BsScriptShader.cpp 4.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptShader.h"
  4. #include "BsScriptResourceManager.h"
  5. #include "BsScriptMeta.h"
  6. #include "BsMonoField.h"
  7. #include "BsMonoClass.h"
  8. #include "BsMonoArray.h"
  9. #include "BsMonoManager.h"
  10. namespace BansheeEngine
  11. {
  12. /**
  13. * @brief Shader parameter types that can be handled using managed code.
  14. */
  15. enum class ShaderParameterType // Note: This must match C# ShaderParameterType enum
  16. {
  17. Float, Vector2, Vector3, Vector4, Color,
  18. Matrix3, Matrix4, Texture2D,
  19. Texture3D, TextureCube, Sampler
  20. };
  21. ScriptShader::ScriptShader(MonoObject* instance, const HShader& shader)
  22. :TScriptResource(instance, shader)
  23. {
  24. }
  25. void ScriptShader::initRuntimeData()
  26. {
  27. metaData.scriptClass->addInternalCall("Internal_GetShaderParameters", &ScriptShader::internal_GetShaderParameters);
  28. }
  29. void ScriptShader::internal_GetShaderParameters(ScriptShader* nativeInstance, MonoArray** outNames,
  30. MonoArray** outTypes, MonoArray** outVisibility)
  31. {
  32. HShader shader = nativeInstance->getHandle();
  33. if (!shader.isLoaded())
  34. {
  35. ScriptArray names = ScriptArray::create<String>(0);
  36. ScriptArray types = ScriptArray::create<UINT32>(0);
  37. ScriptArray visibility = ScriptArray::create<bool>(0);
  38. *outNames = names.getInternal();
  39. *outTypes = types.getInternal();
  40. *outVisibility = visibility.getInternal();
  41. return;
  42. }
  43. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = shader->getDataParams();
  44. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = shader->getTextureParams();
  45. const Map<String, SHADER_OBJECT_PARAM_DESC>& samplerParams = shader->getSamplerParams();
  46. struct ParamInfo
  47. {
  48. String name;
  49. ShaderParameterType type;
  50. bool internal;
  51. };
  52. Vector<ParamInfo> paramInfos;
  53. // TODO - Ignoring int, bool, struct and non-square matrices
  54. // TODO - Ignoring buffers and load/store textures
  55. for (auto& param : dataParams)
  56. {
  57. ShaderParameterType type;
  58. bool isValidType = false;
  59. bool isInternal = !param.second.rendererSemantic.empty();
  60. switch (param.second.type)
  61. {
  62. case GPDT_FLOAT1:
  63. type = ShaderParameterType::Float;
  64. isValidType = true;
  65. break;
  66. case GPDT_FLOAT2:
  67. type = ShaderParameterType::Vector2;
  68. isValidType = true;
  69. break;
  70. case GPDT_FLOAT3:
  71. type = ShaderParameterType::Vector3;
  72. isValidType = true;
  73. break;
  74. case GPDT_FLOAT4:
  75. type = ShaderParameterType::Vector4;
  76. isValidType = true;
  77. break;
  78. case GPDT_MATRIX_3X3:
  79. type = ShaderParameterType::Matrix3;
  80. isValidType = true;
  81. break;
  82. case GPDT_MATRIX_4X4:
  83. type = ShaderParameterType::Matrix4;
  84. isValidType = true;
  85. break;
  86. case GPDT_COLOR:
  87. type = ShaderParameterType::Color;
  88. isValidType = true;
  89. break;
  90. }
  91. if (isValidType)
  92. paramInfos.push_back({ param.first, type, isInternal });
  93. }
  94. for (auto& param : textureParams)
  95. {
  96. ShaderParameterType type;
  97. bool isValidType = false;
  98. bool isInternal = !param.second.rendererSemantic.empty();
  99. switch (param.second.type)
  100. {
  101. case GPOT_TEXTURE2D:
  102. case GPOT_TEXTURE2DMS:
  103. type = ShaderParameterType::Texture2D;
  104. isValidType = true;
  105. break;
  106. case GPOT_TEXTURE3D:
  107. type = ShaderParameterType::Texture3D;
  108. isValidType = true;
  109. break;
  110. case GPOT_TEXTURECUBE:
  111. type = ShaderParameterType::TextureCube;
  112. isValidType = true;
  113. break;
  114. }
  115. if (isValidType)
  116. paramInfos.push_back({ param.first, type, isInternal });
  117. }
  118. for (auto& param : samplerParams)
  119. {
  120. ShaderParameterType type = ShaderParameterType::Sampler;
  121. bool isInternal = !param.second.rendererSemantic.empty();
  122. paramInfos.push_back({ param.first, type, isInternal });
  123. }
  124. UINT32 totalNumParams = (UINT32)paramInfos.size();
  125. ScriptArray names = ScriptArray::create<String>(totalNumParams);
  126. ScriptArray types = ScriptArray::create<UINT32>(totalNumParams);
  127. ScriptArray visibility = ScriptArray::create<bool>(totalNumParams);
  128. UINT32 idx = 0;
  129. for (auto& param : paramInfos)
  130. {
  131. names.set(idx, param.name);
  132. types.set(idx, param.type);
  133. visibility.set(idx, param.internal);
  134. idx++;
  135. }
  136. *outNames = names.getInternal();
  137. *outTypes = types.getInternal();
  138. *outVisibility = visibility.getInternal();
  139. }
  140. MonoObject* ScriptShader::createInstance()
  141. {
  142. return metaData.scriptClass->createInstance();
  143. }
  144. }