GLSLEffect_TypTbl.cs 10.6 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using static PoroCYon.FNAGLSL.GLSLType;
using static Microsoft.Xna.Framework.Graphics.EffectParameterClass;
using static Microsoft.Xna.Framework.Graphics.EffectParameterType ;

using C = Microsoft.Xna.Framework.Graphics.EffectParameterClass;
using T = Microsoft.Xna.Framework.Graphics.EffectParameterType ;

namespace PoroCYon.FNAGLSL {
	public partial class GLSLEffect : Effect {
		readonly static Dictionary<GLSLType, int                 > typ2size ;
		readonly static Dictionary<GLSLType, EffectParameterClass> typ2class;
		readonly static Dictionary<GLSLType, EffectParameterType > typ2type ;

		static GLSLEffect() {
			typ2size = new Dictionary<GLSLType, int>() {
				{ FLOAT, sizeof(float) },
				{ FLOAT_VEC2, sizeof(float)*2 },
				{ FLOAT_VEC3, sizeof(float)*3 },
				{ FLOAT_VEC4, sizeof(float)*4 },
				{ INT, sizeof(int) },
				{ INT_VEC2, sizeof(int)*2 },
				{ INT_VEC3, sizeof(int)*3 },
				{ INT_VEC4, sizeof(int)*4 },
				{ UNSIGNED_INT, sizeof(uint) },
				{ UNSIGNED_INT_VEC2, sizeof(uint)*2 },
				{ UNSIGNED_INT_VEC3, sizeof(uint)*3 },
				{ UNSIGNED_INT_VEC4, sizeof(uint)*4 },
				{ BOOL, sizeof(uint)/*!!!*/ },
				{ BOOL_VEC2, sizeof(uint)*2 },
				{ BOOL_VEC3, sizeof(uint)*3 },
				{ BOOL_VEC4, sizeof(uint)*4 },
				// NOTE: need to be converted when sending these thru the
				//       glUniform fns
				{ FLOAT_MAT2, sizeof(float)*4*4 },
				{ FLOAT_MAT3, sizeof(float)*4*4 },
				{ FLOAT_MAT4, sizeof(float)*4*4 },
				{ FLOAT_MAT2x3, sizeof(float)*4*4 },
				{ FLOAT_MAT2x4, sizeof(float)*4*4 },
				{ FLOAT_MAT3x2, sizeof(float)*4*4 },
				{ FLOAT_MAT3x4, sizeof(float)*4*4 },
				{ FLOAT_MAT4x2, sizeof(float)*4*4 },
				{ FLOAT_MAT4x3, sizeof(float)*4*4 },
			};
			typ2class = new Dictionary<GLSLType, EffectParameterClass>() {
				{ FLOAT, Scalar },
				{ FLOAT_VEC2, Vector },
				{ FLOAT_VEC3, Vector },
				{ FLOAT_VEC4, Vector },
				{ INT, Scalar },
				{ INT_VEC2, Vector },
				{ INT_VEC3, Vector },
				{ INT_VEC4, Vector },
				{ UNSIGNED_INT, Scalar },
				{ UNSIGNED_INT_VEC2, Vector },
				{ UNSIGNED_INT_VEC3, Vector },
				{ UNSIGNED_INT_VEC4, Vector },
				{ BOOL, Scalar },
				{ BOOL_VEC2, Vector },
				{ BOOL_VEC3, Vector },
				{ BOOL_VEC4, Vector },
				{ FLOAT_MAT2, C.Matrix },
				{ FLOAT_MAT3, C.Matrix },
				{ FLOAT_MAT4, C.Matrix },
				{ FLOAT_MAT2x3, C.Matrix },
				{ FLOAT_MAT2x4, C.Matrix },
				{ FLOAT_MAT3x2, C.Matrix },
				{ FLOAT_MAT3x4, C.Matrix },
				{ FLOAT_MAT4x2, C.Matrix },
				{ FLOAT_MAT4x3, C.Matrix },
				{ SAMPLER_1D, C.Object },
				{ SAMPLER_2D, C.Object },
				{ SAMPLER_3D, C.Object },
				{ SAMPLER_CUBE, C.Object },
				{ INT_SAMPLER_1D, C.Object },
				{ INT_SAMPLER_2D, C.Object },
				{ INT_SAMPLER_3D, C.Object },
				{ INT_SAMPLER_CUBE, C.Object },
				{ UNSIGNED_INT_SAMPLER_1D, C.Object },
				{ UNSIGNED_INT_SAMPLER_2D, C.Object },
				{ UNSIGNED_INT_SAMPLER_3D, C.Object },
				{ UNSIGNED_INT_SAMPLER_CUBE, C.Object },
			};
			typ2type = new Dictionary<GLSLType, EffectParameterType>() {
				{ FLOAT, T.Single },
				{ FLOAT_VEC2, T.Single },
				{ FLOAT_VEC3, T.Single },
				{ FLOAT_VEC4, T.Single },
				{ INT, T.Int32 },
				{ INT_VEC2, T.Int32 },
				{ INT_VEC3, T.Int32 },
				{ INT_VEC4, T.Int32 },
				{ UNSIGNED_INT, T.Int32 },
				{ UNSIGNED_INT_VEC2, T.Int32 },
				{ UNSIGNED_INT_VEC3, T.Int32 },
				{ UNSIGNED_INT_VEC4, T.Int32 },
				{ BOOL, T.Bool },
				{ BOOL_VEC2, T.Bool },
				{ BOOL_VEC3, T.Bool },
				{ BOOL_VEC4, T.Bool },
				{ FLOAT_MAT2, T.Single },
				{ FLOAT_MAT3, T.Single },
				{ FLOAT_MAT4, T.Single },
				{ FLOAT_MAT2x3, T.Single },
				{ FLOAT_MAT2x4, T.Single },
				{ FLOAT_MAT3x2, T.Single },
				{ FLOAT_MAT3x4, T.Single },
				{ FLOAT_MAT4x2, T.Single },
				{ FLOAT_MAT4x3, T.Single },
				{ SAMPLER_1D, T.Texture1D },
				{ SAMPLER_2D, T.Texture2D },
				{ SAMPLER_3D, T.Texture3D },
				{ SAMPLER_CUBE, T.TextureCube },
				{ INT_SAMPLER_1D, T.Texture1D },
				{ INT_SAMPLER_2D, T.Texture2D },
				{ INT_SAMPLER_3D, T.Texture3D },
				{ INT_SAMPLER_CUBE, T.TextureCube },
				{ UNSIGNED_INT_SAMPLER_1D, T.Texture1D },
				{ UNSIGNED_INT_SAMPLER_2D, T.Texture2D },
				{ UNSIGNED_INT_SAMPLER_3D, T.Texture3D },
				{ UNSIGNED_INT_SAMPLER_CUBE, T.TextureCube },
			};
		}

		static int GetRows(GLSLType t) {
			switch (t) {
				case FLOAT_MAT2: case FLOAT_MAT3x2: case FLOAT_MAT4x2:
					return 2;
				case FLOAT_MAT3: case FLOAT_MAT2x3: case FLOAT_MAT4x3:
					return 3;
				case FLOAT_MAT4: case FLOAT_MAT2x4: case FLOAT_MAT3x4:
					return 4;
			}

			return 0;
		}
		static int GetCols(GLSLType t) {
			switch (t) {
				case FLOAT_MAT2: case FLOAT_MAT2x3: case FLOAT_MAT2x4:
					return 2;
				case FLOAT_MAT3: case FLOAT_MAT3x2: case FLOAT_MAT3x4:
					return 3;
				case FLOAT_MAT4: case FLOAT_MAT4x2: case FLOAT_MAT4x3:
					return 4;
			}

			return 0;
		}
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		unsafe static void SetUniform(ref UnifData u, IntPtr data) {
			int loc = u.location;

			void* d = (void*)data;
			float* fd = (float*)d;
			int* id = (int*)d;
			uint* ud = (uint*)d;
			Matrix* m = (Matrix*)d;

			switch (u.type) {
			case FLOAT:
				/*if (u.size == 1) GL.Uniform1f(loc, *fd);
				else*/ GL.Uniform1fv(loc, u.size, fd);
				break;
			case FLOAT_VEC2:
				/*if (u.size == 1) GL.Uniform2f(loc, fd[0], fd[1]);
				else*/ GL.Uniform2fv(loc, u.size, fd);
				break;
			case FLOAT_VEC3:
				/*if (u.size == 1) GL.Uniform3f(loc, fd[0], fd[1], fd[2]);
				else*/ GL.Uniform3fv(loc, u.size, fd);
				break;
			case FLOAT_VEC4:
				/*if (u.size == 1) GL.Uniform4f(loc, fd[0], fd[1], fd[2], fd[3]);
				else*/ GL.Uniform4fv(loc, u.size, fd);
				break;
			case INT: case BOOL:
				GL.Uniform1iv(loc, u.size, id);
				break;
			case INT_VEC2: case BOOL_VEC2:
				GL.Uniform2iv(loc, u.size, id);
				break;
			case INT_VEC3: case BOOL_VEC3:
				GL.Uniform3iv(loc, u.size, id);
				break;
			case INT_VEC4: case BOOL_VEC4:
				GL.Uniform4iv(loc, u.size, id);
				break;
			case UNSIGNED_INT:
				GL.Uniform1uiv(loc, u.size, ud);
				break;
			case UNSIGNED_INT_VEC2:
				GL.Uniform2uiv(loc, u.size, ud);
				break;
			case UNSIGNED_INT_VEC3:
				GL.Uniform3uiv(loc, u.size, ud);
				break;
			case UNSIGNED_INT_VEC4:
				GL.Uniform4uiv(loc, u.size, ud);
				break;
			// NOTE: matrices layout:
			// Matrix.Mxy: row x, column y
			// FLOAT_MATXxY: X cols, Y rows => X row-vals, Y col-vals
			// transpose=false: column-major (column per column)
			// transpose=true : row-major (row per row)
			// FIXME: are these actually passed in the correct order? better check.
			case FLOAT_MAT2: {
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m22 = stackalloc float[2*2];
					m22[0*2+0] = m->M11;
					m22[0*2+1] = m->M12;
					m22[1*2+0] = m->M21;
					m22[1*2+1] = m->M22;
					GL.UniformMatrix2fv(loc, 1, GL.FALSE, m22);
				} break;
			case FLOAT_MAT3: {
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m33 = stackalloc float[3*3];
					m33[0*3+0] = m->M11;
					m33[0*3+1] = m->M12;
					m33[0*3+2] = m->M13;
					m33[1*3+0] = m->M21;
					m33[1*3+1] = m->M22;
					m33[1*3+2] = m->M23;
					m33[2*3+0] = m->M31;
					m33[2*3+1] = m->M32;
					m33[2*3+2] = m->M33;
					GL.UniformMatrix3fv(loc, 1, GL.FALSE, m33);
				} break;
			case FLOAT_MAT4: {
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m44 = stackalloc float[4*4];
					m44[0*4+0] = m->M11;
					m44[0*4+1] = m->M12;
					m44[0*4+2] = m->M13;
					m44[0*4+3] = m->M14;
					m44[1*4+0] = m->M21;
					m44[1*4+1] = m->M22;
					m44[1*4+2] = m->M23;
					m44[1*4+3] = m->M24;
					m44[2*4+0] = m->M31;
					m44[2*4+1] = m->M32;
					m44[2*4+2] = m->M33;
					m44[2*4+3] = m->M34;
					m44[3*4+0] = m->M41;
					m44[3*4+1] = m->M42;
					m44[3*4+2] = m->M43;
					m44[3*4+3] = m->M44;
					GL.UniformMatrix4fv(loc, 1, GL.FALSE, m44);
				} break;
			case FLOAT_MAT2x3: { // 2 cols, 3 rows -> 2 rowvals, 3 colvals
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m23 = stackalloc float[2*3];
					m23[0*3+0] = m->M11;
					m23[0*3+1] = m->M12;
					m23[0*3+2] = m->M13;
					m23[1*3+0] = m->M21;
					m23[1*3+1] = m->M22;
					m23[1*3+2] = m->M23;
					GL.UniformMatrix2x3fv(loc, 1, GL.FALSE, m23);
				} break;
			case FLOAT_MAT2x4: { // 2 cols, 4 rows -> 2 rowvals, 3 colvals
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m24 = stackalloc float[2*4];
					m24[0*4+0] = m->M11;
					m24[0*4+1] = m->M12;
					m24[0*4+2] = m->M13;
					m24[0*4+3] = m->M14;
					m24[1*4+0] = m->M21;
					m24[1*4+1] = m->M22;
					m24[1*4+2] = m->M23;
					m24[1*4+3] = m->M24;
					GL.UniformMatrix2x4fv(loc, 1, GL.FALSE, m24);
				} break;
			case FLOAT_MAT3x2: { // 3 cols, 2 rows -> 2 rowvals, 3 colvals
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m32 = stackalloc float[3*2];
					m32[0*2+0] = m->M11;
					m32[0*2+1] = m->M12;
					m32[1*2+0] = m->M21;
					m32[1*2+1] = m->M22;
					m32[2*2+0] = m->M31;
					m32[2*2+1] = m->M32;
					GL.UniformMatrix3x2fv(loc, 1, GL.FALSE, m32);
				} break;
			case FLOAT_MAT3x4: { // 3 cols, 4 rows -> 3 rowvals, 4 colvals
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m34 = stackalloc float[3*4];
					m34[0*4+0] = m->M11;
					m34[0*4+1] = m->M12;
					m34[0*4+2] = m->M13;
					m34[0*4+3] = m->M14;
					m34[1*4+0] = m->M21;
					m34[1*4+1] = m->M22;
					m34[1*4+2] = m->M23;
					m34[1*4+3] = m->M24;
					m34[2*4+0] = m->M31;
					m34[2*4+1] = m->M32;
					m34[2*4+2] = m->M33;
					m34[2*4+3] = m->M34;
					GL.UniformMatrix3x4fv(loc, 1, GL.FALSE, m34);
				} break;
			case FLOAT_MAT4x2: { // 4 cols, 2 rows -> 4 rowvals, 2 colvals
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m42 = stackalloc float[4*2];
					m42[0*2+0] = m->M11;
					m42[0*2+1] = m->M12;
					m42[1*2+0] = m->M21;
					m42[1*2+1] = m->M22;
					m42[2*2+0] = m->M31;
					m42[2*2+1] = m->M32;
					m42[3*2+0] = m->M41;
					m42[3*2+1] = m->M42;
					GL.UniformMatrix4x2fv(loc, 1, GL.FALSE, m42);
				} break;
			case FLOAT_MAT4x3: { // 4 cols, 3 rows -> 4 rowvals, 3 colvals
					if (u.size != 1) throw new NotSupportedException("Matrix array");
					float* m43 = stackalloc float[4*3];
					m43[0*3+0] = m->M11;
					m43[0*3+1] = m->M12;
					m43[0*3+2] = m->M13;
					m43[1*3+0] = m->M21;
					m43[1*3+1] = m->M22;
					m43[1*3+2] = m->M23;
					m43[2*3+0] = m->M31;
					m43[2*3+1] = m->M32;
					m43[2*3+2] = m->M33;
					m43[3*3+0] = m->M41;
					m43[3*3+1] = m->M42;
					m43[3*3+2] = m->M43;
					GL.UniformMatrix4x3fv(loc, 1, GL.FALSE, m43);
				} break;
			default:
				throw new NotSupportedException(u.type+"");
			}
		}
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	}
}