BsScriptShader.cpp 3.6 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. // Note: This must match C# ShaderParameterType enum
  11. enum class ShaderParameterType
  12. {
  13. Float, Vector2, Vector3, Vector4, Color,
  14. Matrix3, Matrix4, Texture2D,
  15. Texture3D, TextureCube, Sampler
  16. };
  17. ScriptShader::ScriptShader(MonoObject* instance, const HShader& shader)
  18. :ScriptObject(instance), mShader(shader)
  19. {
  20. }
  21. void ScriptShader::initRuntimeData()
  22. {
  23. metaData.scriptClass->addInternalCall("Internal_GetShaderParameters", &ScriptShader::internal_GetShaderParameters);
  24. }
  25. void ScriptShader::internal_GetShaderParameters(ScriptShader* nativeInstance, MonoArray** outNames, MonoArray** outTypes)
  26. {
  27. HShader shader = nativeInstance->getShaderHandle();
  28. if (!shader.isLoaded())
  29. return;
  30. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = shader->getDataParams();
  31. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = shader->getTextureParams();
  32. const Map<String, SHADER_OBJECT_PARAM_DESC>& samplerParams = shader->getSamplerParams();
  33. struct ParamInfo
  34. {
  35. String name;
  36. ShaderParameterType type;
  37. };
  38. Vector<ParamInfo> paramInfos;
  39. // TODO - Ignoring int, bool, struct and non-square matrices
  40. // TODO - Ignoring buffers and load/store textures
  41. for (auto& param : dataParams)
  42. {
  43. ShaderParameterType type;
  44. bool isValidType = false;
  45. switch (param.second.type)
  46. {
  47. case GPDT_FLOAT1:
  48. type = ShaderParameterType::Float;
  49. isValidType = true;
  50. break;
  51. case GPDT_FLOAT2:
  52. type = ShaderParameterType::Vector2;
  53. isValidType = true;
  54. break;
  55. case GPDT_FLOAT3:
  56. type = ShaderParameterType::Vector3;
  57. isValidType = true;
  58. break;
  59. case GPDT_FLOAT4:
  60. type = ShaderParameterType::Vector4;
  61. isValidType = true;
  62. break;
  63. case GPDT_MATRIX_3X3:
  64. type = ShaderParameterType::Matrix3;
  65. isValidType = true;
  66. break;
  67. case GPDT_MATRIX_4X4:
  68. type = ShaderParameterType::Matrix4;
  69. isValidType = true;
  70. break;
  71. case GPDT_COLOR:
  72. type = ShaderParameterType::Color;
  73. isValidType = true;
  74. break;
  75. }
  76. if (isValidType)
  77. paramInfos.push_back({ param.first, type });
  78. }
  79. for (auto& param : textureParams)
  80. {
  81. ShaderParameterType type;
  82. bool isValidType = false;
  83. switch (param.second.type)
  84. {
  85. case GPOT_TEXTURE2D:
  86. case GPOT_TEXTURE2DMS:
  87. type = ShaderParameterType::Texture2D;
  88. isValidType = true;
  89. break;
  90. case GPOT_TEXTURE3D:
  91. type = ShaderParameterType::Texture3D;
  92. isValidType = true;
  93. break;
  94. case GPOT_TEXTURECUBE:
  95. type = ShaderParameterType::TextureCube;
  96. isValidType = true;
  97. break;
  98. }
  99. if (isValidType)
  100. paramInfos.push_back({ param.first, type });
  101. }
  102. for (auto& param : samplerParams)
  103. {
  104. ShaderParameterType type = ShaderParameterType::Sampler;
  105. paramInfos.push_back({ param.first, type });
  106. }
  107. UINT32 totalNumParams = (UINT32)paramInfos.size();
  108. ScriptArray names = ScriptArray::create<String>(totalNumParams);
  109. ScriptArray types = ScriptArray::create<UINT32>(totalNumParams);
  110. UINT32 idx = 0;
  111. for (auto& param : paramInfos)
  112. {
  113. names.set(idx, param.name);
  114. types.set(idx, param.type);
  115. idx++;
  116. }
  117. *outNames = names.getInternal();
  118. *outTypes = types.getInternal();
  119. }
  120. void ScriptShader::_onManagedInstanceDeleted()
  121. {
  122. mManagedInstance = nullptr;
  123. if (!mRefreshInProgress)
  124. ScriptResourceManager::instance().destroyScriptResource(this);
  125. }
  126. void ScriptShader::setNativeHandle(const HResource& resource)
  127. {
  128. mShader = static_resource_cast<Shader>(resource);
  129. }
  130. }