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 }
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:
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 %%
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 ITextBuffer textBuffer; 3 IDictionary<GLSLTokenType, IClassificationType> typeDic; 4 internal GLSLClassifier(ITextBuffer buffer, IClassificationTypeRegistryService typeService) { 5 textBuffer = buffer; 6 typeDic = new Dictionary<GLSLTokenType, IClassificationType>(); 7 typeDic[GLSLTokenType.Text] = typeService.GetClassificationType("GLSLText"); 8 typeDic[GLSLTokenType.Identifier] = typeService.GetClassificationType("GLSLIdentifier"); 9 typeDic[GLSLTokenType.Keyword] = typeService.GetClassificationType("GLSLKeyword"); 10 typeDic[GLSLTokenType.Class] = typeService.GetClassificationType("GLSLClass"); 11 typeDic[GLSLTokenType.Comment] = typeService.GetClassificationType("GLSLComment"); 12 typeDic[GLSLTokenType.Qualifier] = typeService.GetClassificationType("GLSLQualifier"); 13 typeDic[GLSLTokenType.SystemVariable] = typeService.GetClassificationType("GLSLVariable"); 14 typeDic[GLSLTokenType.SystemFunction] = typeService.GetClassificationType("GLSLFunction"); 15 } 16 17 public event EventHandler<SnapshotSpanEventArgs> TagsChanged { 18 add { } 19 remove { } 20 } 21 22 public IEnumerable<ITagSpan<ClassificationTag>> GetTags(NormalizedSnapshotSpanCollection spans) { 23 IClassificationType classification = typeDic[GLSLTokenType.Text]; 24 string text = spans[0].Snapshot.GetText(); 25 yield return new TagSpan<ClassificationTag>( 26 new SnapshotSpan(spans[0].Snapshot, new Span(0, text.Length)), 27 new ClassificationTag(classification)); 28 scanner.SetSource(text, 0); 29 int tok; 30 do { 31 tok = scanner.nextToken(); 32 int pos = scanner.getPos(); 33 int len = scanner.getLength(); 34 int total = text.Length; 35 if (pos < 0 || len < 0 || pos > total) { 36 continue; 37 } 38 if (pos + len > total) { 39 len = total - pos; 40 } 41 if (typeDic.TryGetValue((GLSLTokenType)tok, out classification)) { 42 yield return new TagSpan<ClassificationTag>( 43 new SnapshotSpan(spans[0].Snapshot, new Span(pos, len)), 44 new ClassificationTag(classification)); 45 } 46 } while (tok > (int)Tokens.EOF); 47 } 48 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。
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使用Visual Studio SDK制作GLSL词法着色插件,布布扣,bubuko.com