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. // TODO - No way to identify color types
  44. ShaderParameterType type;
  45. bool isValidType = false;
  46. switch (param.second.type)
  47. {
  48. case GPDT_FLOAT1:
  49. type = ShaderParameterType::Float;
  50. isValidType = true;
  51. break;
  52. case GPDT_FLOAT2:
  53. type = ShaderParameterType::Vector2;
  54. isValidType = true;
  55. break;
  56. case GPDT_FLOAT3:
  57. type = ShaderParameterType::Vector3;
  58. isValidType = true;
  59. break;
  60. case GPDT_FLOAT4:
  61. type = ShaderParameterType::Vector4;
  62. isValidType = true;
  63. break;
  64. case GPDT_MATRIX_3X3:
  65. type = ShaderParameterType::Matrix3;
  66. isValidType = true;
  67. break;
  68. case GPDT_MATRIX_4X4:
  69. type = ShaderParameterType::Matrix4;
  70. isValidType = true;
  71. break;
  72. }
  73. if (isValidType)
  74. paramInfos.push_back({ param.first, type });
  75. }
  76. for (auto& param : textureParams)
  77. {
  78. ShaderParameterType type;
  79. bool isValidType = false;
  80. switch (param.second.type)
  81. {
  82. case GPOT_TEXTURE2D:
  83. case GPOT_TEXTURE2DMS:
  84. type = ShaderParameterType::Texture2D;
  85. isValidType = true;
  86. break;
  87. case GPOT_TEXTURE3D:
  88. type = ShaderParameterType::Texture3D;
  89. isValidType = true;
  90. break;
  91. case GPOT_TEXTURECUBE:
  92. type = ShaderParameterType::TextureCube;
  93. isValidType = true;
  94. break;
  95. }
  96. if (isValidType)
  97. paramInfos.push_back({ param.first, type });
  98. }
  99. for (auto& param : samplerParams)
  100. {
  101. ShaderParameterType type = ShaderParameterType::Sampler;
  102. paramInfos.push_back({ param.first, type });
  103. }
  104. UINT32 totalNumParams = (UINT32)paramInfos.size();
  105. ScriptArray names = ScriptArray::create<String>(totalNumParams);
  106. ScriptArray types = ScriptArray::create<UINT32>(totalNumParams);
  107. UINT32 idx = 0;
  108. for (auto& param : paramInfos)
  109. {
  110. names.set(idx, param.name);
  111. types.set(idx, param.type);
  112. idx++;
  113. }
  114. *outNames = names.getInternal();
  115. *outTypes = types.getInternal();
  116. }
  117. void ScriptShader::_onManagedInstanceDeleted()
  118. {
  119. mManagedInstance = nullptr;
  120. if (!mRefreshInProgress)
  121. ScriptResourceManager::instance().destroyScriptResource(this);
  122. }
  123. void ScriptShader::setNativeHandle(const HResource& resource)
  124. {
  125. mShader = static_resource_cast<Shader>(resource);
  126. }
  127. }