtRebuildTime = IsValid(Generator);
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3. LOD_Num与WorldDimensionMeters计算。
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4. 重新生成若干数组:
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1. LODs_DimensionsMeters
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2. ClipMapToUpdateAndMove
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3. ClipMapToUpdate
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4. NeedSegmentedUpdate
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5. AdaptiveTopology
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5. 相关线程安全变量:
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1. Shareable_ID_FarLOD
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2. UpdateHOverTime
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6. ComputeOptimalVirtualCacheSize()
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7. for (int32 i = (WorldHasBounds_OnRebuild ? -1 : 0); i < LOD_Num; i++)
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8. Toggle Async creation of Clipmap Meshes
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9. Async TaskGraph ClipMapMeshCreation
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- Tick()
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- 初始化
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1. 取得USWorldSubsystem指针,并且进行初始化。
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- ReadbacksManagement()
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- CollisionManagement()
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- SpawnablesManagement()
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- TerrainAndSpawnablesManagement()
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### ReadbacksManagement()
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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。
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- ThreadSafe
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- bool
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- **bProcessingHeightRetrieval**
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- **bProcessingHeightRetrievalRT**
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- FSWShareableSamplePoints
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- PointsPendingReadBacks
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- FSWColorRead
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- ReadBackHeightData
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- FRenderCommandFence
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- HeightReadBackFence
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```c++
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void AShaderWorldActor::ReadbacksManagement()
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{
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if (!bProcessingHeightRetrieval.IsValid())
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bProcessingHeightRetrieval = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
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if (!bProcessingHeightRetrievalRT.IsValid())
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bProcessingHeightRetrievalRT = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
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//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。
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if ((*bProcessingHeightRetrieval.Get()) && (*bProcessingHeightRetrievalRT.Get()) && HeightReadBackFence.IsFenceComplete() && PointsPendingReadBacks.IsValid())
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{
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// ReadBackHeightData uin8 贴图数据
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if (!ReadBackHeightData.IsValid())
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return;
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//For now we do Compute samples on a rendertarget 5x5, therefore 25 positions evaluated per request.
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//每次请求可以读取25个点。
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const int NumOfVertex = 25;
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PositionsOfReadBacks.Empty();
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PositionsOfReadBacks.AddUninitialized(25);
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uint8* ReadData8 = (uint8*)ReadBackHeightData->ReadData.GetData();
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uint16 MaterialIndice = 0;
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for (int32 k = 0; k < NumOfVertex; k++)
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{
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FVector3f& PositionSample = PositionsOfReadBacks[k];
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if (RendererAPI == EGeoRenderingAPI::OpenGL)
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{
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int X = k % 5;
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int Y = k / 5;
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int index = X + Y * 5;
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Y = (5 - 1) - Y;
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index = X + Y * 5;
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PositionSample = FVector3f(PointsPendingReadBacks->PositionsXY[2 * k], PointsPendingReadBacks->PositionsXY[2 * k + 1], GetHeightFromGPURead(&ReadData8[index * 4], MaterialIndice) / HeightScale);
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}
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else
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PositionSample = FVector3f(PointsPendingReadBacks->PositionsXY[2 * k], PointsPendingReadBacks->PositionsXY[2 * k + 1], GetHeightFromGPURead(&ReadData8[k * 4], MaterialIndice) / HeightScale);
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}
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if(HeightRetrieveDelegate.ExecuteIfBound(PositionsOfReadBacks))
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{
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//SW_LOG("HeightRetrieveDelegate.ExecuteIfBound(PositionsOfReadBacks) PositionsOfReadBacks[0] %s",*PositionsOfReadBacks[0].ToString())
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}
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else
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{
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//SW_LOG("Fail HeightRetrieveDelegate.ExecuteIfBound(PositionsOfReadBacks)")
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}
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bProcessingHeightRetrieval->AtomicSet(false);
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bProcessingHeightRetrievalRT->AtomicSet(false);
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}
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//For now MinMax is here
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//处理FClipMapMeshElement的最大最小队列?
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if (UseSegmented())
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{
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if(WorldHasBounds_OnRebuild)
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{
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FClipMapMeshElement& MeshEl = FarLOD_BoundedWorld;
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if (MeshEl.MinMaxQueue.Num() > 0)
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{
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MeshEl.ProcessMinMaxQueue(SWorldSubsystem);
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}
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}
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for (FClipMapMeshElement& MeshEl : Meshes)
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{
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if (MeshEl.MinMaxQueue.Num() > 0)
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{
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MeshEl.ProcessMinMaxQueue(SWorldSubsystem);
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}
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}
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}
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}
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```
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### CollisionManagement()
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- ThreadSafe
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- bool
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- ***bProcessingGroundCollision***:处理地面碰撞。
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- bPreprocessingCollisionUpdate
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- EditRebuild:传递Bool值给 rebuild。
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- FSWCollisionManagementShareableData
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- CollisionShareable
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- FRenderCommandFence
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- 1
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- bool
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- RedbuildCollisionContext
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- Array
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- CollisionReadToProcess:
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- CollisionWorkQueue:类型为FCollisionProcessingWork,碰撞处理任务队列,将回读的
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- FCollisionMeshElement
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- ReadBackCompletion:碰撞数据GPU回读是否完成。
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相关条件
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if ((*bPreprocessingCollisionUpdate.Get()) ||
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CollisionShareable->CollisionMeshToUpdate.Num() > 0 ||
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CollisionShareable->CollisionMeshToRenameMoveUpdate.Num() > 0 ||
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CollisionShareable->CollisionMeshToCreate.Num() > 0)
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return;
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if (CollisionUpdateTimeAcu <= 1.f / 10.f || CollisionWorkQueue.Num() > 0 || !CollisionProcess.IsFenceComplete())
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```c++
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void AShaderWorldActor::CollisionManagement(float& DeltaT)
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{
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SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionManagement", FColor::Magenta);
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SW_FCT_CYCLE()
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/*
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* Can we execute compute shader?
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* Do we need to rebuild collision?
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* Did ShaderWorld toggled collision generation On/Off?
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* Are we pending a full rebuild of the Shader World?
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*/
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if (!SetupCollisions())
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return;
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/*
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* Using collision updates, update Collision meshes
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*/
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if (!CollisionFinalizeWork())
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return;
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if (CollisionProcess.IsFenceComplete())
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{
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/*
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* Convert Compute shader results to actionable collision updates
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*/
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if (!CollisionPreprocessGPU())
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{
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CollisionProcess.BeginFence(true);
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return;
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}
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}
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/*
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* Process GPU work queue by launching GPU tasks to evaluate the collision of new tiles
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*/
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CollisionGPU();
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// Timer
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// 碰撞生成与Update计时
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{
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CollisionUpdateTimeAcu += DeltaT;
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//CollisionUpdateTimeAcu如果超过0.1s,或者CollisionWorkQueue的任务都完成了。CollisionProcess已经完成。
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if (CollisionUpdateTimeAcu <= 1.f / 10.f || CollisionWorkQueue.Num() > 0 || !CollisionProcess.IsFenceComplete())
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return;
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CollisionUpdateTimeAcu = 0.f;
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}
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/*
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* Gather relevant collision tiles
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* If an old tile is not relevant anymore, release it.
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* If a new location needs to be computed: allocate a tile and add its relevant computation work to the GPU work queue
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*/
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CollisionCPU();
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}
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```
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#### SetupCollisions()
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设置相关变量。
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```c++
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bool AShaderWorldActor::SetupCollisions()
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{
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SW_FCT_CYCLE()
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if (!bHadGeneratorAtRebuildTime)
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return false;
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if (!Shareable_ID.IsValid() || Meshes.Num() <= 0)
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return false;
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//初始化线程安全变量
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if (!bProcessingGroundCollision.IsValid())
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bProcessingGroundCollision = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
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if (!bPreprocessingCollisionUpdate.IsValid())
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bPreprocessingCollisionUpdate = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
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if (EditRebuild)
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{
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EditRebuild.AtomicSet(false);
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rebuild = true;
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}
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if (rebuild)
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RedbuildCollisionContext = true;
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//重建相关变量初始化
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if (RedbuildCollisionContext)
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{
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if (!(*bProcessingGroundCollision.Get()) && !(*bPreprocessingCollisionUpdate.Get())
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&& CollisionProcess.IsFenceComplete()
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&& (CollisionMesh.Num() <= 0)
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&& (UsedCollisionMesh.Num() <= 0))
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{
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CollisionShareable = nullptr;
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CollisionWorkQueue.Empty();
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CollisionReadToProcess.Empty();
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RedbuildCollisionContext = false;
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}
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}
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if (RedbuildCollisionContext)
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return false;
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if (!GenerateCollision)
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return false;
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//创建全线程碰撞生成相关数据结构体CollisionShareable
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if (!CollisionShareable.IsValid())
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CollisionShareable = MakeShared<FSWCollisionManagementShareableData, ESPMode::ThreadSafe>(CollisionResolution, CollisionVerticesPerPatch);
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if ((*bProcessingGroundCollision.Get()) || (*bPreprocessingCollisionUpdate.Get()) || !CameraSet || (Meshes.Num() == 0))
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return false;
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//Let the data layer be computed before generating collisions and trying to extract material IDs
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if (bExportPhysicalMaterialID && (WorldCycle < 2))
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return false;
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if (CollisionVisibleChanged)
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{
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if (GetWorld())
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{
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for (auto& ColM : CollisionMesh)
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{
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if (auto& Mesh = ColM.Value.Mesh)
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{
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Mesh->SetMeshSectionVisible(0, CollisionVisible);
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}
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}
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}
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CollisionVisibleChanged.AtomicSet(false);
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}
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return true;
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}
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```
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#### CollisionFinalizeWork() 笔记为3.8.6版本非最新
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结束碰撞生成任务,true为完成,false为任务超时未完成。**主要的逻辑是将之前的数据设置为脏,并且更新FShaderWProceduralMeshSceneProxy,5.4 Finaly版本里这里已经移除了碰撞相关逻辑**
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- TMap<FName,FCollisionMeshElement> CollisionMesh:碰撞Name => 碰撞Mesh Map。
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- FCollisionMeshElement:管理单个碰撞数据的结构体。
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- 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
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```c++
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bool AShaderWorldActor::CollisionFinalizeWork()
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{
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SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionFinalizeWork()", FColor::Magenta);
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SW_FCT_CYCLE()
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if (!CollisionReadToProcess.IsEmpty())
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return true;
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const double GameThreadBudget_ms = SWGameThreadBudgetCollision_ms.GetValueOnGameThread();
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double TimeStart = FPlatformTime::Seconds();
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//判断处理队列是否为空
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if(CollisionWorkQueue.Num()<=0)
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return true;
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{
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FScopeLock CollisionMeshArrayAccess(&CollisionMeshAccessLock);
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for (int i = CollisionWorkQueue.Num() - 1; i >= 0; i--)
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{
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//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。
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if ((FPlatformTime::Seconds() - TimeStart) * 1000.0 > GameThreadBudget_ms)
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return false;
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//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。
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FCollisionProcessingWork& Work = CollisionWorkQueue[i];
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ensure(CollisionMesh.Find(Work.MeshID));
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FCollisionMeshElement& Mesh = CollisionMesh[Work.MeshID];
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Mesh.Mesh->UpdateSectionTriMesh(Work.DestB);
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CollisionWorkQueue.RemoveAt(i);
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}
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}
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CollisionWorkQueue.Empty();
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return true;
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}
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void UShaderWorldCollisionComponent::UpdateSectionTriMesh(TSharedPtr<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>& Positions)
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{
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//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。
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if (AsyncBodySetupQueue.Num() > 0)
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{
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#if SWDEBUG
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SW_LOG("Collision Update received during alreayd occuring computation %s",*GetName())
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#endif
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UpdatesReceivedDuringCompute.Add(Positions);
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return;
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}
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UpdatesReceivedDuringCompute.Empty();
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//使用FSWShareableVerticePositionBuffer数据来更新当前UShaderWorldCollisionComponent
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bool EnsureSameBuffers = ProcMeshSections.Num() > 0 && ProcMeshSections[0].PositionBuffer.IsValid() && (ProcMeshSections[0].PositionBuffer->Positions3f.Num() == 0 || ProcMeshSections[0].PositionBuffer->Positions3f.Num() == Positions->Positions.Num());
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if(!EnsureSameBuffers)
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{
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#if SWDEBUG
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UE_LOG(LogTemp,Warning,TEXT("Error UpdateSectionTriMesh : buffers incompatible"));
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#endif
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}
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else
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{
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ProcMeshSections[0].PositionBuffer.Reset();
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ProcMeshSections[0].Normals.Reset();
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ProcMeshSections[0].PositionBuffer = Positions;
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ProcMeshSections[0].SectionLocalBox = Positions->Bound;
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ProcMeshSections[0].bEnableCollision = true;
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Async(EAsyncExecution::TaskGraph, [WeakThis = MakeWeakObjectPtr(this), PBuffer = Positions, IndexB = ProcMeshSections[0].IndexBuffer]
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{
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TSharedPtr<TArray<FVector>, ESPMode::ThreadSafe> Normals = SWComputeNormalsForPatch(PBuffer, IndexB);
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AsyncTask(ENamedThreads::GameThread, [WeakThis,PBuffer, Normals]()
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{
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if (WeakThis.IsValid())
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{
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if (UShaderWorldCollisionComponent* Comp = Cast<UShaderWorldCollisionComponent>(WeakThis.Get()))
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{
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//塞入Normal
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if(IsValid(Comp))
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Comp->ReceiveComputedNormals(PBuffer, Normals);
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}
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}
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});
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});
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}
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//Materials
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// Pass new positions to trimesh
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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。
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UpdateLocalBounds();//更新UShaderWorldCollisionComponent的LocalBoundingBox
|
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UpdateNavigation();
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if (ProcMeshSections.Num() > 0 && (ProcMeshSections[0].bSectionVisible || (GetWorld() && !GetWorld()->IsGameWorld())))
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{
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// If we have a valid proxy and it is not pending recreation
|
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if (SceneProxy && !IsRenderStateDirty())
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{
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//SW_LOG("Update trimesh SceneProxy && !IsRenderStateDirty()")
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// Create data to update section
|
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FShaderWColProcMeshSectionUpdateData* SectionData = new FShaderWColProcMeshSectionUpdateData;
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SectionData->TargetSection = 0;
|
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SectionData->NewPositionBuffer = ProcMeshSections[0].PositionBuffer;
|
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//更新SceneProxy FShaderWProceduralMeshSceneProxy的NewPositionBuffer,也就是UpdateSection
|
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if(AShaderWorldActor* owner = Cast<AShaderWorldActor>(GetOwner()))
|
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{
|
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{
|
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// Enqueue command to send to render thread
|
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FShaderWProceduralMeshSceneProxy* ProcMeshSceneProxy = (FShaderWProceduralMeshSceneProxy*)(SceneProxy && !IsRenderStateDirty() ? SceneProxy : nullptr);
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ENQUEUE_RENDER_COMMAND(FGeoCProcMeshSectionUpdate)
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([ProcMeshSceneProxy, SectionData](FRHICommandListImmediate& RHICmdList)
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{
|
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if(ProcMeshSceneProxy)
|
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ProcMeshSceneProxy->UpdateSection_RenderThread(SectionData);
|
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});
|
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}
|
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}
|
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else
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{
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//SW_LOG("Update trimesh !owner")
|
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}
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}
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else
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{
|
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//SW_LOG("Update trimesh !(SceneProxy && !IsRenderStateDirty())")
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}
|
||
|
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MarkRenderTransformDirty();
|
||
}
|
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}
|
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```
|
||
|
||
#### CollisionPreprocessGPU()
|
||
GPU生成碰撞 的预处理阶段。
|
||
将从GPU回读的碰撞顶点Z轴数据***uint8* ReadData8*** 反序列化成double,之后再还原成***FCollisionProcessingWork.DestB***的Positions、Normals、Positions3f、MaterialIndices、Bound。
|
||
|
||
```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);
|
||
}
|
||
}
|
||
//回读队列处理完毕后之后执行后续逻辑
|
||
if (!CollisionReadToProcess.IsEmpty())
|
||
{
|
||
return false;
|
||
}
|
||
|
||
//开始执行碰撞处理队列逻辑
|
||
CollisionReadToProcess.Empty();
|
||
if (CollisionWorkQueue.Num() > 0)
|
||
{
|
||
(*bProcessingGroundCollision.Get()) = true;
|
||
|
||
AShaderWorldActor* SWContext = this;
|
||
//异步并行 反序列化Ground碰撞数据
|
||
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;
|
||
|
||
//取得从GPU回读的序列化数据
|
||
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
|
||
|
||
//从对序列化碰撞Z轴数据进行反序列化,还原成double,再之后还原成FCollisionProcessingWork.DestB
|
||
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
|
||
* 地形挖洞,碰撞逻辑处理。
|
||
*/
|
||
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);
|
||
}
|
||
);
|
||
|
||
//执行完成后将Completion(bProcessingGroundCollision)设置为false代表处理完成。
|
||
if (Completion.IsValid())
|
||
Completion->AtomicSet(false);
|
||
|
||
});
|
||
}
|
||
|
||
return true;
|
||
}
|
||
```
|
||
#### CollisionGPU()
|
||
```c++
|
||
|
||
void AShaderWorldActor::CollisionGPU()
|
||
{
|
||
SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionGPU()", FColor::Magenta);
|
||
SW_FCT_CYCLE()
|
||
|
||
double CurrentTime = FPlatformTime::Seconds();
|
||
|
||
if (!(!(*bPreprocessingCollisionUpdate.Get()) && (
|
||
CollisionShareable->CollisionMeshToUpdate.Num() > 0 ||
|
||
CollisionShareable->CollisionMeshToRenameMoveUpdate.Num() > 0 ||
|
||
CollisionShareable->CollisionMeshToCreate.Num() > 0)))
|
||
{
|
||
/*
|
||
* No collision Preprocessing running, we can safely access the data in the shared pointer without risking race condition
|
||
* 确保没有PreprocessingCollision任务在运行
|
||
*/
|
||
if(!(*bPreprocessingCollisionUpdate.Get()))
|
||
{
|
||
FScopeLock CollisionMeshArrayAccess(CollisionMeshAccessLock.Get());
|
||
|
||
TArray<FName> NameToRemove;
|
||
//遍历AvailableCollisionMesh
|
||
for (const FName& AvailableID : CollisionShareable->AvailableCollisionMesh)
|
||
{
|
||
FCollisionMeshElement& Elem = *CollisionMesh.Find(AvailableID);
|
||
//更新时间戳
|
||
if (Elem.SleepTime < 0.0)
|
||
Elem.SleepTime = CurrentTime;
|
||
else if ((abs(CurrentTime - Elem.SleepTime) >= 1.0) && (CollisionBufferHolder == "" || AvailableID != CollisionBufferHolder) && (!Elem.Mesh || (Elem.Mesh && !Elem.Mesh->HasAsyncWorkPending())))//如果生成超时,则销毁对应变量
|
||
{
|
||
if (IsValid(Elem.Mesh))
|
||
Elem.Mesh->DestroyComponent();
|
||
|
||
Elem.Mesh = nullptr;
|
||
|
||
DecountRTAllocatedMemory(Elem.CollisionRT)
|
||
DecountRTAllocatedMemory(Elem.CollisionRT_Duplicate)
|
||
|
||
Elem.CollisionRT = nullptr;
|
||
Elem.CollisionRT_Duplicate = nullptr;
|
||
Elem.DynCollisionCompute = nullptr;
|
||
Elem.LayerComputeForPhysicalMaterial.Empty();
|
||
|
||
CollisionMesh.Remove(AvailableID);
|
||
|
||
if (UsedCollisionMesh.Contains(AvailableID))
|
||
{
|
||
UsedCollisionMesh.Remove(AvailableID);
|
||
}
|
||
|
||
CollisionShareable->CollisionMeshData.Remove(AvailableID);
|
||
CollisionShareable->UsedCollisionMesh.Remove(AvailableID);
|
||
NameToRemove.Add(AvailableID);
|
||
}
|
||
else
|
||
{
|
||
}
|
||
}
|
||
for (auto& TR : NameToRemove)
|
||
{
|
||
CollisionShareable->AvailableCollisionMesh.Remove(TR);
|
||
}
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
|
||
|
||
UWorld* World = GetWorld();
|
||
|
||
bool RequireRenderFence = false;
|
||
int32 CollisionDrawCallCount = 0;
|
||
|
||
|
||
UsedCollisionMesh = CollisionShareable->UsedCollisionMesh;
|
||
|
||
/*
|
||
* Async task created proxy CollisionMesh and associated IDs to them, create actual GameThread collision using the provided IDs
|
||
* 异步任务创建了代理碰撞网格,并将相关 ID 与它们关联起来,使用提供的 ID 在游戏线程中创建实际的碰撞。
|
||
*/
|
||
for (FName& ID : CollisionShareable->CollisionMeshToCreate)
|
||
{
|
||
//使用需要创建碰撞的ID(Name)来获取碰撞MeshData.
|
||
const FSWCollisionMeshElemData& Mesh_Shareable = *CollisionShareable->CollisionMeshData.Find(ID);
|
||
|
||
FCollisionMeshElement& Mesh = GetACollisionMesh(ID);//GetACollisionMesh()取得现有FCollisionMeshElement或者创建新的,代码贼长。
|
||
|
||
Mesh.Location = Mesh_Shareable.Location;
|
||
Mesh.MeshLocation = Mesh_Shareable.MeshLocation;
|
||
|
||
Mesh.Mesh->SetWorldTransform(FTransform(Mesh_Shareable.MeshLocation));
|
||
Mesh.Mesh->SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
|
||
Mesh.Mesh->Mobility = EComponentMobility::Static;
|
||
}
|
||
|
||
//清空创建列表。
|
||
CollisionShareable->CollisionMeshToCreate.Empty();
|
||
|
||
//处理CollisionMeshToUpdate 碰撞数据更新队列
|
||
for (int i = CollisionShareable->CollisionMeshToUpdate.Num() - 1; i >= 0; i--)
|
||
{
|
||
FName& CollisionIDToUpdate = CollisionShareable->CollisionMeshToUpdate[i];
|
||
FCollisionMeshElement& El = *CollisionMesh.Find(CollisionIDToUpdate);
|
||
UpdateCollisionMeshData(El);//核心函数
|
||
|
||
CollisionShareable->CollisionMeshToUpdate.RemoveAt(i);
|
||
|
||
RequireRenderFence = true;
|
||
CollisionDrawCallCount++;
|
||
|
||
if (CollisionDrawCallCount >= CollisionMaxDrawCallPerFrame)
|
||
break;
|
||
}
|
||
|
||
//处理CollisionMeshToRenameMoveUpdate 碰撞数据重命名&移动更新队列
|
||
for (int i = CollisionShareable->CollisionMeshToRenameMoveUpdate.Num() - 1; i >= 0; i--)
|
||
{
|
||
FName& CollisionIDToUpdate = CollisionShareable->CollisionMeshToRenameMoveUpdate[i];
|
||
|
||
ensure(CollisionMesh.Find(CollisionIDToUpdate) != nullptr);
|
||
ensure(CollisionShareable->CollisionMeshData.Find(CollisionIDToUpdate) != nullptr);
|
||
|
||
FCollisionMeshElement& El = *CollisionMesh.Find(CollisionIDToUpdate);
|
||
const FSWCollisionMeshElemData& El_Shareable = *CollisionShareable->CollisionMeshData.Find(CollisionIDToUpdate);
|
||
|
||
El.Location = El_Shareable.Location;
|
||
El.MeshLocation = El_Shareable.MeshLocation;
|
||
|
||
El.Mesh->SetLocationOnPhysicCookComplete(El.MeshLocation);
|
||
|
||
UpdateCollisionMeshData(El);
|
||
|
||
CollisionShareable->CollisionMeshToRenameMoveUpdate.RemoveAt(i);
|
||
|
||
RequireRenderFence = true;
|
||
CollisionDrawCallCount++;
|
||
|
||
if (CollisionDrawCallCount >= CollisionMaxDrawCallPerFrame)
|
||
break;
|
||
}
|
||
|
||
//开启CollisionProcess,需要等到执行完之后,才能执行CollisionPreprocessGPU()
|
||
if (RequireRenderFence)
|
||
{
|
||
CollisionProcess.BeginFence();
|
||
}
|
||
|
||
}
|
||
```
|
||
|
||
```c++
|
||
FCollisionMeshElement& AShaderWorldActor::GetACollisionMesh(FName Name/*, FGuid AlreadyCreatedID*/)
|
||
{
|
||
UWorld* World = GetWorld();
|
||
|
||
//存在可用CollisionMesh时,使用ID去寻找,如果找到则直接返回。并将AvailableCollisionMesh中的ID 转移到 UsedCollisionMesh
|
||
if (CollisionShareable.IsValid() && CollisionShareable->AvailableCollisionMesh.Num() > 0 )
|
||
{
|
||
if(FName* FoundName = CollisionShareable->AvailableCollisionMesh.Find(Name))
|
||
{
|
||
|
||
if (FCollisionMeshElement* Elem = CollisionMesh.Find(Name))
|
||
{
|
||
UsedCollisionMesh.Add(Name);
|
||
CollisionShareable->UsedCollisionMesh.Add(Name);
|
||
CollisionShareable->AvailableCollisionMesh.Remove(Name);
|
||
Elem->SleepTime = -1.0;
|
||
return *Elem;
|
||
}
|
||
}
|
||
}
|
||
|
||
FScopeLock CollisionMeshArrayAccess(CollisionMeshAccessLock.Get());
|
||
//往CollisionMesh Map添加新元素(FCollisionMeshElement)并设置其属性。
|
||
CollisionMesh.Add(Name, {});
|
||
FCollisionMeshElement& NewElem = *CollisionMesh.Find(Name);
|
||
NewElem.ID = Name;
|
||
|
||
|
||
uint32 SizeT = (uint32)CollisionVerticesPerPatch;
|
||
NewElem.CollisionVerticesPerPatch = SizeT;
|
||
|
||
|
||
NewElem.HeightData = MakeShared<FSWColorRead, ESPMode::ThreadSafe>();
|
||
NewElem.HeightData->ReadData.SetNum(CollisionVerticesPerPatch * CollisionVerticesPerPatch);
|
||
|
||
NewElem.Mesh = NewObject<UShaderWorldCollisionComponent>(this, Name, RF_Transient | RF_TextExportTransient);
|
||
|
||
NewElem.Mesh->SetUsedPhysicalMaterial(RootComp->PhysicalMaterials);
|
||
|
||
NewElem.Mesh->bUseAsyncCooking = true;
|
||
|
||
NewElem.Mesh->SetSWWorldVersion(Shareable_ID);
|
||
|
||
if (RootComp)
|
||
{
|
||
NewElem.Mesh->ComponentTags = RootComp->ComponentTags;
|
||
NewElem.Mesh->BodyInstance.CopyBodyInstancePropertiesFrom(&RootComp->BodyInstance);
|
||
|
||
NewElem.Mesh->ComponentTags = RootComp->ComponentTags;
|
||
}
|
||
else
|
||
{
|
||
UE_LOG(LogTemp, Warning, TEXT("UShaderWorldCollisionComponent Creation : invalid RootComp"))
|
||
}
|
||
|
||
NewElem.Mesh->SetCollisionObjectType(CollisionChannel);
|
||
NewElem.Mesh->SetGenerateOverlapEvents(true);
|
||
NewElem.Mesh->SetupAttachment(RootComponent);
|
||
|
||
//NewElem.Mesh->SetRelativeLocation(FVector(0.f, 0.f, 0.f));
|
||
NewElem.Mesh->bUseComplexAsSimpleCollision = true;
|
||
/*
|
||
NewElem.Mesh->SetUsingAbsoluteLocation(true);
|
||
NewElem.Mesh->SetUsingAbsoluteRotation(true);
|
||
*/
|
||
//NewElem.Mesh->bTraceComplexOnMove = false;
|
||
NewElem.MeshLocation = NewElem.Mesh->GetComponentLocation();
|
||
|
||
#if WITH_EDITORONLY_DATA
|
||
NewElem.Mesh->bConsiderForActorPlacementWhenHidden = true;
|
||
#endif
|
||
|
||
NewElem.Mesh->RegisterComponent();
|
||
|
||
TSharedPtr<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe> Vertices = MakeShared<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>();
|
||
TSharedPtr<FSWShareableIndexBuffer, ESPMode::ThreadSafe> Triangles = MakeShared<FSWShareableIndexBuffer, ESPMode::ThreadSafe>();
|
||
|
||
float Spacing = CollisionResolution;
|
||
|
||
if(CollisionBufferHolder.IsValid() && (!CollisionMesh.Find(CollisionBufferHolder) || (CollisionMesh.Find(CollisionBufferHolder) && !CollisionMesh.Find(CollisionBufferHolder)->Mesh)))
|
||
CollisionBufferHolder = "";
|
||
|
||
//符合条件则重新创建碰撞GPU计算用RT。
|
||
if ( CollisionBufferHolder == "" || (CollisionBufferHolder != "" && CollisionBufferHolder == Name))
|
||
{
|
||
CollisionBufferHolder = Name;
|
||
|
||
SW_RT(NewElem.CollisionRT, World, Name.ToString() + FString::FromInt(GetUniqueID()), SizeT, TF_Nearest, RTF_RGBA8)
|
||
RTAllocatedMemory(NewElem.CollisionRT)
|
||
|
||
|
||
if (bExportPhysicalMaterialID_cached && LayerStoringMaterialID != "")
|
||
{
|
||
for (FSWProducers& layer : Producers)
|
||
{
|
||
if (layer.LayerName == "Height" || layer.LayerName == "height")
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (layer.LayerName != "" && layer.MaterialToGenerateLayer)
|
||
{
|
||
NewElem.LayerOrder.Add(layer.LayerName);
|
||
|
||
UShaderWorldRT2D* LayerRT = nullptr;
|
||
SW_RT(LayerRT, World, layer.LayerName + "_PhyMat_" + FString::FromInt(GetUniqueID()), SizeT, layer.LayerFiltering, layer.LayerFormat)
|
||
RTAllocatedMemory(LayerRT)
|
||
|
||
NewElem.LayerComputeForPhysicalMaterial.Add(layer.LayerName, { LayerRT ,nullptr });
|
||
}
|
||
|
||
if (LayerStoringMaterialID == layer.LayerName)
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
SW_RT(NewElem.CollisionRT_Duplicate, World, "RT_Temp_" + Name.ToString() + FString::FromInt(GetUniqueID()), SizeT, TF_Nearest, RTF_RGBA8)
|
||
RTAllocatedMemory(NewElem.CollisionRT_Duplicate)
|
||
|
||
TArray<FVector2f> UV;
|
||
USWBlueprintFunctionLibrary::CreateGridMeshWelded(CollisionVerticesPerPatch, CollisionVerticesPerPatch, Triangles, Vertices, UV, Spacing);
|
||
|
||
{
|
||
const int32 NumTriangles = Triangles->Indices.Num() / 3;
|
||
Triangles->Triangles_CollisionOnly.Empty();
|
||
Triangles->Triangles_CollisionOnly.Reserve(NumTriangles);
|
||
for (int32 TriIdx = 0; TriIdx < NumTriangles; TriIdx++)
|
||
{
|
||
FTriIndices& Triangle = Triangles->Triangles_CollisionOnly.AddDefaulted_GetRef();
|
||
Triangle.v0 = Triangles->Indices[(TriIdx * 3) + 0] /* + VertexBase */;
|
||
Triangle.v1 = Triangles->Indices[(TriIdx * 3) + 1] /* + VertexBase */;
|
||
Triangle.v2 = Triangles->Indices[(TriIdx * 3) + 2] /* + VertexBase */;
|
||
}
|
||
}
|
||
|
||
/*
|
||
* The data inside the Vertices shared pointer can and will change over time, while VerticesTemplate is immutable,
|
||
* therefore we are making a persistent copy instead of using Vertices directly
|
||
*/
|
||
NewElem.Mesh->VerticesTemplate = MakeShared<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>();
|
||
NewElem.Mesh->VerticesTemplate->Positions = Vertices->Positions;
|
||
NewElem.Mesh->VerticesTemplate->Positions3f = Vertices->Positions3f;
|
||
NewElem.Mesh->VerticesTemplate->MaterialIndices = Vertices->MaterialIndices;
|
||
|
||
NewElem.Mesh->VerticesTemplate->PositionToTriangle = Vertices->PositionToTriangle;
|
||
|
||
NewElem.Mesh->TrianglesTemplate = Triangles;
|
||
}
|
||
else if(CollisionBufferHolder != "" && CollisionMesh.Find(CollisionBufferHolder) && !CollisionMesh.Find(CollisionBufferHolder)->Mesh->VerticesTemplate.IsValid())
|
||
{
|
||
/*
|
||
* #TODO Should never occur, remove
|
||
*/
|
||
#if SWDEBUG
|
||
SW_LOG("Recreating Collision Vertice template")
|
||
#endif
|
||
const FCollisionMeshElement& BufferHolder = *CollisionMesh.Find(CollisionBufferHolder);
|
||
|
||
TArray<FVector2f> UV;
|
||
USWBlueprintFunctionLibrary::CreateGridMeshWelded(CollisionVerticesPerPatch, CollisionVerticesPerPatch, Triangles, Vertices, UV, Spacing);
|
||
|
||
{
|
||
const int32 NumTriangles = Triangles->Indices.Num() / 3;
|
||
Triangles->Triangles_CollisionOnly.Empty();
|
||
Triangles->Triangles_CollisionOnly.Reserve(NumTriangles);
|
||
for (int32 TriIdx = 0; TriIdx < NumTriangles; TriIdx++)
|
||
{
|
||
FTriIndices& Triangle = Triangles->Triangles_CollisionOnly.AddDefaulted_GetRef();
|
||
Triangle.v0 = Triangles->Indices[(TriIdx * 3) + 0] /* + VertexBase */;
|
||
Triangle.v1 = Triangles->Indices[(TriIdx * 3) + 1] /* + VertexBase */;
|
||
Triangle.v2 = Triangles->Indices[(TriIdx * 3) + 2] /* + VertexBase */;
|
||
}
|
||
}
|
||
|
||
BufferHolder.Mesh->VerticesTemplate = MakeShared<FSWShareableVerticePositionBuffer, ESPMode::ThreadSafe>();
|
||
BufferHolder.Mesh->VerticesTemplate->Positions = Vertices->Positions;
|
||
BufferHolder.Mesh->VerticesTemplate->Positions3f = Vertices->Positions3f;
|
||
BufferHolder.Mesh->VerticesTemplate->MaterialIndices = Vertices->MaterialIndices;
|
||
|
||
BufferHolder.Mesh->VerticesTemplate->PositionToTriangle = Vertices->PositionToTriangle;
|
||
|
||
BufferHolder.Mesh->TrianglesTemplate = Triangles;
|
||
|
||
Vertices->Positions = BufferHolder.Mesh->VerticesTemplate->Positions;
|
||
Vertices->Positions3f = BufferHolder.Mesh->VerticesTemplate->Positions3f;
|
||
Vertices->MaterialIndices = BufferHolder.Mesh->VerticesTemplate->MaterialIndices;
|
||
|
||
Triangles = BufferHolder.Mesh->TrianglesTemplate;
|
||
|
||
|
||
SW_RT(NewElem.CollisionRT, World, Name.ToString() + FString::FromInt(GetUniqueID()), SizeT, TF_Nearest, RTF_RGBA8)
|
||
RTAllocatedMemory(NewElem.CollisionRT)
|
||
|
||
|
||
if (bExportPhysicalMaterialID_cached && LayerStoringMaterialID != "")
|
||
{
|
||
for (FSWProducers& layer : Producers)
|
||
{
|
||
if (layer.LayerName == "Height" || layer.LayerName == "height")
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (layer.LayerName != "" && layer.MaterialToGenerateLayer)
|
||
{
|
||
NewElem.LayerOrder.Add(layer.LayerName);
|
||
|
||
UShaderWorldRT2D* LayerRT = nullptr;
|
||
SW_RT(LayerRT, World, layer.LayerName + "_PhyMat_" + FString::FromInt(GetUniqueID()), SizeT, layer.LayerFiltering, layer.LayerFormat)
|
||
RTAllocatedMemory(LayerRT)
|
||
|
||
NewElem.LayerComputeForPhysicalMaterial.Add(layer.LayerName, { LayerRT ,nullptr });
|
||
}
|
||
|
||
if (LayerStoringMaterialID == layer.LayerName)
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
check(CollisionMesh.Contains(CollisionBufferHolder))
|
||
|
||
const FCollisionMeshElement& BufferHolder = *CollisionMesh.Find(CollisionBufferHolder);
|
||
|
||
check(BufferHolder.Mesh->VerticesTemplate.IsValid())
|
||
/*
|
||
* No point copying irrelevant data that will be overriden once the computation is complete.
|
||
*/
|
||
Triangles = BufferHolder.Mesh->TrianglesTemplate;
|
||
|
||
NewElem.CollisionRT = BufferHolder.CollisionRT;
|
||
NewElem.LayerOrder = BufferHolder.LayerOrder;
|
||
NewElem.LayerComputeForPhysicalMaterial = BufferHolder.LayerComputeForPhysicalMaterial;
|
||
}
|
||
|
||
NewElem.Mesh->CreateMeshSection(0, Vertices, Triangles, false);
|
||
|
||
/*
|
||
* If not in editor mode, only make collision blue mesh visible if we asked for collisions to be visible
|
||
* The renderthread will otherwise completely skip the collision meshes
|
||
*/
|
||
NewElem.Mesh->SetMeshSectionVisible(0, CollisionVisible);
|
||
|
||
|
||
if (!CollisionMat)
|
||
{
|
||
#if SWDEBUG
|
||
SW_LOG("Material for Collision mesh not available for Shader World %s", *GetName())
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
#if WITH_EDITOR
|
||
if ((CollisionBufferHolder != Name)
|
||
&& CollisionMesh.Contains(CollisionBufferHolder)
|
||
&& (*CollisionMesh.Find(CollisionBufferHolder)).Mesh)
|
||
{
|
||
|
||
NewElem.Mesh->SetMaterialFromOwner(0, (*CollisionMesh.Find(CollisionBufferHolder)).Mesh->GetMaterial(0));
|
||
}
|
||
else
|
||
{
|
||
UMaterialInstanceDynamic* DynColMat = SWTakeCareOfMID(CollisionMat.Get(), this);
|
||
SWorldSubsystem->SetScalarParameterValue(DynColMat, "MakeCollisionVisible", 1.0);
|
||
SWorldSubsystem->SetScalarParameterValue(DynColMat, "CollisionResolution", CollisionResolution);
|
||
NewElem.Mesh->SetMaterialFromOwner(0, DynColMat);
|
||
}
|
||
#endif
|
||
}
|
||
|
||
UsedCollisionMesh.Add(Name);
|
||
CollisionShareable->UsedCollisionMesh.Add(Name);
|
||
|
||
//if (CollisionShareable->CollisionMeshData.Num() < CollisionMesh.Num())
|
||
{
|
||
if(!CollisionShareable->CollisionMeshData.Contains(Name))
|
||
CollisionShareable->CollisionMeshData.Add(Name, NewElem);
|
||
}
|
||
|
||
return *CollisionMesh.Find(Name);
|
||
//return CollisionMesh[CollisionMesh.Num() - 1];
|
||
}
|
||
```
|
||
|
||
```c++
|
||
void AShaderWorldActor::UpdateCollisionMeshData(FCollisionMeshElement& Mesh)
|
||
{
|
||
FVector MesgLoc = FVector((Mesh.Location * CollisionResolution * (CollisionVerticesPerPatch - 1) + FIntVector(0.f, 0.f, 1) * HeightOnStart));
|
||
|
||
if (!Generator)
|
||
{
|
||
#if SWDEBUG
|
||
SW_LOG("Generator Material not available for Shader World %s", *GetName())
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
UWorld* World = GetWorld();
|
||
|
||
//OPTION A : Compute collision form GPU readback
|
||
UMaterialInstanceDynamic* DynCollisionMat = Mesh.DynCollisionCompute;
|
||
//如果生成高度材质无效,这里将会进行初始化。
|
||
if (!DynCollisionMat)
|
||
{
|
||
DynCollisionMat = SWTakeCareOfMID(Generator.Get(), this);
|
||
Mesh.DynCollisionCompute = DynCollisionMat;
|
||
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "NoMargin", 1.f);
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "TexelPerSide", CollisionVerticesPerPatch);
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "PatchFullSize", CollisionResolution * (CollisionVerticesPerPatch - 1));
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "MeshScale", CollisionResolution * (CollisionVerticesPerPatch <= 1 ? 1 : CollisionVerticesPerPatch));
|
||
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "N", CollisionVerticesPerPatch);
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "CacheRes", CollisionVerticesPerPatch);
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, "LocalGridScaling", CollisionResolution);
|
||
|
||
|
||
|
||
if (bExportPhysicalMaterialID_cached && LayerStoringMaterialID != "")
|
||
{
|
||
for (FSWProducers& Layer : Producers)
|
||
{
|
||
if (Layer.LayerName == "Height" || Layer.LayerName == "height")
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (Layer.LayerName != "" && Layer.MaterialToGenerateLayer)
|
||
{
|
||
check(Mesh.LayerComputeForPhysicalMaterial.Contains(Layer.LayerName))
|
||
|
||
UMaterialInstanceDynamic* LayerPartitionDynMat = SWTakeCareOfMID(Layer.MaterialToGenerateLayer, this);
|
||
|
||
FSWCollisionLayerData& CLayerData = *Mesh.LayerComputeForPhysicalMaterial.Find(Layer.LayerName);
|
||
CLayerData.DynMat = LayerPartitionDynMat;
|
||
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "PatchFullSize", CollisionResolution* (CollisionVerticesPerPatch - 1));
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "TexelPerSide", CollisionVerticesPerPatch);
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "NoMargin", 1.f);
|
||
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "MeshScale", CollisionResolution * (CollisionVerticesPerPatch <= 1 ? 1 : CollisionVerticesPerPatch));
|
||
|
||
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "N", CollisionVerticesPerPatch);
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "CacheRes", CollisionVerticesPerPatch);
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "LocalGridScaling", CollisionResolution);
|
||
|
||
SWorldSubsystem->SetScalarParameterValue(LayerPartitionDynMat, "NormalMapSelect", 1.f);
|
||
}
|
||
|
||
if (LayerStoringMaterialID == Layer.LayerName)
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (bUseMaterialCollection)
|
||
{
|
||
if (UShaderWorld_Material_Collection* MC = GetValid(MaterialCollection))
|
||
{
|
||
for (auto& IDMat : MC->MaterialNameToID)
|
||
{
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, FName(IDMat.Key), IDMat.Value);
|
||
|
||
for (auto& CollisionLayerC : Mesh.LayerComputeForPhysicalMaterial)
|
||
{
|
||
if (CollisionLayerC.Value.DynMat)
|
||
SWorldSubsystem->SetScalarParameterValue(CollisionLayerC.Value.DynMat, FName(IDMat.Key), IDMat.Value);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (auto& IDMat : MaterialNameToID)
|
||
{
|
||
SWorldSubsystem->SetScalarParameterValue(DynCollisionMat, FName(IDMat.Key), IDMat.Value);
|
||
|
||
for (auto& CollisionLayerC : Mesh.LayerComputeForPhysicalMaterial)
|
||
{
|
||
if (CollisionLayerC.Value.DynMat)
|
||
SWorldSubsystem->SetScalarParameterValue(CollisionLayerC.Value.DynMat, FName(IDMat.Key), IDMat.Value);
|
||
}
|
||
}
|
||
}
|
||
|
||
TSet<FName> UsedNames;
|
||
for (FInstancedStruct& Seed : CurrentSeedsArray.SeedsArray)
|
||
{
|
||
if (Seed.IsValid())
|
||
{
|
||
const UScriptStruct* Type = Seed.GetScriptStruct();
|
||
CA_ASSUME(Type);
|
||
if (Type->IsChildOf(FTextureSeed::StaticStruct()))
|
||
{
|
||
FTextureSeed& TypedSeed = Seed.GetMutable<FTextureSeed>();
|
||
if (!UsedNames.Contains(TypedSeed.SeedName))
|
||
{
|
||
UsedNames.Add(TypedSeed.SeedName);
|
||
SWorldSubsystem->SetTextureParameterValue(Mesh.DynCollisionCompute, TypedSeed.SeedName, TypedSeed.Value);
|
||
|
||
for (auto& LayerEl : Mesh.LayerComputeForPhysicalMaterial)
|
||
{
|
||
SWorldSubsystem->SetTextureParameterValue(LayerEl.Value.DynMat, TypedSeed.SeedName, TypedSeed.Value);
|
||
}
|
||
}
|
||
}
|
||
else if (Type->IsChildOf(FLinearColorSeed::StaticStruct()))
|
||
{
|
||
FLinearColorSeed& TypedSeed = Seed.GetMutable<FLinearColorSeed>();
|
||
if (!UsedNames.Contains(TypedSeed.SeedName))
|
||
{
|
||
UsedNames.Add(TypedSeed.SeedName);
|
||
SWorldSubsystem->SetVectorParameterValue(Mesh.DynCollisionCompute, TypedSeed.SeedName, TypedSeed.Value);
|
||
|
||
for (auto& LayerEl : Mesh.LayerComputeForPhysicalMaterial)
|
||
{
|
||
SWorldSubsystem->SetVectorParameterValue(LayerEl.Value.DynMat, TypedSeed.SeedName, TypedSeed.Value);
|
||
}
|
||
}
|
||
}
|
||
else if (Type->IsChildOf(FScalarSeed::StaticStruct()))
|
||
{
|
||
FScalarSeed& TypedSeed = Seed.GetMutable<FScalarSeed>();
|
||
if (!UsedNames.Contains(TypedSeed.SeedName))
|
||
{
|
||
UsedNames.Add(TypedSeed.SeedName);
|
||
SWorldSubsystem->SetScalarParameterValue(Mesh.DynCollisionCompute, TypedSeed.SeedName, TypedSeed.Value);
|
||
|
||
for (auto& LayerEl : Mesh.LayerComputeForPhysicalMaterial)
|
||
{
|
||
SWorldSubsystem->SetScalarParameterValue(LayerEl.Value.DynMat, TypedSeed.SeedName, TypedSeed.Value);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
#if SWDEBUG
|
||
SW_LOG("Invalid Seed type found: '%s'", *GetPathNameSafe(Type));
|
||
#endif
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
SWorldSubsystem->SetVectorParameterValue(DynCollisionMat,"PatchLocation", MesgLoc);
|
||
|
||
//UKismetRenderingLibrary::ClearRenderTarget2D(this, Mesh.CollisionRT, FLinearColor::Black);
|
||
|
||
#if SW_COMPUTE_GENERATION
|
||
//使用CS计算碰撞数据,最后写入FCollisionMeshElement.CollisionRT
|
||
SWorldSubsystem->DrawMaterialToRenderTarget(
|
||
{ false,
|
||
false,
|
||
GetWorld()->Scene,
|
||
(float)GetWorld()->TimeSeconds,
|
||
false,
|
||
true,
|
||
Mesh.CollisionRT->SizeX,
|
||
(int32)(CollisionVerticesPerPatch - 1) * CollisionResolution,
|
||
FVector(MesgLoc),
|
||
FIntPoint(0),
|
||
FIntPoint(Mesh.CollisionVerticesPerPatch,Mesh.CollisionVerticesPerPatch),
|
||
false,
|
||
ReadRequestLocation,
|
||
DynCollisionMat,
|
||
Mesh.CollisionRT
|
||
});
|
||
#else
|
||
UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, Mesh.CollisionRT, DynCollisionMat);
|
||
#endif
|
||
|
||
if (IsValid(BrushManager))
|
||
BrushManager->ApplyBrushStackToHeightMap(this, 0, Mesh.CollisionRT, Mesh.CollisionVerticesPerPatch, MesgLoc, CollisionResolution, CollisionVerticesPerPatch, true /*Collision heightmap have no border*/);
|
||
|
||
//输出物理材质ID缓存,bExportPhysicalMaterialID_cached默认为false。
|
||
if (bExportPhysicalMaterialID_cached && (LayerStoringMaterialID != ""))
|
||
{
|
||
{
|
||
int32 DrawCallCount = 0;
|
||
TArray<UShaderWorldRT2D*> PreviousLayer;
|
||
PreviousLayer.Reserve(Mesh.LayerOrder.Num());
|
||
|
||
int32 LayerIndice = 0;
|
||
|
||
for (int k = 0; k < Mesh.LayerOrder.Num(); k++)
|
||
{
|
||
FString LayerName = Mesh.LayerOrder[k];
|
||
|
||
check(Mesh.LayerComputeForPhysicalMaterial.Contains(LayerName))
|
||
|
||
FSWCollisionLayerData& CLayerData = *Mesh.LayerComputeForPhysicalMaterial.Find(LayerName);
|
||
|
||
if (!CLayerData.DynMat)
|
||
{
|
||
UE_LOG(LogTemp, Warning, TEXT("ERROR drawing layers for Physical material: !CLayerData.DynMat[%d]"), k);
|
||
continue;
|
||
}
|
||
|
||
if (UShaderWorldRT2D* Layer_RT_To_Produce = CLayerData.RT)
|
||
{
|
||
SWorldSubsystem->SetVectorParameterValue(CLayerData.DynMat, "PatchLocation", MesgLoc);
|
||
SWorldSubsystem->SetTextureParameterValue(CLayerData.DynMat, "HeightMap", Mesh.CollisionRT);
|
||
SWorldSubsystem->SetTextureParameterValue(CLayerData.DynMat, "NormalMap", Mesh.CollisionRT);//#TODO Support normal map for collision ?
|
||
for (int u = 0; u < LayerIndice; u++)
|
||
{
|
||
SWorldSubsystem->SetTextureParameterValue(CLayerData.DynMat, FName(*Mesh.LayerOrder[u]), PreviousLayer[u]);
|
||
}
|
||
#if SW_COMPUTE_GENERATION
|
||
SWorldSubsystem->DrawMaterialToRenderTarget(
|
||
{ false,
|
||
false,
|
||
GetWorld()->Scene,
|
||
(float)GetWorld()->TimeSeconds,
|
||
false,
|
||
true,
|
||
Layer_RT_To_Produce->SizeX,
|
||
(int32)(CollisionVerticesPerPatch - 1) * CollisionResolution,
|
||
MesgLoc,
|
||
FIntPoint(0),
|
||
FIntPoint(Mesh.CollisionVerticesPerPatch,Mesh.CollisionVerticesPerPatch),
|
||
false,
|
||
ReadRequestLocation,
|
||
CLayerData.DynMat,
|
||
Layer_RT_To_Produce,
|
||
Mesh.CollisionRT,
|
||
Mesh.CollisionRT//#TODO Support normal map for collision ?
|
||
});
|
||
#else
|
||
UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, Layer_RT_To_Produce, Elem.LayerPartitionMatDyn[k]);
|
||
#endif
|
||
DrawCallCount++;
|
||
|
||
|
||
if (IsValid(BrushManager))
|
||
DrawCallCount += BrushManager->ApplyBrushStackToLayer(this, 0, Layer_RT_To_Produce, Mesh.CollisionVerticesPerPatch, MesgLoc, CollisionResolution, CollisionVerticesPerPatch, LayerName);
|
||
|
||
PreviousLayer.Add(Layer_RT_To_Produce);
|
||
LayerIndice++;
|
||
|
||
if (LayerStoringMaterialID == LayerName)
|
||
{
|
||
float PatchSize = (CollisionVerticesPerPatch - 1) * CollisionResolution;
|
||
|
||
SWorldSubsystem->CopyAtoB(Mesh.CollisionRT, (*CollisionMesh.Find(CollisionBufferHolder)).CollisionRT_Duplicate);
|
||
|
||
uint8 channel = (static_cast<uint8>(LayerChannelStoringID)) + 1;
|
||
|
||
SWorldSubsystem->CopyAtoB(Layer_RT_To_Produce, Mesh.CollisionRT, (*CollisionMesh.Find(CollisionBufferHolder)).CollisionRT_Duplicate, 0, channel, FVector2D(MesgLoc), FVector2D(MesgLoc), PatchSize, PatchSize, SWCopyConfig::AlphaChannelCombine);
|
||
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (false && bExportPhysicalMaterialID_cached && (LayerStoringMaterialID != "") && GetMeshNum() > 0 && CollisionMesh.Num() > 0 && (*CollisionMesh.Find(CollisionBufferHolder)).CollisionRT_Duplicate)
|
||
{
|
||
|
||
|
||
if (USWorldSubsystem* ShaderWorldSubsystem = SWorldSubsystem)
|
||
{
|
||
|
||
bool LayerIsRelevant = false;
|
||
FString LayerSource = LayerStoringMaterialID.ToString();
|
||
|
||
for (auto& La : Producers)
|
||
{
|
||
if (La.LayerName == "Height" || La.LayerName == "height")
|
||
continue;
|
||
|
||
if (La.LayerName == LayerSource)
|
||
{
|
||
LayerIsRelevant = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (LayerIsRelevant)
|
||
{
|
||
FVector2D Location_Mesh(MesgLoc);
|
||
FVector2D Extent = CollisionResolution * (CollisionVerticesPerPatch - 1) / 2.f * FVector2D(1.f, 1.f);//Margin
|
||
FBox2D LocalMeshBox(Location_Mesh - Extent, Location_Mesh + Extent);
|
||
|
||
int LOD_Candidate = -1;
|
||
///////////////////////////////
|
||
|
||
for (int k = 0; k < GetMeshNum(); k++)
|
||
{
|
||
FClipMapMeshElement& Elem_Local = GetMesh(k);
|
||
FIntVector ClipMapLocation = Elem_Local.Location - GetWorld()->OriginLocation;
|
||
|
||
FVector2D Location_Elem_Local(ClipMapLocation.X, ClipMapLocation.Y);
|
||
FVector2D Extent_Elem_Local = Elem_Local.GridSpacing * ((Elem_Local.N - 1) / 2) * FVector2D(1.f, 1.f);
|
||
FBox2D Elem_Local_Footprint(Location_Elem_Local - Extent_Elem_Local, Location_Elem_Local + Extent_Elem_Local);
|
||
|
||
if (Elem_Local_Footprint.IsInside(LocalMeshBox) && (Elem_Local.IsSectionVisible(0) || Elem_Local.IsSectionVisible(1)))
|
||
{
|
||
LOD_Candidate = k;
|
||
}
|
||
else
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (LOD_Candidate >= 0)
|
||
{
|
||
FClipMapMeshElement& Elem_Local = GetMesh(LOD_Candidate);
|
||
float PatchSize = (Elem_Local.N - 1) * Elem_Local.GridSpacing;
|
||
|
||
for (int k = 0; k < Elem_Local.LandLayers.Num(); k++)
|
||
{
|
||
if (Elem_Local.LandLayers_names[k] == LayerStoringMaterialID)
|
||
{
|
||
ShaderWorldSubsystem->CopyAtoB(Mesh.CollisionRT, (*CollisionMesh.Find(CollisionBufferHolder)).CollisionRT_Duplicate);
|
||
|
||
uint8 channel = (static_cast<uint8>(LayerChannelStoringID)) + 1;
|
||
|
||
ShaderWorldSubsystem->CopyAtoB(Elem_Local.LandLayers[k], Mesh.CollisionRT, (*CollisionMesh.Find(CollisionBufferHolder)).CollisionRT_Duplicate, 0, channel, FVector2D(FVector(Elem_Local.Location)), FVector2D(MesgLoc), PatchSize, CollisionResolution * (CollisionVerticesPerPatch - 1), SWCopyConfig::AlphaChannelCombine);
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
}
|
||
else
|
||
{
|
||
//UE_LOG(LogTemp, Warning, TEXT("Non Admissible LOD_Candidate %d"), LOD_Candidate);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
UE_LOG(LogTemp, Warning, TEXT("No relevant data layer"));
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
if (!Mesh.HeightData.IsValid())
|
||
{
|
||
Mesh.HeightData = MakeShared<FSWColorRead, ESPMode::ThreadSafe>();
|
||
Mesh.HeightData->ReadData.SetNum(CollisionVerticesPerPatch * CollisionVerticesPerPatch);
|
||
}
|
||
|
||
if (!Mesh.ReadBackCompletion.IsValid())
|
||
{
|
||
Mesh.ReadBackCompletion = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
|
||
}
|
||
|
||
//设置 碰撞GPU数据回读完成 变量为false
|
||
Mesh.ReadBackCompletion->AtomicSet(false);
|
||
|
||
|
||
//ShaderWorld::ReadPixelsFromRT(Mesh.CollisionRT, Mesh);
|
||
//ShaderWorld::AsyncReadPixelsFromRT(Mesh.CollisionRT, Mesh.HeightData, Mesh.ReadBackCompletion);
|
||
//从FCollisionMeshElement.CollisionRT读取数据并且写入FCollisionMeshElement.HeightData。
|
||
SWorldSubsystem->AsyncReadPixelsFromRT(Mesh.CollisionRT, Mesh.HeightData, Mesh.ReadBackCompletion);
|
||
|
||
//将ID添加到CollisionReadToProcess 碰撞数据回读队列,
|
||
CollisionReadToProcess.Add(Mesh.ID);
|
||
|
||
return;
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
```
|
||
#### CollisionCPU
|
||
```c++
|
||
|
||
void AShaderWorldActor::CollisionCPU()
|
||
{
|
||
SCOPED_NAMED_EVENT_TEXT("AShaderWorldActor::CollisionCPU()", FColor::Magenta);
|
||
SW_FCT_CYCLE()
|
||
|
||
if ((*bPreprocessingCollisionUpdate.Get()) ||
|
||
CollisionShareable->CollisionMeshToUpdate.Num() > 0 ||
|
||
CollisionShareable->CollisionMeshToRenameMoveUpdate.Num() > 0 ||
|
||
CollisionShareable->CollisionMeshToCreate.Num() > 0)
|
||
return;
|
||
|
||
|
||
UWorld* World = GetWorld();
|
||
|
||
//SW Brush相关
|
||
bool bBrushManagerAskedRedraw = BrushManager && (BrushManagerRedrawScopes_collision.Num() > 0);
|
||
FVector LocalActorLocation = GetActorLocation();
|
||
FIntVector LocalOriginLocation = GetWorld()->OriginLocation;
|
||
|
||
TArray<FBox2D> BrushRedrawScope;
|
||
|
||
if (bBrushManagerAskedRedraw)
|
||
{
|
||
BrushRedrawScope = MoveTemp(BrushManagerRedrawScopes_collision);
|
||
BrushManagerRedrawScopes_collision.Empty();
|
||
}
|
||
|
||
|
||
//通过AShaderWorldActor::UpdateCollisionInRegion()来添加碰撞重建区域
|
||
bool bExternalCollisionRebuildRequest = !CollisionUpdateRequest.IsEmpty();
|
||
FBox2D BPCollisionRebuildRequest(ForceInit);
|
||
//从CollisionUpdateRequest队列中取出碰撞更新范围
|
||
if (bExternalCollisionRebuildRequest)
|
||
CollisionUpdateRequest.Dequeue(BPCollisionRebuildRequest);
|
||
|
||
TArray<ShaderWorld::FVisitor> VisitorLocations;
|
||
|
||
// Use latest camera we know if current array is empty
|
||
//在BeginPlay()会将ShaderWorld Actor的Location添加到CameraLocations中。
|
||
//在UpdateCameraLocation()中会将,这个函数会在Setup()中调用。
|
||
// USWorldSubsystem::Tick()中会调用UpdateVisitors()获取所有USW_CollisionComponent。
|
||
if (CameraLocations.Num() <= 0)
|
||
VisitorLocations.Add(CamLocation);
|
||
|
||
VisitorLocations.Append(CameraLocations);
|
||
//将bPreprocessingCollisionUpdate线程安全变量设置为true
|
||
(*bPreprocessingCollisionUpdate.Get()) = true;
|
||
|
||
Async(EAsyncExecution::TaskGraph, [Completion = bPreprocessingCollisionUpdate, CollData = CollisionShareable,
|
||
VisitorLocations, bBrushManagerAskedRedraw, BrushScope = MoveTemp(BrushRedrawScope), bExternalCollisionRebuildRequest,
|
||
BPRecomputeScope = BPCollisionRebuildRequest, ColRingCount = CollisionGridMaxRingNumber, LocalActorLocation, LocalOriginLocation,
|
||
Height0 = HeightOnStart, Bounded = WorldHasBounds_OnRebuild, GBounds = WorldBoundsOnRebuild, Lock = CollisionMeshAccessLock]
|
||
{
|
||
if (!CollData.IsValid())
|
||
{
|
||
if (Completion.IsValid())
|
||
(*Completion.Get()) = false;
|
||
return;
|
||
}
|
||
|
||
FScopeLock CollisionMeshArrayAccess(Lock.Get());
|
||
|
||
double CollisionWidth = CollData->CollisionResolution * (CollData->VerticePerPatch - 1);
|
||
|
||
TMap<FIntVector, FVector> BrushRedraws;
|
||
for (const FBox2d& B : BrushScope)
|
||
{
|
||
const int32 MinBoxX_local = FMath::FloorToInt(((double)(B.Min.X + LocalOriginLocation.X)) / CollisionWidth + 0.45);
|
||
const int32 MinBoxY_local = FMath::FloorToInt(((double)(B.Min.Y + LocalOriginLocation.Y)) / CollisionWidth + 0.45);
|
||
|
||
const int32 MaxBoxX_local = FMath::FloorToInt(((double)(B.Max.X + LocalOriginLocation.X)) / CollisionWidth + 0.55);
|
||
const int32 MaxBoxY_local = FMath::FloorToInt(((double)(B.Max.Y + LocalOriginLocation.Y)) / CollisionWidth + 0.55);
|
||
|
||
for (int32 X_iter = MinBoxX_local; X_iter <= MaxBoxX_local; X_iter++)
|
||
{
|
||
for (int32 Y_iter = MinBoxY_local; Y_iter <= MaxBoxY_local; Y_iter++)
|
||
{
|
||
BrushRedraws.Add(FIntVector(X_iter, Y_iter, 0));
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
* Get World Bounds in centimeters
|
||
*/
|
||
FBox SWorldBounds = GBounds;
|
||
SWorldBounds.Min *= 100.0;
|
||
SWorldBounds.Max *= 100.0;
|
||
|
||
TSet<FIntVector> ExternalCollisionsBounds;
|
||
|
||
for (const ShaderWorld::FVisitor& SingleCamLoc : VisitorLocations)
|
||
{
|
||
if (SingleCamLoc.Bounds.IsValid)
|
||
{
|
||
ExternalCollisionsBounds.Append(USWBlueprintFunctionLibrary::GetCollisionMeshesLayout(CollisionWidth, SingleCamLoc.Bounds, SWorldBounds));
|
||
}
|
||
}
|
||
|
||
CollData->MultipleCamera.Empty();
|
||
CollData->LocRefs.Empty();
|
||
|
||
for (const ShaderWorld::FVisitor& SingleCamLoc : VisitorLocations)
|
||
{
|
||
if (SingleCamLoc.Bounds.IsValid)
|
||
continue;
|
||
|
||
double Cam_X_local = SingleCamLoc.Location.X + LocalOriginLocation.X;
|
||
double Cam_Y_local = SingleCamLoc.Location.Y + LocalOriginLocation.Y;
|
||
|
||
if (Bounded)
|
||
{
|
||
Cam_X_local = FMath::Max(FMath::Min(Cam_X_local, GBounds.Max.X * 100.0), GBounds.Min.X * 100.0);
|
||
Cam_Y_local = FMath::Max(FMath::Min(Cam_Y_local, GBounds.Max.Y * 100.0), GBounds.Min.Y * 100.0);
|
||
}
|
||
|
||
const int CamX_local = FMath::RoundToInt(Cam_X_local / CollisionWidth);
|
||
const int CamY_local = FMath::RoundToInt(Cam_Y_local / CollisionWidth);
|
||
|
||
FIntVector LocRef_local = FIntVector(CamX_local, CamY_local, 0.f) * CollisionWidth + FIntVector(0.f, 0.f, 1) * Height0 - LocalOriginLocation;
|
||
|
||
|
||
int32 LocalRingCount = FMath::Clamp(FMath::Floor(FMath::Abs(SingleCamLoc.Range * 100.0) / CollisionWidth), 1, ColRingCount);
|
||
|
||
CollData->LocRefs.Add(LocRef_local, LocalRingCount);
|
||
CollData->MultipleCamera.Add(FIntVector(CamX_local, CamY_local, 0), LocalRingCount);
|
||
}
|
||
|
||
TArray<FName> NameToRemove;
|
||
for (const FName& CollID : CollData->UsedCollisionMesh)
|
||
{
|
||
FSWCollisionMeshElemData& El = *CollData->CollisionMeshData.Find(CollID);
|
||
|
||
bool BeyondCriteria_local = !ExternalCollisionsBounds.Contains(El.Location);
|
||
|
||
|
||
for (auto& Elem : CollData->LocRefs)
|
||
{
|
||
FIntVector& SingleLocRef = Elem.Key;
|
||
int32& LocalRingCount = Elem.Value;
|
||
|
||
const FVector ToCompLocal = FVector(FIntVector(El.MeshLocation) - SingleLocRef) / CollisionWidth;
|
||
BeyondCriteria_local = BeyondCriteria_local && (FMath::Abs(ToCompLocal.X) > LocalRingCount + .1f || FMath::Abs(ToCompLocal.Y) > LocalRingCount + .1f);
|
||
if (!BeyondCriteria_local)
|
||
break;
|
||
}
|
||
|
||
|
||
if (BeyondCriteria_local)
|
||
{
|
||
CollData->AvailableCollisionMesh.Add(CollID);
|
||
NameToRemove.Add(CollID);
|
||
|
||
for (auto It = CollData->GroundCollisionLayout.CreateConstIterator(); It; ++It)
|
||
{
|
||
if(It->Value == CollID)
|
||
{
|
||
CollData->GroundCollisionLayout.Remove(It->Key);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
|
||
if (bBrushManagerAskedRedraw || bExternalCollisionRebuildRequest)
|
||
{
|
||
|
||
bool UpdateRequested = false;
|
||
if (bBrushManagerAskedRedraw)
|
||
{
|
||
if (BrushRedraws.Contains(El.Location))
|
||
{
|
||
CollData->CollisionMeshToUpdate.Add(CollID);
|
||
UpdateRequested = true;
|
||
}
|
||
}
|
||
|
||
if (!UpdateRequested && bExternalCollisionRebuildRequest)
|
||
{
|
||
const FVector Location_LocalOrigin = FVector(El.Location * CollisionWidth + FIntVector(0, 0, 1) * LocalActorLocation.Z - LocalOriginLocation);
|
||
|
||
FVector2D Location_Mesh(Location_LocalOrigin.X, Location_LocalOrigin.Y);
|
||
FVector2D Extent = CollisionWidth / 2.f * FVector2D(1.f, 1.f);
|
||
FBox2D LocalCollisionMeshBox(Location_Mesh - Extent, Location_Mesh + Extent);
|
||
|
||
if (BPRecomputeScope.Intersect(LocalCollisionMeshBox))
|
||
{
|
||
CollData->CollisionMeshToUpdate.Add(CollID);
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for (const FName& TR : NameToRemove)
|
||
{
|
||
CollData->UsedCollisionMesh.Remove(TR);
|
||
}
|
||
|
||
BrushRedraws.Empty();
|
||
|
||
FBox WorldBounds = GBounds;
|
||
WorldBounds.Min *= 100.0;
|
||
WorldBounds.Max *= 100.0;
|
||
|
||
for (auto& ExternalBounds : ExternalCollisionsBounds)
|
||
{
|
||
FIntVector LocMeshInt = ExternalBounds;
|
||
FIntVector MeshLoc = LocMeshInt * CollisionWidth + FIntVector(0.f, 0.f, 1) * Height0 - LocalOriginLocation;
|
||
|
||
if (Bounded && !WorldBounds.IntersectXY(FBox((FVector(LocMeshInt) - FVector(0.5, 0.5, 0.0)) * CollisionWidth, (FVector(LocMeshInt) + FVector(0.5, 0.5, 0.0)) * CollisionWidth)))
|
||
continue;
|
||
|
||
if (!CollData->GroundCollisionLayout.Contains(LocMeshInt))
|
||
{
|
||
const FString CollisionMeshString = "SW_Collision_X_" + FString::FromInt(LocMeshInt.X) + "_Y_" + FString::FromInt(LocMeshInt.Y) + "_Z_" + FString::FromInt(LocMeshInt.Z);
|
||
|
||
const FName CollisionMeshName = FName(*CollisionMeshString);
|
||
|
||
if (CollData->AvailableCollisionMesh.Num() > 0 && CollData->AvailableCollisionMesh.Contains(CollisionMeshName))
|
||
{
|
||
FSWCollisionMeshElemData& ElemData = *CollData->CollisionMeshData.Find(CollisionMeshName);
|
||
CollData->UsedCollisionMesh.Add(CollisionMeshName);
|
||
CollData->AvailableCollisionMesh.Remove(CollisionMeshName);
|
||
|
||
ElemData.Location = LocMeshInt;
|
||
ElemData.MeshLocation = FVector(MeshLoc);
|
||
|
||
CollData->CollisionMeshToRenameMoveUpdate.AddUnique(CollisionMeshName);
|
||
|
||
CollData->GroundCollisionLayout.Add(LocMeshInt, CollisionMeshName);
|
||
}
|
||
else
|
||
{
|
||
FCollisionMeshElement NewElem;
|
||
NewElem.ID = CollisionMeshName;
|
||
|
||
NewElem.Location = LocMeshInt;
|
||
NewElem.MeshLocation = FVector(MeshLoc);
|
||
|
||
CollData->UsedCollisionMesh.Add(CollisionMeshName);
|
||
CollData->CollisionMeshData.Add(CollisionMeshName, NewElem);
|
||
|
||
CollData->CollisionMeshToCreate.AddUnique(CollisionMeshName);
|
||
CollData->CollisionMeshToRenameMoveUpdate.AddUnique(CollisionMeshName);
|
||
|
||
CollData->GroundCollisionLayout.Add(LocMeshInt, CollisionMeshName);
|
||
}
|
||
}
|
||
}
|
||
|
||
for (auto& Elem : CollData->MultipleCamera)
|
||
{
|
||
FIntVector& SingleCam = Elem.Key;
|
||
int32& LocalRingCount = Elem.Value;
|
||
|
||
for (int r = LocalRingCount; r >= 0; r--)
|
||
{
|
||
for (int i = -r; i <= r; i++)
|
||
{
|
||
for (int j = -r; j <= r; j++)
|
||
{
|
||
if (abs(j) != r && abs(i) != r)
|
||
continue;
|
||
|
||
FIntVector LocMeshInt = FIntVector(SingleCam.X + i, SingleCam.Y + j, 0);
|
||
FIntVector MeshLoc = LocMeshInt * CollisionWidth + FIntVector(0.f, 0.f, 1) * Height0 - LocalOriginLocation;
|
||
|
||
if (Bounded && !WorldBounds.IntersectXY(FBox((FVector(LocMeshInt) - FVector(0.5, 0.5, 0.0)) * CollisionWidth, (FVector(LocMeshInt) + FVector(0.5, 0.5, 0.0)) * CollisionWidth)))
|
||
continue;
|
||
|
||
if (!CollData->GroundCollisionLayout.Contains(LocMeshInt))
|
||
{
|
||
const FString CollisionMeshString = "SW_Collision_X_" + FString::FromInt(LocMeshInt.X) + "_Y_" + FString::FromInt(LocMeshInt.Y) + "_Z_" + FString::FromInt(LocMeshInt.Z);
|
||
|
||
const FName CollisionMeshName = FName(*CollisionMeshString);
|
||
|
||
if(CollData->AvailableCollisionMesh.Num() > 0 && CollData->AvailableCollisionMesh.Contains(CollisionMeshName))
|
||
{
|
||
FSWCollisionMeshElemData& ElemData = *CollData->CollisionMeshData.Find(CollisionMeshName);
|
||
CollData->UsedCollisionMesh.Add(CollisionMeshName);
|
||
CollData->AvailableCollisionMesh.Remove(CollisionMeshName);
|
||
|
||
ElemData.Location = LocMeshInt;
|
||
ElemData.MeshLocation = FVector(MeshLoc);
|
||
|
||
CollData->CollisionMeshToRenameMoveUpdate.AddUnique(CollisionMeshName);
|
||
|
||
CollData->GroundCollisionLayout.Add(LocMeshInt, CollisionMeshName);
|
||
}
|
||
else
|
||
{
|
||
FCollisionMeshElement NewElem;
|
||
NewElem.ID = CollisionMeshName;
|
||
|
||
NewElem.Location = LocMeshInt;
|
||
NewElem.MeshLocation = FVector(MeshLoc);
|
||
|
||
CollData->UsedCollisionMesh.Add(CollisionMeshName);
|
||
CollData->CollisionMeshData.Add(CollisionMeshName, NewElem);
|
||
|
||
CollData->CollisionMeshToCreate.AddUnique(CollisionMeshName);
|
||
CollData->CollisionMeshToRenameMoveUpdate.AddUnique(CollisionMeshName);
|
||
|
||
CollData->GroundCollisionLayout.Add(LocMeshInt, CollisionMeshName);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (Completion.IsValid())
|
||
(*Completion.Get()) = false;
|
||
}
|
||
);
|
||
}
|
||
```
|
||
|
||
### 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
|
||
- ~~ExportCacheInBounds~~
|
||
- ~~AssignHeightMapToDynamicMaterial~~
|
||
- UpdateStaticDataFor
|
||
- ComputeHeight_Segmented_MapForClipMap:似乎会设置
|
||
- ~~UpdateCollisionMeshData~~
|
||
- [x] [[#InitializeReadBackDependencies]]
|
||
- [x] 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:
|
||
1. 判断DynCollisionMat是否有效,无效就使用`Generator`(高度数据生成材质)来创建。
|
||
2. 设置材质参数NoMargin、TexelPerSide、PatchFullSize、MeshScale。
|
||
3. 设置随机种子相关的材质参数。
|
||
4. 设置材质参数PatchLocation。
|
||
5. 生成碰撞数据到`CollisionRT`。
|
||
6. 笔刷功能逻辑:ApplyBrushStackToHeightMap()。
|
||
7. ExportPhysicalMaterialID逻辑。
|
||
8. GPU碰撞数据回读:ShaderWorld::AsyncReadPixelsFromRT()。
|
||
1. ShaderWorld::GSWReadbackManager.AddPendingReadBack(),将回读Task增加`TArray<FReadBackTask> PendingReads;`。
|
||
2. 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。
|
||
- 调用顺序:Tick() -> CollisionManagement() -> CollisionGPU() -> UpdateCollisionMeshData()
|
||
|
||
```c++
|
||
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()
|
||
|
||
1. 初始化3个RT:ReadRequestLocation、ReadRequestLocationHeightmap、GeneratorDynamicForReadBack。
|
||
2. 会设置`TObjectPtr < UMaterialInstanceDynamic> GeneratorDynamicForReadBack`各种变量
|
||
```c++
|
||
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);
|
||
```
|
||
3. 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
|
||
1. AShaderWorldActor::BeginPlay()
|
||
1.
|
||
|
||
|
||
# Debug
|
||
1. AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
|
||
2. UpdateCollisionMeshData
|
||
3. AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
|
||
4. [[#RetrieveHeightAt]]
|
||
5. UpdateCollisionMeshData 3次
|
||
6. 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()`
|
||
|
||
|
||
|
||
## 代码
|
||
```c++
|
||
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
|
||
```c++
|
||
bool USWorldSubsystem::LoadSampleLocationsInRT(UShaderWorldRT2D* LocationsRequestedRT,
|
||
TSharedPtr<FSWShareableSamplePoints>& Samples)
|
||
{
|
||
if (!RenderThreadResponded)
|
||
return false;
|
||
|
||
const SWSampleRequestComputeData ReadBackData(LocationsRequestedRT, Samples);
|
||
SWToolBox->RequestReadBackLoad(ReadBackData);
|
||
return true;
|
||
}
|
||
```
|
||
# SWShaderToolBox
|
||
## RequestReadBackLoad
|
||
```c++
|
||
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
|
||
```c++
|
||
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
|
||
- 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()
|
||
|
||
|
||
# 碰撞Python逻辑
|
||
|
||
```python
|
||
def TickCheckWorldReady(self, dt: float) -> bool:
|
||
is_shader_world_ready = self.ShaderWorldActor.WorldAndCollisionGeneratedReady()
|
||
if not is_shader_world_ready:
|
||
return True
|
||
is_ready = self.ShaderWorldActor.CheckCollisionGeneratedReady(self.AvatarBornPosition)
|
||
print("LBK -------- TickCheckWorldReady", self.FailedCheckCnt, is_ready)
|
||
if is_ready:
|
||
self.OnWorldMeshReady()
|
||
ue.RemoveTicker(self.worldTickHander)
|
||
# 等待地形物理加载完毕
|
||
if self.OtherLoadFinshed:
|
||
GlobalData.TimerSystem.AddTimer(1, self.ReallyStartDriving)
|
||
else:
|
||
self.OtherLoadFinshed = True
|
||
print('LBK -------------- DrivingModeSystem: TickCheckWorldReady', GlobalData.p.pos, self.AvatarBornPosition)
|
||
return False
|
||
self.FailedCheckCnt += 1
|
||
if self.FailedCheckCnt > self.FailedAttemptCnt: #self.FailedAttemptCnt为40
|
||
self.ShaderWorldActor.RebuildWorld()
|
||
self.FailedCheckCnt = 0
|
||
return True
|
||
|
||
# 通过LineTraceSingleForObjects检测碰撞高度是否超过5,来判断碰撞是否生成。
|
||
def CheckCollisionGeneratedReady(self, checkPosition: ue.Vector) -> bool:
|
||
HitStartLocation = checkPosition + ue.Vector(0, 0, 50000.0)
|
||
HitEndLocation = checkPosition + ue.Vector(0, 0, -50000.0)
|
||
hitState, hitResult = ue.KismetSystemLibrary.LineTraceSingleForObjects(
|
||
self.GetWorld(),
|
||
HitStartLocation,
|
||
HitEndLocation,
|
||
[ue.EObjectTypeQuery.ObjectTypeQuery1, ue.EObjectTypeQuery.ObjectTypeQuery13], # Ground
|
||
False, # 是否追踪复杂碰撞
|
||
[],
|
||
ue.EDrawDebugTrace.ForDuration if GlobalData.IsDebugMode else ue.EDrawDebugTrace.NONE, # 调试可视化
|
||
True, # 忽略自身
|
||
ue.LinearColor(1.0, 0.0, 0.0, 1.0), # 红色
|
||
ue.LinearColor(0.0, 1.0, 0.0, 1.0), # 绿色
|
||
20.0 # 调试线条持续时间
|
||
)
|
||
if not hitState:
|
||
return False
|
||
# TODO LBK 这个射线检测的方式不太准确,那个物理生成,会从平面开始
|
||
return hitResult.Location.Z > 5.0
|
||
```
|
||
|
||
```c++
|
||
bool AShaderWorldActor::WorldAndCollisionGeneratedReady()
|
||
{
|
||
if (!WorldGeneratedAndReady())
|
||
return false;
|
||
if (!CollisionShareable.IsValid())
|
||
return false;
|
||
|
||
FScopeLock CollisionMeshArrayAccess(CollisionMeshAccessLock.Get());
|
||
|
||
// 1. 必须有碰撞布局
|
||
if (CollisionShareable->GroundCollisionLayout.Num() == 0)
|
||
return false;
|
||
|
||
// 2. 检查所有Patch都ready
|
||
for (const auto& Pair : CollisionShareable->GroundCollisionLayout)
|
||
{
|
||
const FIntVector& Loc = Pair.Key;
|
||
const FName& CollisionName = Pair.Value;
|
||
|
||
// Patch必须存在
|
||
if (!CollisionMesh.Contains(CollisionName))
|
||
return false;
|
||
|
||
// Patch必须在已用集合
|
||
if (!CollisionShareable->UsedCollisionMesh.Contains(CollisionName))
|
||
return false;
|
||
|
||
// Patch必须ReadBack完成
|
||
const FCollisionMeshElement& CollisionElement = *CollisionMesh.Find(CollisionName);
|
||
if (!CollisionElement.ReadBackCompletion.IsValid() || !(*CollisionElement.ReadBackCompletion.Get()))
|
||
return false;
|
||
|
||
// Patch不能在待处理队列
|
||
if (CollisionReadToProcess.Contains(CollisionName))
|
||
return false;
|
||
if (!UsedCollisionMesh.Contains(CollisionName))
|
||
return false;
|
||
|
||
// Patch不能在工作队列
|
||
for (const auto& WQ : CollisionWorkQueue)
|
||
if (WQ.MeshID == CollisionName)
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
``` |