UE4 自定义Shader 和 RHI

UE4 自定义Shader 和 RHI

使用UE4自定义ShaderRHI绘制简单三角形,参考上一节创建RenderTarget来显示三角形。

Triangle

创建shader

使用UE4创建自定义shader需要注释掉(Engine / Config / ConsoleVariables.ini)
r.ShaderDevelopmentMode = 1

Plugins\TPViewport\Shaders\Private\SimpleShader.usf

#include "/Engine/Public/Platform.ush"
//顶点着色器
/*
    输入二维点和颜色;
    输出四维的点和颜色。
*/
void MainVS(
    in float2 InPosition : ATTRIBUTE0,
    in float4 InColor : ATTRIBUTE1,
    out float4 OutPosition : SV_POSITION,
    out float4 OutColor : COLOR0
    )
{
    OutPosition = float4(InPosition, 0, 1);
    OutColor = InColor;
}
//像素着色器
//输入顶点和颜色
//输出颜色
void MainPS(
    in float4 InPosition : SV_POSITION,
    in float4 InColor : COLOR0,
    out float4 OutColor : SV_Target0)
{
    OutColor = InColor;
}

创建模块Renderer

在插件中手动创建SimpleRender模块。
\Plugins\TPViewport\Source\SimpleRender\SimpleRenderer.Build.cs

using UnrealBuildTool;

public class SimpleRenderer : ModuleRules
{
    public SimpleRenderer(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
        
        PublicIncludePaths.AddRange(
            new  string []
                {
            }
        );
        
        PrivateIncludePaths . AddRange (
            new  string []
                {
            }
        );
    
        PublicDependencyModuleNames.AddRange(
            new  string []
            {
                        "Core",
                        "CoreUObject",
                        "Engine",
                        "RenderCore",
                        "Projects",
                        "RHI"
                }
        );
    
        PrivateDependencyModuleNames.AddRange(
            new  string []
            {
            }
        );
        
        DynamicallyLoadedModuleNames.AddRange(
            new  string []
            {
            }
        );
    }
}

Plugins\TPViewport\Source\SimpleRender\Private\SimpleRenderer.h

# pragma once

#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"

class FSimpleRendererModule : public IModuleInterface
{
public:
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;

};

Plugins\TPViewport\Source\SimpleRender\Private\SimpleRenderer.cpp
模块启动时,设置shader的映射路径。

void FSimpleRendererModule::StartupModule()
{
    FString PluginShaderDir = FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("TPViewport"))->GetBaseDir(), TEXT("Shaders"));
    AddShaderSourceDirectoryMapping(TEXT("/Plugin/TPViewport"), PluginShaderDir);
}

void FSimpleRendererModule::ShutdownModule()
{
}

Plugins\TPViewport\Source\SimpleRender\Public\SimpleShader.h
分别创建顶点和像素shader的映射类。

# pragma once

#include "CoreMinimal.h"
#include "GlobalShader.h"

class FSimpleShader : public FGlobalShader
{
public:
    FSimpleShader() {}

    FSimpleShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
        : FGlobalShader(Initializer) {}

    static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
    {
        return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
    }
};
//顶点shader
class FSimpleShaderVS : public FSimpleShader
{
    DECLARE_SHADER_TYPE(FSimpleShaderVS, Global);
public:
    FSimpleShaderVS() {}

    FSimpleShaderVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
        : FSimpleShader(Initializer)
    {
    }
};
//像素shader
class FSimpleShaderPS : public FSimpleShader
{
    DECLARE_SHADER_TYPE(FSimpleShaderPS, Global);
public:
    FSimpleShaderPS() {}

    FSimpleShaderPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
        : FSimpleShader(Initializer)
    {
    }
};
//辅助类供外部调用
class SIMPLERENDERER_API FSimpleRenderer
{
public:
    FSimpleRenderer () {};

    void  Render ( class  UTextureRenderTarget2D * RenderTarget);
};

Plugins\TPViewport\Source\SimpleRender\Private\SimpleShader.cpp

#include "SimpleShader.h"

#include "Containers/DynamicRHIResourceArray.h"
#include "TextureResource.h"
#include "Engine/TextureRenderTarget2D.h"
#include "RHIStaticStates.h"
#include "PipelineStateCache.h"

//映射C++与Shader
IMPLEMENT_SHADER_TYPE(, FSimpleShaderVS, TEXT("/Plugin/TPViewport/Private/SimpleShader.usf"), TEXT("MainVS"), SF_Vertex)
IMPLEMENT_SHADER_TYPE(, FSimpleShaderPS, TEXT("/Plugin/TPViewport/Private/SimpleShader.usf"), TEXT("MainPS"), SF_Pixel)
//顶点shader输入
struct FColorVertex {
    FVector2D Position;
    FVector4 Color;
};
//顶点缓冲区
class FSimpleVertexBuffer : public FVertexBuffer
{
public:
    void InitRHI() override
    {
        TResourceArray Vertices;
        Vertices. SetNumUninitialized ( 3 );

        Vertices[0].Position = FVector2D(0, 0.75);
        Vertices[0].Color = FVector4(1, 0, 0, 1);

        Vertices[1].Position = FVector2D(0.75, -0.75);
        Vertices[1].Color = FVector4(0, 1, 0, 1);

        Vertices[2].Position = FVector2D(-0.75, -0.75);
        Vertices[2].Color = FVector4(0, 0, 1, 1);
    
        FRHIResourceCreateInfo CreateInfo(&Vertices);
        VertexBufferRHI = RHICreateVertexBuffer(Vertices.GetResourceDataSize(), BUF_Static, CreateInfo);
    }
};

TGlobalResource GSimpleVertexBuffer;
//顶点缓冲区属性描述
class FColorVertexDeclaration : public FRenderResource
{
public:
    FVertexDeclarationRHIRef VertexDeclarationRHI;
    virtual void InitRHI() override
    {
        FVertexDeclarationElementList Elements;
        uint32 Stride = sizeof(FColorVertex);
        Elements.Add(FVertexElement(0, STRUCT_OFFSET(FColorVertex, Position), VET_Float2, 0, Stride));
        Elements.Add(FVertexElement(0, STRUCT_OFFSET(FColorVertex, Color), VET_Float4, 1, Stride));
        VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
    }
    virtual void ReleaseRHI() override
    {
        VertexDeclarationRHI.SafeRelease();
    }
};

TGlobalResource GSimpleVertexDeclaration;
//索引缓冲区
class FSimpleIndexBuffer : public FIndexBuffer
{
public:
    void InitRHI() override
    {
        const uint16 Indices[] = { 0, 1, 2 };

        TResourceArray  IndexBuffer;
        uint32 NumIndices = ARRAY_COUNT(Indices);
        IndexBuffer. AddUninitialized (NumIndices);
        FMemory::Memcpy(IndexBuffer.GetData(), Indices, NumIndices * sizeof(uint16));

        FRHIResourceCreateInfo CreateInfo (& IndexBuffer);
        IndexBufferRHI = RHICreateIndexBuffer(sizeof(uint16), IndexBuffer.GetResourceDataSize(), BUF_Static, CreateInfo);
    }
};

TGlobalResource GSimpleIndexBuffer;
//绘制
static void DrawTestShaderRenderTarget_RenderThread(
    FRHICommandListImmediate& RHICmdList,
    FTextureRenderTargetResource* OutputRenderTargetResource
)
{
    check(IsInRenderingThread());

    FRHIRenderPassInfo RPInfo(OutputRenderTargetResource->GetRenderTargetTexture(), ERenderTargetActions::DontLoad_Store, OutputRenderTargetResource->TextureRHI);
    RHICmdList.BeginRenderPass(RPInfo, TEXT("SimpleRendererShaderPass"));
    {
        // Get shaders.
        FGlobalShaderMap* GlobalShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
        TShaderMapRef VertexShader(GlobalShaderMap);
        TShaderMapRef PixelShader(GlobalShaderMap);

        // Set the graphic pipeline state.
        FGraphicsPipelineStateInitializer GraphicsPSOInit;
        RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
        GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState::GetRHI();
        GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
        GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
        GraphicsPSOInit.PrimitiveType = PT_TriangleList;
        GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GSimpleVertexDeclaration.VertexDeclarationRHI;
        GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
        GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
        SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);

        // Update viewport.
        RHICmdList.SetViewport(
            0, 0, 0.f,
            OutputRenderTargetResource->GetSizeX(), OutputRenderTargetResource->GetSizeY(), 1.f);

        // Set the vertextBuffer.
        RHICmdList.SetStreamSource(0, GSimpleVertexBuffer.VertexBufferRHI, 0);

        RHICmdList.DrawIndexedPrimitive(
            GSimpleIndexBuffer.IndexBufferRHI,
            /*BaseVertexIndex=*/ 0,
            /* MinIndex = */  0,
            /* NumVertices = */3,
            /*StartIndex=*/0,
            /* NumPrimitives = */1,
            /*NumInstances=*/1);
    }
    RHICmdList.EndRenderPass();
}

void FSimpleRenderer::Render(UTextureRenderTarget2D* RenderTarget)
{
    check ( IsInGameThread ());

    if (!RenderTarget)
    {
        return;
    }

    FTextureRenderTargetResource * TextureRenderTargetResource = RenderTarget-> GameThread_GetRenderTargetResource ();
    //ERHIFeatureLevel::Type FeatureLevel = World->Scene->GetFeatureLevel();
    ENQUEUE_RENDER_COMMAND(CaptureCommand)(
        [TextureRenderTargetResource](FRHICommandListImmediate& RHICmdList)
        {
            DrawTestShaderRenderTarget_RenderThread(RHICmdList, TextureRenderTargetResource);
        }
    );
}

Plugins\TPViewport\Source\TPViewport\Public\RenderTestViewportClient.cpp
引入模块SimpleRender后,就可以将三角形渲染到RenderTarget

#include "RenderTestViewportClient.h"
#include "Runtime/Engine/Public/CanvasTypes.h"
#include "Runtime/Engine/Public/CanvasItem.h"
#include "Engine/TextureRenderTarget2D.h"

#include "SimpleShader.h"

FRenderTestViewportClient::FRenderTestViewportClient()
{
    RenderTarget = NewObject(GetTransientPackage(), NAME_None, RF_Transient);
    RenderTarget->RenderTargetFormat = RTF_RGBA8;
    RenderTarget->InitAutoFormat(1024, 1024);
    RenderTarget->ClearColor = FLinearColor::Blue;
    RenderTarget->UpdateResource();
}

void FRenderTestViewportClient::Draw(FViewport* Viewport, FCanvas* Canvas)
{
    

    FSimpleRenderer renderer;
    renderer.Render(RenderTarget);

    //绘制RenderTarget
    FCanvasTileItem Tile(FVector2D::ZeroVector, RenderTarget->Resource, Viewport->GetSizeXY(), FLinearColor(1, 1, 1, 1));
    Canvas->DrawItem(Tile);
}

参考链接

UE4 自定义Shader 和 RHI

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