虚幻4渲染编程【第七卷:虚幻4中的ComputeShader】

Computeshader非常胜任大量的计算,下面我们就在虚幻4中使用ComputeShader。
先上效果图吧

这是一张纯由ComputeShader计算出来的一张图片,代码来自Shadertoy。

我下面的代码是基于我前面章节所写的代码的,想要知道从零是如何开始的,请从第二卷开始看。
下面我们就用虚幻4的computeshader来生成它
首先我们要声明一个ComputeShader
class FMyComputeShader : public FGlobalShader
{
	DECLARE_SHADER_TYPE(FMyComputeShader, Global);

public:

	FMyComputeShader(){}
	FMyComputeShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		:FGlobalShader(Initializer)
	{
		OutputSurface.Bind(Initializer.ParameterMap, TEXT("OutputSurface"));
	}

	static bool ShouldCache(EShaderPlatform Platform)
	{
		return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
	}

	static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
	{
		return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
		//return true;
	}

	static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
	}

	virtual bool Serialize(FArchive& Ar) override
	{
		bool bShaderHasOutdatedParams = FGlobalShader::Serialize(Ar);

		Ar << OutputSurface;

		return bShaderHasOutdatedParams;
	}

	void SetSurfaces(FRHICommandList& RHICmdList, FUnorderedAccessViewRHIRef OutputSurfaceUAV)
	{
		FComputeShaderRHIParamRef ComputeShaderRHI = GetComputeShader();
		if (OutputSurface.IsBound())
			RHICmdList.SetUAVParameter(ComputeShaderRHI, OutputSurface.GetBaseIndex(), OutputSurfaceUAV);
	}
	void UnbindBuffers(FRHICommandList& RHICmdList)
	{
		FComputeShaderRHIParamRef ComputeShaderRHI = GetComputeShader();

		if (OutputSurface.IsBound())
			RHICmdList.SetUAVParameter(ComputeShaderRHI, OutputSurface.GetBaseIndex(), FUnorderedAccessViewRHIRef());
	}

private:
	FShaderResourceParameter OutputSurface;
};

IMPLEMENT_SHADER_TYPE(, FMyComputeShader, TEXT("/Plugin/ShadertestPlugin/Private/MyShader.usf"), TEXT("MainCS"), SF_Compute)

它继承自GlobalShader。
这个宏会帮我们加入一些shader相关的通用代码。

下面我们声明两个版本的构造函数。
第二个版本的构造函数会把我们的私有成员变量OutputSurface与HLSL中的OutputSurface进行绑定。

然后就是shader相关的三个函数。

最后是shader的绑定声明和实例创建。

现在我们需要完成Computeshader的HLSL部分的代码。代码如下:
#include "/Engine/Private/Common.ush"

Texture2D MyTexture;
SamplerState MyTextureSampler;

float4 SimpleColor;

void MainVS(
	in float4 InPosition : ATTRIBUTE0,
	in float2 InUV : ATTRIBUTE1,
	out float2 OutUV : TEXCOORD0,
	out float4 OutPosition : SV_POSITION
	)
{
	// screenspace position from vb
    OutPosition = InPosition;
    OutUV = InUV;

}

void MainPS(
	in float2 UV : TEXCOORD0,
    out float4 OutColor : SV_Target0
    )
{
    OutColor = float4(MyTexture.Sample(MyTextureSampler, UV.xy).rgb, 1.0f);
    switch (FMyUniform.ColorIndex)
    {
		case 0 :
            OutColor *= FMyUniform.ColorOne;
            break;
        case 1:
            OutColor *= FMyUniform.ColorTwo;
            break;
        case 2:
            OutColor *= FMyUniform.ColorThree;
            break;
        case 3:
            OutColor *= FMyUniform.ColorFour;
            break;
    }
    
}


RWTexture2D<uint> OutputSurface;

[numthreads(32, 32, 1)]
void MainCS(uint3 ThreadId : SV_DispatchThreadID)
{
	//Set up some variables we are going to need
    float sizeX, sizeY;
    OutputSurface.GetDimensions(sizeX, sizeY);

    float2 iResolution = float2(sizeX, sizeY);
    float2 uv = (ThreadId.xy / iResolution.xy) - 0.5;
    float iGlobalTime = 1.0f;

	//This shader code is from www.shadertoy.com, converted to HLSL by me. If you have not checked out shadertoy yet, you REALLY should!!
    float t = iGlobalTime * 0.1 + ((0.25 + 0.05 * sin(iGlobalTime * 0.1)) / (length(uv.xy) + 0.07)) * 2.2;
    float si = sin(t);
    float co = cos(t);
    float2x2 ma = { co, si, -si, co };

    float v1, v2, v3;
    v1 = v2 = v3 = 0.0;

    float s = 0.0;
    for (int i = 0; i < 90; i++)
    {
        float3 p = s * float3(uv, 0.0);
        p.xy = mul(p.xy, ma);
        p += float3(0.22, 0.3, s - 1.5 - sin(iGlobalTime * 0.13) * 0.1);
		
        for (int i = 0; i < 8; i++)	
            p = abs(p) / dot(p, p) - 0.659;

        v1 += dot(p, p) * 0.0015 * (1.8 + sin(length(uv.xy * 13.0) + 0.5 - iGlobalTime * 0.2));
        v2 += dot(p, p) * 0.0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iGlobalTime * 0.3));
        v3 += length(p.xy * 10.0) * 0.0003;
        s += 0.035;
    }

    float len = length(uv);
    v1 *= lerp(0.7, 0.0, len);
    v2 *= lerp(0.5, 0.0, len);
    v3 *= lerp(0.9, 0.0, len);

    float3 col = float3(v3 * (1.5 + sin(iGlobalTime * 0.2) * 0.4), (v1 + v3) * 0.3, v2)
					+ lerp(0.2, 0.0, len) * 0.85
					+ lerp(0.0, 0.6, v3) * 0.3;

    float3 powered = pow(abs(col), float3(1.2, 1.2, 1.2));
    float3 minimized = min(powered, 1.0);
    float4 outputColor = float4(minimized, 1.0);

	//Since there are limitations on operations that can be done on certain formats when using compute shaders
	//I elected to go with the most flexible one (UINT 32bit) and do my packing manually to simulate an R8G8B8A8_UINT format.
	//There might be better ways to do this :)
    uint r = outputColor.r * 255.0;
    uint g = ((uint) (outputColor.g * 255.0)) << 8;
    uint b = ((uint) (outputColor.b * 255.0)) << 16;
    uint a = ((uint) (outputColor.a * 255.0)) << 24;
    OutputSurface[ThreadId.xy] = r | g | b | a;
}

完成了HLSL部分的代码之后,我们需要执行它,然后把执行后渲染出的图导出成bmp
static void UseComputeShader_RenderThread(
	FRHICommandListImmediate& RHICmdList,
	FTextureRenderTargetResource* OutputRenderTargetResource,
	ERHIFeatureLevel::Type FeatureLevel
)
{
	check(IsInRenderingThread());

	TShaderMapRef<FMyComputeShader> ComputeShader(GetGlobalShaderMap(FeatureLevel));
	RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());

	//ComputeShader->SetSurfaces(RHICmdList,)
	int32 SizeX = OutputRenderTargetResource->GetSizeX();
	int32 SizeY = OutputRenderTargetResource->GetSizeY();
	FRHIResourceCreateInfo CreateInfo;
	FTexture2DRHIRef Texture = RHICreateTexture2D(SizeX, SizeY, PF_R32_UINT, 1, 1, TexCreate_ShaderResource | TexCreate_UAV, CreateInfo);
	//OutputRenderTargetResource->UA
	FUnorderedAccessViewRHIRef TextureUAV = RHICreateUnorderedAccessView(Texture);
	ComputeShader->SetSurfaces(RHICmdList, TextureUAV);

	DispatchComputeShader(RHICmdList, *ComputeShader, SizeX/32, SizeY/32, 1);
	

	//FLinearColor Color = FLinearColor::White;
	//FMyShaderStructData data;
	//data.ColorOne = FLinearColor::White;
	//data.ColorTwo = FLinearColor::White;
	//data.Colorthree = FLinearColor::White;
	//data.ColorFour = FLinearColor::White;
	//DrawTestShaderRenderTarget_RenderThread(RHICmdList, OutputRenderTargetResource, FeatureLevel, Color, Texture, data);

	ComputeShader->UnbindBuffers(RHICmdList);

	//OutputRenderTargetResource->TextureRHI = Texture;

	
	//create a bitmap
	TArray<FColor> Bitmap;

	//To access our resource we do a custom read using lockrect
	uint32 LolStride = 0;
	char* TextureDataPtr = (char*)RHICmdList.LockTexture2D(Texture, 0, EResourceLockMode::RLM_ReadOnly, LolStride, false);

	for (uint32 Row = 0; Row < Texture->GetSizeY(); ++Row)
	{
		uint32* PixelPtr = (uint32*)TextureDataPtr;

		//Since we are using our custom UINT format, we need to unpack it here to access the actual colors
		for (uint32 Col = 0; Col < Texture->GetSizeX(); ++Col)
		{
			uint32 EncodedPixel = *PixelPtr;
			uint8 r = (EncodedPixel & 0x000000FF);
			uint8 g = (EncodedPixel & 0x0000FF00) >> 8;
			uint8 b = (EncodedPixel & 0x00FF0000) >> 16;
			uint8 a = (EncodedPixel & 0xFF000000) >> 24;
			Bitmap.Add(FColor(r, g, b, a));

			PixelPtr++;
		}

		// move to next row:
		TextureDataPtr += LolStride;
	}

	RHICmdList.UnlockTexture2D(Texture, 0, false);

	// if the format and texture type is supported
	if (Bitmap.Num())
	{
		// Create screenshot folder if not already present.
		IFileManager::Get().MakeDirectory(*FPaths::ScreenShotDir(), true);

		const FString ScreenFileName(FPaths::ScreenShotDir() / TEXT("VisualizeTexture"));

		uint32 ExtendXWithMSAA = Bitmap.Num() / Texture->GetSizeY();

		// Save the contents of the array to a bitmap file. (24bit only so alpha channel is dropped)
		FFileHelper::CreateBitmap(*ScreenFileName, ExtendXWithMSAA, Texture->GetSizeY(), Bitmap.GetData());

		UE_LOG(LogConsoleResponse, Display, TEXT("Content was saved to \"%s\""), *FPaths::ScreenShotDir());
	}
	else
	{
		UE_LOG(LogConsoleResponse, Error, TEXT("Failed to save BMP, format or texture type is not supported"));
	}
	
	
}

下面我们在我们的shader中使用computeshader计算出来的值

我们把第11个像素中的值取出来
然后输出到了我们之前的testshader中
我们得到了一个深墨绿色的球。

至此我们从简单地从computeshader的计算结果中拿到了值,并且把这个结果加以利用。

然后我们就能在项目目录Saved\Screenshots\Windows下找到我们Computeshader的计算结果了。前面说了这么多都没做一个东西出来,下一卷我们就利用这1~7卷的知识做一个效果。
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