1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
#include "UnityPrefix.h"
#include "GpuPropertiesGLES20.h"
#include "Runtime/Utilities/ArrayUtility.h"
#include "Runtime/GfxDevice/BuiltinShaderParams.h"
#include "Runtime/GfxDevice/BuiltinShaderParamsNames.h"
#if GFX_SUPPORTS_OPENGLES20
struct GLSLESProperty
{
GLSLESProperty(const char* _glName, const char* _glesName) : glName(_glName), unityName(_glesName) { }
const char* glName;
const char* unityName;
};
#define DEF_MAT_INTERNAL(name, builtin) GLSLESProperty(name, GetShaderInstanceMatrixParamName(builtin))
#define DEF_MAT_BUILTIN(name, builtin) GLSLESProperty(name, GetBuiltinMatrixParamName(builtin))
#define BIND_VEC_BUILTIN(name, builtin) GLSLESProperty(name, GetBuiltinVectorParamName(builtin))
static const GLSLESProperty kglslesProperties[] =
{
DEF_MAT_BUILTIN("gl_ProjectionMatrix", kShaderMatProj),
DEF_MAT_INTERNAL("gl_NormalMatrix", kShaderInstanceMatNormalMatrix),
DEF_MAT_INTERNAL("gl_ModelViewProjectionMatrix", kShaderInstanceMatMVP),
DEF_MAT_INTERNAL("gl_ModelViewMatrixTranspose", kShaderInstanceMatTransMV),
DEF_MAT_INTERNAL("gl_ModelViewMatrixInverseTranspose", kShaderInstanceMatInvTransMV),
DEF_MAT_INTERNAL("gl_ModelViewMatrix", kShaderInstanceMatMV),
DEF_MAT_INTERNAL("gl_TextureMatrix0", kShaderInstanceMatTexture0),
DEF_MAT_INTERNAL("gl_TextureMatrix1", kShaderInstanceMatTexture1),
DEF_MAT_INTERNAL("gl_TextureMatrix2", kShaderInstanceMatTexture2),
DEF_MAT_INTERNAL("gl_TextureMatrix3", kShaderInstanceMatTexture3),
DEF_MAT_INTERNAL("gl_TextureMatrix4", kShaderInstanceMatTexture4),
DEF_MAT_INTERNAL("gl_TextureMatrix5", kShaderInstanceMatTexture5),
DEF_MAT_INTERNAL("gl_TextureMatrix6", kShaderInstanceMatTexture6),
DEF_MAT_INTERNAL("gl_TextureMatrix7", kShaderInstanceMatTexture7),
BIND_VEC_BUILTIN("_glesLightSource[0].diffuse", kShaderVecLight0Diffuse),
BIND_VEC_BUILTIN("_glesLightSource[1].diffuse", kShaderVecLight1Diffuse),
BIND_VEC_BUILTIN("_glesLightSource[2].diffuse", kShaderVecLight2Diffuse),
BIND_VEC_BUILTIN("_glesLightSource[3].diffuse", kShaderVecLight3Diffuse),
BIND_VEC_BUILTIN("_glesLightSource[0].position", kShaderVecLight0Position),
BIND_VEC_BUILTIN("_glesLightSource[1].position", kShaderVecLight1Position),
BIND_VEC_BUILTIN("_glesLightSource[2].position", kShaderVecLight2Position),
BIND_VEC_BUILTIN("_glesLightSource[3].position", kShaderVecLight3Position),
BIND_VEC_BUILTIN("_glesLightSource[0].spotDirection", kShaderVecLight0SpotDirection),
BIND_VEC_BUILTIN("_glesLightSource[1].spotDirection", kShaderVecLight1SpotDirection),
BIND_VEC_BUILTIN("_glesLightSource[2].spotDirection", kShaderVecLight2SpotDirection),
BIND_VEC_BUILTIN("_glesLightSource[3].spotDirection", kShaderVecLight3SpotDirection),
BIND_VEC_BUILTIN("_glesLightSource[0].atten", kShaderVecLight0Atten),
BIND_VEC_BUILTIN("_glesLightSource[1].atten", kShaderVecLight1Atten),
BIND_VEC_BUILTIN("_glesLightSource[2].atten", kShaderVecLight2Atten),
BIND_VEC_BUILTIN("_glesLightSource[3].atten", kShaderVecLight3Atten),
BIND_VEC_BUILTIN("_glesLightModel.ambient", kShaderVecLightModelAmbient),
};
const char* GetGLSLESPropertyNameRemap (const char* name)
{
for (int i = 0; i < ARRAY_SIZE(kglslesProperties); i++)
{
const GLSLESProperty& prop = kglslesProperties[i];
if (strcmp(name, prop.glName) == 0)
return prop.unityName;
}
return NULL;
}
#endif // GFX_SUPPORTS_OPENGLES20
|