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---
title: Untitled
date: 2024-09-25 14:59:32
excerpt:
tags:
rating: ⭐
---
# 前言
可以使用DrawDynamicMeshPass()实现在插件中使用MeshDraw绘制Pass。
参考文章:
- ***UE5为HairStrands添加自定义深度与模板***:https://zhuanlan.zhihu.com/p/689578355
# MeshDraw
推荐学习:
- CustomDepth
- RenderBasePassInternal()
- RenderAnisotropyPass()
Shader推荐
- DepthOnlyVertexShader.usf
- DepthOnlyPixelShader.usf
# NaniteMeshDraw
`Engine\Source\Runtime\Renderer\Private\Nanite\`NaniteMaterials.h & NaniteMaterials.cpp
PS.使用的Shader必须是`FNaniteGlobalShader`的子类。
## BasePass
### DrawBasePass()
该函数在FDeferredShadingSceneRenderer::RenderBasePassInternal()中调用。
DrawNaniteMaterialPass() => SubmitNaniteIndirectMaterial()
## PSO
- RDG 04 Graphics Pipeline State Initializer https://zhuanlan.zhihu.com/p/582020846
- FGraphicsPipelineStateInitializer
- FRHIDepthStencilState* DepthStencilState
- FRHIBlendState* BlendState
- FRHIRasterizerState* RasterizerState
- EPrimitiveType PrimitiveType
- FBoundShaderStateInput BoundShaderState.VertexDeclarationRHI
- FBoundShaderStateInput BoundShaderState.VertexShaderRHI
- FBoundShaderStateInput BoundShaderState.PixelShaderRHI
- ……
// 应用
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit,0);
## FMeshPassProcessorRenderState
- FMeshPassProcessorRenderState
- FRHIBlendState* BlendState
- FRHIDepthStencilState* DepthStencilState
- FExclusiveDepthStencil::Type DepthStencilAccess
- FRHIUniformBuffer* ViewUniformBuffer
- FRHIUniformBuffer* InstancedViewUniformBuffer
- FRHIUniformBuffer* PassUniformBuffer
- FRHIUniformBuffer* NaniteUniformBuffer
- uint32 StencilRef = 0;
### FRHIBlendState
它定义了8个渲染对象一般我们只用第一组它的七个参数分别是
- 颜色写入蒙版
- 颜色混合运算
- 颜色源混合因子
- 颜色目标混合因子
- Alpha混合运算
- Alpha源混合因子
- Alpha目标混合因子
颜色写入蒙版:
```text
enum EColorWriteMask
{
CW_RED = 0x01,
CW_GREEN = 0x02,
CW_BLUE = 0x04,
CW_ALPHA = 0x08,
CW_NONE = 0,
CW_RGB = CW_RED | CW_GREEN | CW_BLUE,
CW_RGBA = CW_RED | CW_GREEN | CW_BLUE | CW_ALPHA,
CW_RG = CW_RED | CW_GREEN,
CW_BA = CW_BLUE | CW_ALPHA,
EColorWriteMask_NumBits = 4,
};
```
要继续讲解其他参数需要先列出DirectX的[混合方程](https://zhida.zhihu.com/search?content_id=217472065&content_type=Article&match_order=1&q=%E6%B7%B7%E5%90%88%E6%96%B9%E7%A8%8B&zhida_source=entity)作为参照:
C = C_{src} \otimes F_{src} \oplus C_{dst} \otimes F_{dst}_C_=_Csrc_⊗_Fsrc_⊕_Cdst_⊗_Fdst_A = A_{src} \otimes F_{src} \oplus A_{dst} \otimes F_{dst}_A_=_Asrc_⊗_Fsrc_⊕_Adst_⊗_Fdst_
第一个是颜色的混合方程第二个是Alpha的混合方程。
### 混合运算
混合运算符对于颜色混合方程和Alpha混合方程效果是一样的这里就只用颜色混合方程来做讲解。
|BlendOperation|颜色混合方程|
|---|---|
|BO_Add|C_{src} \otimes F_{src} + C_{dst} \otimes F_{dst}Csrc⊗Fsrc+Cdst⊗Fdst|
|BO_Subtract|C = C_{src} \otimes F_{src} - C_{dst} \otimes F_{dst}C=Csrc⊗FsrcCdst⊗Fdst|
|BO_ReverseSubtract|C = C_{dst} \otimes F_{dst} - C_{src} \otimes F_{src}C=Cdst⊗FdstCsrc⊗Fsrc|
|BO_Min|C = Min(C_{src} , C_{dst} )C=Min(Csrc,Cdst)|
|BO_Max|C = Max(C_{src} , C_{dst} )C=Max(Csrc,Cdst)|
|BO_Min和BO_Max忽略了混合因子||
### 混合因子
| BlendFactor | 颜色混合因子 | Alpha混合因子 |
| ----------------------------- | ------------------------------------------------------------ | -------------------- |
| BF_Zero | F = (0,0,0)F=(0,0,0) | F=0F=0 |
| BF_One | F=(1,1,1)F=(1,1,1) | F=1F=1 |
| BF_SourceColor | F=(r_{src},g_{src},b_{src})F=(rsrc,gsrc,bsrc) | |
| BF_InverseSourceColor | F=(1-r_{src},1-g_{src},1-b_{src})F=(1rsrc,1gsrc,1bsrc) | |
| BF_SourceAlpha | F=(a_{src},a_{src},a_{src})F=(asrc,asrc,asrc) | F=a_{src}F=asrc |
| BF_InverseSourceAlpha | F=(1-a_{src},1-a_{src},1-a_{src})F=(1asrc,1asrc,1asrc) | F=1-a_{src}F=1asrc |
| BF_DestAlpha | F=(a_{dst},a_{dst},a_{dst})F=(adst,adst,adst) | F=a_{dst}F=adst |
| BF_InverseDestAlpha | F=(1-a_{dst},1-a_{dst},1-a_{dst})F=(1adst,1adst,1adst) | F=1-a_{dst}F=1adst |
| BF_DestColor | F=(r_{dst},g_{dst},b_{dst})F=(rdst,gdst,bdst) | |
| BF_InverseDestColor | F=(1-r_{dst},1-g_{dst},1-b_{dst})F=(1rdst,1gdst,1bdst) | |
| BF_ConstantBlendFactor | F=(r,g,b)F=(r,g,b) | F=aF=a |
| BF_InverseConstantBlendFactor | F=(1-r,1-g,1-b)F=(1r,1g,1b) | F=1-aF=1a |
| BF_Source1Color | 未知 | 未知 |
| BF_InverseSource1Color | 未知 | 未知 |
| BF_Source1Alpha | 未知 | 未知 |
| BF_InverseSource1Alpha | 未知 | 未知 |
最后四个选项没有在DirectX中找到对应的选项没有继续探究前面的应该足够一般使用了。
### FRHIDepthStencilState
```c++
TStaticDepthStencilState<
bEnableDepthWrite, // 是否启用深度写入
DepthTest, // 深度测试比较函数
bEnableFrontFaceStencil, // (正面)启用模板
FrontFaceStencilTest, // (正面)模板失败操作
FrontFaceStencilFailStencilOp, //(正面)模板测试失败时如何更新模板缓冲区
FrontFaceDepthFailStencilOp, //(正面)深度测试失败时如何更新模板缓冲区
FrontFacePassStencilOp, //(正面)通过模板测试时如何更新模板红冲去
bEnableBackFaceStencil, // (背面)启用模板
BackFaceStencilTest, // (背面)模板失败操作
BackFaceStencilFailStencilOp, //(背面)模板测试失败时如何更新模板缓冲区
BackFaceDepthFailStencilOp, //(背面)深度测试失败时如何更新模板缓冲区
BackFacePassStencilOp, //(背面)通过模板测试时如何更新模板红冲去
StencilReadMask, // 模板读取Mask
StencilWriteMask // 模板写入Mask
>
```
#### DepthTest
深度测试比较函数。
```c++
enum ECompareFunction
{
CF_Less,
CF_LessEqual,
CF_Greater,
CF_GreaterEqual,
CF_Equal,
CF_NotEqual,
CF_Never, // 总是返回false
CF_Always, // 总是返回true
ECompareFunction_Num,
ECompareFunction_NumBits = 3,
// Utility enumerations
CF_DepthNearOrEqual = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_GreaterEqual : CF_LessEqual),
CF_DepthNear = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_Greater : CF_Less),
CF_DepthFartherOrEqual = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_LessEqual : CF_GreaterEqual),
CF_DepthFarther = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_Less : CF_Greater),
};
```
### CustomStencil
#### InitCustomDepthStencilContext()
根据当前平台是否支持使用ComputeShader直接输出结果bComputeExport、以及是否写入Stencil缓存以此来创建不同的资源。最终输出FCustomDepthContext。
```c++
struct FCustomDepthContext
{
FRDGTextureRef InputDepth = nullptr;
FRDGTextureSRVRef InputStencilSRV = nullptr;
FRDGTextureRef DepthTarget = nullptr;
FRDGTextureRef StencilTarget = nullptr;
bool bComputeExport = true;
};
```
#### EmitCustomDepthStencilTargets()
根据bComputeExport分别使用RDG的ComputeShader与PixelShader输出DepthStencil。
- CS使用FComputeShaderUtils::AddPass()
- PS使用NaniteExportGBuffer.usf的**EmitCustomDepthStencilPS()**FPixelShaderUtils::AddFullscreenPass()
以**FEmitCustomDepthStencilPS**(NaniteExportGBuffer.usf)为例额外输入的Nanite相关变量
- FSceneUniformParameters Scene
- StructuredBuffer`<`FPackedView`>` InViews
- ByteAddressBuffer VisibleClustersSWHW
- FIntVector4, PageConstants
- Texture2D`<`UlongType`>`, VisBuffer64
- ByteAddressBuffer MaterialSlotTable
#### FinalizeCustomDepthStencil()
替换输出的Depth&Stencil。
# FViewInfo
FViewInfo& ViewInfo
- WriteView.bSceneHasSkyMaterial |= bSceneHasSkyMaterial;
- WriteView.bHasSingleLayerWaterMaterial |= bHasSingleLayerWaterMaterial;
- WriteView.bHasCustomDepthPrimitives |= bHasCustomDepthPrimitives;
- WriteView.bHasDistortionPrimitives |= bHasDistortionPrimitives;
- WriteView.bUsesCustomDepth |= bUsesCustomDepth;
- WriteView.bUsesCustomStencil |= bUsesCustomStencil;
- FRelevancePacket::Finalize()
相关性:
- 相关性定义
- FStaticMeshBatchRelevance
- FMaterialRelevance
- View相关计算
- FViewInfo::Init()
- FRelevancePacket
- FRelevancePacket::Finalize()
# 相关宏定义
- SCOPE_CYCLE_COUNTER(STAT_BasePassDrawTime);
- DECLARE_CYCLE_STAT_EXTERN(TEXT("Base pass drawing"),STAT_BasePassDrawTime,STATGROUP_SceneRendering, RENDERCORE_API);
- DEFINE_STAT(STAT_BasePassDrawTime);
- DEFINE_GPU_STAT(NaniteBasePass);
- DECLARE_GPU_STAT_NAMED_EXTERN(NaniteBasePass, TEXT("Nanite BasePass"));
- GET_STATID(STAT_CLP_BasePass)
- FRDGParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, GET_STATID(STAT_CLP_BasePass), View, FParallelCommandListBindings(PassParameters));
- DECLARE_CYCLE_STAT(TEXT("BasePass"), STAT_CLP_BasePass, STATGROUP_ParallelCommandListMarkers);