使用Visual Studio SDK制作GLSL词法着色插件
我们在Visual Studio上开发OpenGL ES项目时,避免不了写Shader。这时在vs里直接编辑shader就会显得很方便。但是vs默认是不支持GLSL的语法着色的,我们只好自己动手创造。最简单的实现自定义语法着色的方法就是创建一个VSIX插件包,我们只需要安装Visual Studio SDK,使用内置的模版就可以构建一个插件项目。
1. 安装Visual Studio SDK
在http://www.microsoft.com/en-us/download/details.aspx?id=40758下载最新的Visual Studio 2013 SDK。
双击安装,一路next即可。
安装完毕后我们可以在新建项目->模版->C#中看到“扩展性”这一条目,这些就是开发插件用的模版了。
2. 创建插件项目
新建项目,在扩展性标签中,选择Editor Classifier模版,命名为ShaderEditor,点击确定。
Visual Studio为我们生成了如下几个文件。
ShaderEditorFormat.cs文件的默认代码如下: - 1 [Export(typeof(EditorFormatDefinition))]
- 2 [ClassificationType(ClassificationTypeNames = "ShaderEditor")]
- 3 [Name("ShaderEditor")]
- 4 [UserVisible(true)] //this should be visible to the end user
- 5 [Order(Before = Priority.Default)] //set the priority to be after the default classifiers
- 6 internal sealed class ShaderEditorFormat : ClassificationFormatDefinition {
- 7 /// <summary>
- 8 /// Defines the visual format for the "ShaderEditor" classification type
- 9 /// </summary>
- 10 public ShaderEditorFormat() {
- 11 this.DisplayName = "ShaderEditor"; //human readable version of the name
- 12 this.BackgroundColor = Colors.BlueViolet;
- 13 this.TextDecorations = System.Windows.TextDecorations.Underline;
- 14 }
- 15 }
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这段代码定义了一个名为"ShaderEditor"的着色类型,编译工程并运行,我们可以在Visual Studio实验实例的工具->选项->字体和颜色中找到一个名为"ShaderEditor"的条目。同时我们会发现所有文本文件的颜色都变成了Colors.BlueViolet并带上了下划线。修改this.DisplayName = "ShaderEditor"的内容,可以改变在字体和颜色中显示的名字。下面的格式设置可以任意修改成喜欢的样式,但要注意在这里的格式只是插件首次安装时的默认设置,这些条目和其它着色选项一样,都可以被用户任意更改。- <strong>3. 创建GLSL的着色类型<br></strong>
复制代码- [/code][code]我们已经了解了如何将着色类型添加到Visual Studio,现在修改ShaderEditorFormat.cs,添加我们的着色类型。
复制代码- 1 [Export(typeof(EditorFormatDefinition))]
- 2 [ClassificationType(ClassificationTypeNames = "GLSLText")]
- 3 [Name("GLSLText")]
- 4 [UserVisible(true)]
- 5 [Order(Before = Priority.Default)]
- 6 internal sealed class GLSLTextFormatDefinition : ClassificationFormatDefinition {
- 7 public GLSLTextFormatDefinition() {
- 8 this.DisplayName = "GLSL文本";
- 9 this.ForegroundColor = Colors.Brown;
- 10 }
- 11 }
- 12
- 13 [Export(typeof(EditorFormatDefinition))]
- 14 [ClassificationType(ClassificationTypeNames = "GLSLIdentifier")]
- 15 [Name("GLSLIdentifier")]
- 16 [UserVisible(true)]
- 17 [Order(Before = Priority.Default)]
- 18 internal sealed class GLSLIdentifierFormatDefinition : ClassificationFormatDefinition {
- 19 public GLSLIdentifierFormatDefinition() {
- 20 this.DisplayName = "GLSL标识符";
- 21 this.ForegroundColor = Colors.Brown;
- 22 }
- 23 }
- 24
- 25 [Export(typeof(EditorFormatDefinition))]
- 26 [ClassificationType(ClassificationTypeNames = "GLSLComment")]
- 27 [Name("GLSLComment")]
- 28 [UserVisible(true)]
- 29 [Order(Before = Priority.Default)]
- 30 internal sealed class GLSLCommentFormatDefinition : ClassificationFormatDefinition {
- 31 public GLSLCommentFormatDefinition() {
- 32 this.DisplayName = "GLSL注释";
- 33 this.ForegroundColor = Colors.DarkGray;
- 34 }
- 35 }
- 36
- 37 [Export(typeof(EditorFormatDefinition))]
- 38 [ClassificationType(ClassificationTypeNames = "GLSLKeyword")]
- 39 [Name("GLSLKeyword")]
- 40 [UserVisible(true)]
- 41 [Order(Before = Priority.Default)]
- 42 internal sealed class GLSLKeywordFormatDefinition : ClassificationFormatDefinition {
- 43 public GLSLKeywordFormatDefinition() {
- 44 this.DisplayName = "GLSL关键字";
- 45 this.ForegroundColor = Colors.Blue;
- 46 }
- 47 }
- 48
- 49 [Export(typeof(EditorFormatDefinition))]
- 50 [ClassificationType(ClassificationTypeNames = "GLSLClass")]
- 51 [Name("GLSLClass")]
- 52 [UserVisible(true)]
- 53 [Order(Before = Priority.Default)]
- 54 internal sealed class GLSLClassFormatDefinition : ClassificationFormatDefinition {
- 55 public GLSLClassFormatDefinition() {
- 56 this.DisplayName = "GLSL类型";
- 57 this.ForegroundColor = Colors.Green;
- 58 }
- 59 }
- 60
- 61 [Export(typeof(EditorFormatDefinition))]
- 62 [ClassificationType(ClassificationTypeNames = "GLSLQualifier")]
- 63 [Name("GLSLQualifier")]
- 64 [UserVisible(true)]
- 65 [Order(Before = Priority.Default)]
- 66 internal sealed class GLSLQualifierFormatDefinition : ClassificationFormatDefinition {
- 67 public GLSLQualifierFormatDefinition() {
- 68 this.DisplayName = "GLSL限定符";
- 69 this.ForegroundColor = Colors.Pink;
- 70 }
- 71 }
- 72
- 73 [Export(typeof(EditorFormatDefinition))]
- 74 [ClassificationType(ClassificationTypeNames = "GLSLVariable")]
- 75 [Name("GLSLVariable")]
- 76 [UserVisible(true)]
- 77 [Order(Before = Priority.Default)]
- 78 internal sealed class GLSLVariableFormatDefinition : ClassificationFormatDefinition {
- 79 public GLSLVariableFormatDefinition() {
- 80 this.DisplayName = "GLSL系统变量";
- 81 this.ForegroundColor = Colors.DarkOrange;
- 82 }
- 83 }
- 84
- 85 [Export(typeof(EditorFormatDefinition))]
- 86 [ClassificationType(ClassificationTypeNames = "GLSLFunction")]
- 87 [Name("GLSLFunction")]
- 88 [UserVisible(true)]
- 89 [Order(Before = Priority.Default)]
- 90 internal sealed class GLSLFunctionFormatDefinition : ClassificationFormatDefinition {
- 91 public GLSLFunctionFormatDefinition() {
- 92 this.DisplayName = "GLSL系统函数";
- 93 this.ForegroundColor = Colors.DarkTurquoise;
- 94 }
- 95 }
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4. 导出着色类型
Editor Classifier使用了MEF框架,关于MEF的具体细节,请参考MSDN的相关文档。
我们需要注意的是,在MEF中,光定义了着色类型还不够,我们需要导出一个ClassificationTypeDefinition,才能在系统中生效。
打开ShaderEditorType.cs,我们看到系统生成的代码如下:- 1 internal static class ShaderEditorClassificationDefinition {
- 2 [Export(typeof(ClassificationTypeDefinition))]
- 3 [Name("ShaderEditor")]
- 4 internal static ClassificationTypeDefinition ShaderEditorType = null;
- 5 }
复制代码 这里的Name与之前默认生成的ShaderEditor相同,同理,我们将这里的代码修改成方才定义的类型- 1 internal static class ShaderEditorClassificationDefinition {
- 2 [Export(typeof(ClassificationTypeDefinition))]
- 3 [Name("GLSLText")]
- 4 internal static ClassificationTypeDefinition GLSLTextType = null;
- 5
- 6 [Export(typeof(ClassificationTypeDefinition))]
- 7 [Name("GLSLIdentifier")]
- 8 internal static ClassificationTypeDefinition GLSLIdentifierType = null;
- 9
- 10 [Export(typeof(ClassificationTypeDefinition))]
- 11 [Name("GLSLComment")]
- 12 internal static ClassificationTypeDefinition GLSLCommentType = null;
- 13
- 14 [Export(typeof(ClassificationTypeDefinition))]
- 15 [Name("GLSLKeyword")]
- 16 internal static ClassificationTypeDefinition GLSLKeywordType = null;
- 17
- 18 [Export(typeof(ClassificationTypeDefinition))]
- 19 [Name("GLSLClass")]
- 20 internal static ClassificationTypeDefinition GLSLClassType = null;
- 21
- 22 [Export(typeof(ClassificationTypeDefinition))]
- 23 [Name("GLSLQualifier")]
- 24 internal static ClassificationTypeDefinition GLSLQualifierType = null;
- 25
- 26 [Export(typeof(ClassificationTypeDefinition))]
- 27 [Name("GLSLVariable")]
- 28 internal static ClassificationTypeDefinition GLSLVariableType = null;
- 29
- 30 [Export(typeof(ClassificationTypeDefinition))]
- 31 [Name("GLSLFunction")]
- 32 internal static ClassificationTypeDefinition GLSLFunctionType = null;
- 33 }<br>
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5. 关联文件类型
打开ShaderEditor.cs- 1 [Export(typeof(IClassifierProvider))]
- 2 [ContentType("text")]
- 3 internal class ShaderEditorProvider : IClassifierProvider {
- 4 [Import]
- 5 internal IClassificationTypeRegistryService ClassificationRegistry = null; // Set via MEF
- 6
- 7 public IClassifier GetClassifier(ITextBuffer buffer) {
- 8 return buffer.Properties.GetOrCreateSingletonProperty<ShaderEditor>(delegate { return new ShaderEditor(ClassificationRegistry); });
- 9 }
- 10 }
复制代码 代码ContentType("text")创建了一个Provider并将它们对所有text类型的文件生效。
GLSL主要的文件扩展名为.vsh和.fsh,为了只对这两个扩展名生效,我们需要自定义一个ContentType,并创建两个扩展名关联。将上述代码修改为:- 1 [Export(typeof(ITaggerProvider))]
- 2 [ContentType("glsl")]
- 3 [TagType(typeof(ClassificationTag))]
- 4 internal sealed class GLSLClassifierProvider : ITaggerProvider {
- 5
- 6 [Export]
- 7 [Name("glsl")]
- 8 [BaseDefinition("code")]
- 9 internal static ContentTypeDefinition GLSLContentType = null;
- 10
- 11 [Export]
- 12 [FileExtension(".vsh")]
- 13 [ContentType("glsl")]
- 14 internal static FileExtensionToContentTypeDefinition GLSLVshType = null;
- 15
- 16 [Export]
- 17 [FileExtension(".fsh")]
- 18 [ContentType("glsl")]
- 19 internal static FileExtensionToContentTypeDefinition GLSLFshType = null;
- 20
- 21 [Import]
- 22 internal IClassificationTypeRegistryService classificationTypeRegistry = null;
- 23
- 24 [Import]
- 25 internal IBufferTagAggregatorFactoryService aggregatorFactory = null;
- 26
- 27 public ITagger<T> CreateTagger<T>(ITextBuffer buffer) where T : ITag {
- 28 return new GLSLClassifier(buffer, classificationTypeRegistry) as ITagger<T>;
- 29 }
- 30 }
复制代码 这样我们就创建了只针对vsh和fsh文件生效的Editor。
6. 使用gplex进行词法分析
我们需要使用词法分析扫描器来实现具体的着色功能,gplex可以为我们生成C#语言的扫描器,下载地址:
http://gplex.codeplex.com/
解压后在binaries文件夹下找到gplex.exe,把它拷贝到项目的根目录下。
在项目根目录下新建一个GLSL文件夹,新建GLSLLexer.lex文件。并把它们添加到proj中。
在proj上右键->属性,在生成事件选项卡中,在预先生成事件命令行中输入
cd $(ProjectDir)GLSL\
$(ProjectDir)\gplex GLSLLexer
打开GLSLLexer.lex,写入以下代码:- 1 %option unicode, codepage:raw
- 2
- 3 %{
- 4 // User code is all now in ScanHelper.cs
- 5 %}
- 6
- 7 %namespace Shane
- 8 %option verbose, summary, noparser, nofiles, unicode
- 9
- 10 %{
- 11 public int nextToken() { return yylex(); }
- 12 public int getPos() { return yypos; }
- 13 public int getLength() { return yyleng; }
- 14 %}
- 15
- 16 //=============================================================
- 17 //=============================================================
- 18
- 19 number ([0-9])+
- 20 chars [A-Za-z]
- 21 cstring [A-Za-z_]
- 22 blank " "
- 23 delim [ \t\n]
- 24 word {chars}+
- 25 singleLineComment "//"[^\n]*
- 26 multiLineComment "/*"[^*]*\*(\*|([^*/]([^*])*\*))*\/
- 27
- 28 comment {multiLineComment}|{singleLineComment}
- 29 class bool|int|float|bvec|ivec|vec|vec2|vec3|vec4|mat2|mat3|mat4|sampler1D|sampler2D|sampler3D|samplerCube|sampler1DShadow|sampler2DShadow
- 30 keyword return|if|else|while|do|for|foreach|break|continue|switch|case|default|goto|class|struct|enum|extern|interface|namespace|public|static|this|volatile|using|in|out|true|false
- 31 qualifier const|attribute|uniform|varying
- 32 systemVariable gl_BackColor|gl_BackLightModelProduct|gl_BackLightProduct|gl_BackMaterial|gl_BackSecondaryColor|gl_ClipPlane|gl_ClipVertex|gl_Color|gl_DepthRange|gl_DepthRangeParameters|gl_EyePlaneQ|gl_EyePlaneR|gl_EyePlaneS|gl_EyePlaneT|gl_Fog|gl_FogCoord|gl_FogFragCoord|gl_FogParameters|gl_FragColor|gl_FragCoord|gl_FragData|gl_FragDepth|gl_FrontColor|gl_FrontFacing|gl_FrontLightModelProduct|gl_FrontLightProduct|gl_FrontMaterial|gl_FrontSecondaryColor|gl_LightModel|gl_LightModelParameters|gl_LightModelProducts|gl_LightProducts|gl_LightSource|gl_LightSourceParameters|gl_MaterialParameters|gl_MaxClipPlanes|gl_MaxCombinedTextureImageUnits|gl_MaxDrawBuffers|gl_MaxFragmentUniformComponents|gl_MaxLights|gl_MaxTextureCoords|gl_MaxTextureImageUnits|gl_MaxTextureUnits|gl_MaxVaryingFloats|gl_MaxVertexAttribs|gl_MaxVertexTextureImageUnits|gl_MaxVertexUniformComponents|gl_ModelViewMatrix|gl_ModelViewMatrixInverse|gl_ModelViewMatrixInverseTranspose|gl_ModelViewMatrixTranspose|gl_ModelViewProjectionMatrix|gl_ModelViewProjectionMatrixInverse|gl_ModelViewProjectionMatrixInverseTranspose|gl_ModelViewProjectionMatrixTranspose|gl_MultiTexCoord0|gl_MultiTexCoord1|gl_MultiTexCoord10|gl_MultiTexCoord11|gl_MultiTexCoord2|gl_MultiTexCoord3|gl_MultiTexCoord4|gl_MultiTexCoord5|gl_MultiTexCoord6|gl_MultiTexCoord7|gl_MultiTexCoord8|gl_MultiTexCoord9|gl_Normal|gl_NormalMatrix|gl_NormalScale|gl_ObjectPlaneQ|gl_ObjectPlaneR|gl_ObjectPlaneS|gl_ObjectPlaneT|gl_Point|gl_PointParameters|gl_PointSize|gl_Position|gl_ProjectionMatrix|gl_ProjectionMatrixInverse|gl_ProjectionMatrixInverseTranspose|gl_ProjectionMatrixTranspose|gl_SecondaryColor|gl_TexCoord|gl_TextureEnvColor|gl_TextureMatrix|gl_TextureMatrixInverse|gl_TextureMatrixInverseTranspose|gl_TextureMatrixTranspose|gl_Vertex
- 33 systemFunction radians|degress|sin|cos|tan|asin|acos|atan|pow|exp|log|exp2|log2|sqrt|inversesqrt|abs|sign|floor|ceil|fract|mod|min|max|clamp|mix|step|smoothstep|length|distance|dot|cross|normalize|faceforward|reflect|matrixCompMult|lessThan|lessThanEqual|greaterThan|greaterThanEqual|equal|notEqual|any|all|not|texture2D|texture2DProj|texture2DLod|texture2DProjLod|textureCube|textureCubeLod
- 34 identifier {cstring}+{number}*[{cstring}@]*{number}*
- 35
- 36 %%
- 37
- 38 {keyword} return (int)GLSLTokenType.Keyword;
- 39 {class} return (int)GLSLTokenType.Class;
- 40 {qualifier} return (int)GLSLTokenType.Qualifier;
- 41 {systemVariable} return (int)GLSLTokenType.SystemVariable;
- 42 {systemFunction} return (int)GLSLTokenType.SystemFunction;
- 43 {identifier} return (int)GLSLTokenType.Identifier;
- 44 {comment} return (int)GLSLTokenType.Comment;
- 45
- 46 %%
复制代码 保存并关闭,这时生成一下项目,我们会看到在GLSL目录下生成了GLSLLexer.cs文件,同样把这个文件添加到proj中。
7. 处理扫描结果
接下来我们要在ShaderEditor.cs中处理我们的扫描结果,并最终对匹配的代码行进行着色。
首先删除默认创建的ShaderEditor类。
添加一个GLSLToken枚举,这个枚举就是GLSLLexer.cs返回的枚举类型,它用来通知我们当前的语句块是哪个类型。
代码如下:- 1 public enum GLSLTokenType {
- 2 Text = 1,
- 3 Keyword,
- 4 Comment,
- 5 Identifier,
- 6 Class,
- 7 Qualifier,
- 8 SystemVariable,
- 9 SystemFunction
- 10 }
复制代码 创建我们自己的ShaderEditor类,代码如下:
- 1 internal sealed class GLSLClassifier : ITagger<ClassificationTag> {
- 2 internal GLSLClassifier(ITextBuffer buffer, IClassificationTypeRegistryService typeService) {
- 3 textBuffer = buffer;
- 4 typeDic = new Dictionary<GLSLTokenType, IClassificationType>();
- 5 typeDic[GLSLTokenType.Text] = typeService.GetClassificationType("GLSLText");
- 6 typeDic[GLSLTokenType.Identifier] = typeService.GetClassificationType("GLSLIdentifier");
- 7 typeDic[GLSLTokenType.Keyword] = typeService.GetClassificationType("GLSLKeyword");
- 8 typeDic[GLSLTokenType.Class] = typeService.GetClassificationType("GLSLClass");
- 9 typeDic[GLSLTokenType.Comment] = typeService.GetClassificationType("GLSLComment");
- 10 typeDic[GLSLTokenType.Qualifier] = typeService.GetClassificationType("GLSLQualifier");
- 11 typeDic[GLSLTokenType.SystemVariable] = typeService.GetClassificationType("GLSLVariable");
- 12 typeDic[GLSLTokenType.SystemFunction] = typeService.GetClassificationType("GLSLFunction");
- 13 }
- 14
- 15 public event EventHandler<SnapshotSpanEventArgs> TagsChanged {
- 16 add { }
- 17 remove { }
- 18 }
- 19
- 20 public IEnumerable<ITagSpan<ClassificationTag>> GetTags(NormalizedSnapshotSpanCollection spans) {
- 21 IClassificationType classification = typeDic[GLSLTokenType.Text];
- 22 string text = spans[0].Snapshot.GetText();
- 23 yield return new TagSpan<ClassificationTag>(
- 24 new SnapshotSpan(spans[0].Snapshot, new Span(0, text.Length)),
- 25 new ClassificationTag(classification));
- 26 scanner.SetSource(text, 0);
- 27 int tok;
- 28 do {
- 29 tok = scanner.nextToken();
- 30 int pos = scanner.getPos();
- 31 int len = scanner.getLength();
- 32 int total = text.Length;
- 33 if (pos < 0 || len < 0 || pos > total) {
- 34 continue;
- 35 }
- 36 if (pos + len > total) {
- 37 len = total - pos;
- 38 }
- 39 if (typeDic.TryGetValue((GLSLTokenType)tok, out classification)) {
- 40 yield return new TagSpan<ClassificationTag>(
- 41 new SnapshotSpan(spans[0].Snapshot, new Span(pos, len)),
- 42 new ClassificationTag(classification));
- 43 }
- 44 } while (tok > (int)Tokens.EOF);
- 45 }
- 46
- 47 ITextBuffer textBuffer;
- 48 IDictionary<GLSLTokenType, IClassificationType> typeDic;
- 49 Scanner scanner = new Scanner();
- 50 }
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TagsChanged事件保证在代码发生改变时实时刷新编辑器。
构造方法中,通过typeService.GetClassificationType("GLSLIdentifier")取得我们定义的实例,并把它们和枚举关联起来,
GetClassificationType的参数传入着色类型的Name。
GetTags方法是由系统调用的迭代方法,yield return new TagSpan()返回我们的着色对象,即可实现着色效果。
编译并运行,可以看到vsh和fsh已经有了语法着色了。- <em id="__mceDel"><em id="__mceDel"> </em></em>
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