• 使用Visual Studio SDK制作GLSL词法着色插件


    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 


    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     }

    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。

    3. 创建GLSL的着色类型
    
    
    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。
     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     }

    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     }

    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     }

    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     }

    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     }

    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 [ 	
    ]
    24 word {chars}+
    25 singleLineComment "//"[^
    ]*
    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 %%

    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     }

    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     }

    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<ClassificationTag>()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。

     

    本文由哈萨雅琪原创,转载请注明出处。
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  • 原文地址:https://www.cnblogs.com/aanbpsd/p/Viola_ide_glslEditor.html
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