FMaterialShader::FMaterialShader(const FMaterialShaderType::CompiledShaderInitializerType& Initializer)
:	FShader(Initializer)
,	DebugUniformExpressionSet(Initializer.UniformExpressionSet)
,	DebugDescription(Initializer.DebugDescription)
{
	check(!DebugDescription.IsEmpty());

	// Bind the material uniform buffer parameter.
	MaterialUniformBuffer.Bind(Initializer.ParameterMap,TEXT("Material"));

	for (int32 CollectionIndex = 0; CollectionIndex < Initializer.UniformExpressionSet.ParameterCollections.Num(); CollectionIndex++)
	{
		FShaderUniformBufferParameter CollectionParameter;
		CollectionParameter.Bind(Initializer.ParameterMap,*FString::Printf(TEXT("MaterialCollection%u"), CollectionIndex));
		ParameterCollectionUniformBuffers.Add(CollectionParameter);
	}

	for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFrameUniformScalarExpressions.Num(); Index++)
	{
		FShaderParameter Parameter;
		Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFrameScalarExpression%u"), Index));
		PerFrameScalarExpressions.Add(Parameter);
	}

	for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFrameUniformVectorExpressions.Num(); Index++)
	{
		FShaderParameter Parameter;
		Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFrameVectorExpression%u"), Index));
		PerFrameVectorExpressions.Add(Parameter);
	}

	for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFramePrevUniformScalarExpressions.Num(); Index++)
	{
		FShaderParameter Parameter;
		Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFramePrevScalarExpression%u"), Index));
		PerFramePrevScalarExpressions.Add(Parameter);
	}

	for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFramePrevUniformVectorExpressions.Num(); Index++)
	{
		FShaderParameter Parameter;
		Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFramePrevVectorExpression%u"), Index));
		PerFramePrevVectorExpressions.Add(Parameter);
	}

	DeferredParameters.Bind(Initializer.ParameterMap);
	LightAttenuation.Bind(Initializer.ParameterMap, TEXT("LightAttenuationTexture"));
	LightAttenuationSampler.Bind(Initializer.ParameterMap, TEXT("LightAttenuationTextureSampler"));
	AtmosphericFogTextureParameters.Bind(Initializer.ParameterMap);
	EyeAdaptation.Bind(Initializer.ParameterMap, TEXT("EyeAdaptation"));
	// only used it Material has expression that requires PerlinNoiseGradientTexture
	PerlinNoiseGradientTexture.Bind(Initializer.ParameterMap,TEXT("PerlinNoiseGradientTexture"));
	PerlinNoiseGradientTextureSampler.Bind(Initializer.ParameterMap,TEXT("PerlinNoiseGradientTextureSampler"));
	// only used it Material has expression that requires PerlinNoise3DTexture
	PerlinNoise3DTexture.Bind(Initializer.ParameterMap,TEXT("PerlinNoise3DTexture"));
	PerlinNoise3DTextureSampler.Bind(Initializer.ParameterMap,TEXT("PerlinNoise3DTextureSampler"));

	GlobalDistanceFieldParameters.Bind(Initializer.ParameterMap);
}
Beispiel #2
0
/**
 * Construct a shader from shader compiler output.
 */
FShader::FShader(const CompiledShaderInitializerType& Initializer):
	MaterialShaderMapHash(Initializer.MaterialShaderMapHash),
	VFType(Initializer.VertexFactoryType),
	Type(Initializer.Type),
	Target(Initializer.Target),
	NumRefs(0),
	SetParametersId(0),
	Canary(ShaderMagic_Initialized)
{
	OutputHash = Initializer.OutputHash;
	checkSlow(OutputHash != FSHAHash());

	if (Type)
	{
		// Store off the source hash that this shader was compiled with
		// This will be used as part of the shader key in order to identify when shader files have been changed and a recompile is needed
		SourceHash = Type->GetSourceHash();
	}

	if (VFType)
	{
		// Store off the VF source hash that this shader was compiled with
		VFSourceHash = VFType->GetSourceHash();
	}

	// Bind uniform buffer parameters automatically 
	for (TLinkedList<FUniformBufferStruct*>::TIterator StructIt(FUniformBufferStruct::GetStructList()); StructIt; StructIt.Next())
	{
		if (Initializer.ParameterMap.ContainsParameterAllocation(StructIt->GetShaderVariableName()))
		{
			UniformBufferParameterStructs.Add(*StructIt);
			UniformBufferParameters.Add(StructIt->ConstructTypedParameter());
			FShaderUniformBufferParameter* Parameter = UniformBufferParameters.Last();
			Parameter->Bind(Initializer.ParameterMap, StructIt->GetShaderVariableName(), SPF_Mandatory);
		}
	}

	SetResource(Initializer.Resource);

	// Register the shader now that it is valid, so that it can be reused
	Register();
}