BsScriptShader.cpp 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/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 bs
  11. {
  12. /** Shader parameter types that can be handled using managed code. */
  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", (void*)&ScriptShader::internal_GetShaderParameters);
  26. }
  27. void ScriptShader::internal_GetShaderParameters(ScriptShader* nativeInstance, MonoArray** outNames,
  28. MonoArray** outTypes, MonoArray** outVisibility)
  29. {
  30. HShader shader = nativeInstance->getHandle();
  31. if (!shader.isLoaded())
  32. {
  33. ScriptArray names = ScriptArray::create<String>(0);
  34. ScriptArray types = ScriptArray::create<UINT32>(0);
  35. ScriptArray visibility = ScriptArray::create<bool>(0);
  36. *outNames = names.getInternal();
  37. *outTypes = types.getInternal();
  38. *outVisibility = visibility.getInternal();
  39. return;
  40. }
  41. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = shader->getDataParams();
  42. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = shader->getTextureParams();
  43. const Map<String, SHADER_OBJECT_PARAM_DESC>& samplerParams = shader->getSamplerParams();
  44. struct ParamInfo
  45. {
  46. String name;
  47. ShaderParameterType type;
  48. bool internal;
  49. };
  50. Vector<ParamInfo> paramInfos;
  51. // TODO - Ignoring int, bool, struct and non-square matrices
  52. // TODO - Ignoring buffers and load/store textures
  53. for (auto& param : dataParams)
  54. {
  55. ShaderParameterType type;
  56. bool isValidType = false;
  57. bool isInternal = !param.second.rendererSemantic.empty();
  58. switch (param.second.type)
  59. {
  60. case GPDT_FLOAT1:
  61. type = ShaderParameterType::Float;
  62. isValidType = true;
  63. break;
  64. case GPDT_FLOAT2:
  65. type = ShaderParameterType::Vector2;
  66. isValidType = true;
  67. break;
  68. case GPDT_FLOAT3:
  69. type = ShaderParameterType::Vector3;
  70. isValidType = true;
  71. break;
  72. case GPDT_FLOAT4:
  73. type = ShaderParameterType::Vector4;
  74. isValidType = true;
  75. break;
  76. case GPDT_MATRIX_3X3:
  77. type = ShaderParameterType::Matrix3;
  78. isValidType = true;
  79. break;
  80. case GPDT_MATRIX_4X4:
  81. type = ShaderParameterType::Matrix4;
  82. isValidType = true;
  83. break;
  84. case GPDT_COLOR:
  85. type = ShaderParameterType::Color;
  86. isValidType = true;
  87. break;
  88. default:
  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. default:
  115. break;
  116. }
  117. if (isValidType)
  118. paramInfos.push_back({ param.first, type, isInternal });
  119. }
  120. for (auto& param : samplerParams)
  121. {
  122. ShaderParameterType type = ShaderParameterType::Sampler;
  123. bool isInternal = !param.second.rendererSemantic.empty();
  124. paramInfos.push_back({ param.first, type, isInternal });
  125. }
  126. UINT32 totalNumParams = (UINT32)paramInfos.size();
  127. ScriptArray names = ScriptArray::create<String>(totalNumParams);
  128. ScriptArray types = ScriptArray::create<UINT32>(totalNumParams);
  129. ScriptArray visibility = ScriptArray::create<bool>(totalNumParams);
  130. UINT32 idx = 0;
  131. for (auto& param : paramInfos)
  132. {
  133. names.set(idx, param.name);
  134. types.set(idx, param.type);
  135. visibility.set(idx, param.internal);
  136. idx++;
  137. }
  138. *outNames = names.getInternal();
  139. *outTypes = types.getInternal();
  140. *outVisibility = visibility.getInternal();
  141. }
  142. MonoObject* ScriptShader::createInstance()
  143. {
  144. return metaData.scriptClass->createInstance();
  145. }
  146. }