BsScriptShader.cpp 3.4 KB

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