Replace temporary .gdshader syntax with more extensive support (#360)

This commit is contained in:
Daelon Suzuka
2022-07-20 18:09:16 -04:00
committed by GitHub
parent 50dd95ffcb
commit e539a4e7a9
2 changed files with 330 additions and 6 deletions

View File

@@ -1,19 +1,225 @@
{
"version": "v0.1.0",
"name": "GDShader",
"scopeName": "source.gdshader",
"uuid": "3a95d25d-688b-481f-a581-eee47f00e5ca",
"fileTypes": [
"gdshader"
],
"patterns": [
{
"include": "#shader_type"
"include": "#comment"
},
{
"include": "source.glsl"
"include": "#element"
},
{
"include": "#separator"
},
{
"include": "#operator"
}
],
"repository": {
"shader_type": {
"match": "(shader_type)",
"name": "storage.type.glsl"
"comment": {
"patterns": [
{
"include": "#BLOCK_COMMENT"
},
{
"include": "#LINE_COMMENT"
}
]
},
"BLOCK_COMMENT": {
"name": "comment.block.gdshader",
"begin": "/\\*",
"end": "\\*/"
},
"LINE_COMMENT": {
"name": "comment.line.double-slash.gdshader",
"begin": "//",
"end": "$"
},
"specialDirective": {
"name": "meta.preprocessor.gdshader",
"begin": "\\b(shader_type|render_mode)\\b",
"beginCaptures": {
"1": {
"name": "keyword.other.gdshader"
}
},
"patterns": [
{
"include": "#comment"
},
{
"name": "entity.other.inherited-class.gdshader",
"match": "\\b[a-z_]+\\b"
},
{
"name": "punctuation.separator.comma.gdshader",
"match": ","
}
],
"end": "(?=;)"
},
"modifierKeyword": {
"name": "storage.modifier.gdshader",
"match": "\\b(?:const|global|instance|uniform|varying|(?:low|medium|high)p|in|out|inout|flat|smooth)\\b"
},
"controlKeyword": {
"name": "keyword.control.gdshader",
"match": "\\b(?:if|else|do|while|for|continue|break|switch|case|default|return|discard)\\b"
},
"typeKeyword": {
"name": "support.type.gdshader",
"match": "\\b(?:void|bool|[biu]?vec[234]|u?int|float|mat[234]|[iu]?sampler(?:3D|2D(?:Array)?)|samplerCube)\\b"
},
"hintKeyword": {
"name": "storage.type.gdshader",
"match": "\\b(?:source_color|hint_(?:color|range|(?:black_)?albedo|normal|(?:default_)?(?:white|black)|aniso))\\b"
},
"languageConstant_Bool": {
"name": "constant.language.bool.boolean.gdshader",
"match": "\\b(?:false|true)\\b"
},
"varGlobal": {
"name": "variable.language.gdshader",
"match": "\\b(?:[A-Z][A-Z_0-9]*)\\b"
},
"L_Int": {
"name": "constant.numeric.int.integer.gdshader",
"match": "\\b(?:0x[0-9A-Fa-f]+|[0-9]+)\\b"
},
"L_Float": {
"name": "constant.numeric.float.gdshader",
"match": "\\b[0-9]+\\.[0-9]*(?:f|e[-+]?[0-9]+)?|\\.[0-9]+(?:f|e[-+]?[0-9]+)?|\\b[0-9]+(?:f|e[-+]?[0-9]*)"
},
"languageFunction": {
"name": "support.function.gdshader",
"match": "\\b(?:vertex|fragment|light)(?=(?:\\s|/\\*(?:\\*(?!/)|[^*])*\\*/)*[(])"
},
"ID_function": {
"name": "entity.name.function.gdshader",
"match": "\\b[a-zA-Z_]\\w*(?=(?:\\s|/\\*(?:\\*(?!/)|[^*])*\\*/)*[(])"
},
"ID_var": {
"name": "variable.name.gdshader",
"match": "\\b[a-zA-Z_]\\w*\\b"
},
"ID_property": {
"begin": "\\.",
"beginCaptures": {
"0": {
"name": "punctuation.accessor.gdshader"
}
},
"patterns": [
{
"include": "#comment"
}
],
"end": "\\b([a-zA-Z_]\\w*)\\b|[^/ \t\r\n]",
"endCaptures": {
"1": {
"name": "entity.other.attribute-name.gdshader"
}
}
},
"enclosed": {
"name": "meta.expression.enclosed.gdshader",
"begin": "\\(",
"end": "\\)",
"captures": {
"0": {
"name": "delimiter.expression.enclosed.gdshader"
}
},
"patterns": [
{
"include": "#comment"
},
{
"include": "#separator"
},
{
"include": "#element"
}
]
},
"element": {
"name": "meta.expression.gdshader",
"patterns": [
{
"include": "#comment"
},
{
"include": "#enclosed"
},
{
"include": "#specialDirective"
},
{
"include": "#modifierKeyword"
},
{
"include": "#controlKeyword"
},
{
"include": "#typeKeyword"
},
{
"include": "#hintKeyword"
},
{
"include": "#languageConstant_Bool"
},
{
"include": "#varGlobal"
},
{
"include": "#L_Float"
},
{
"include": "#L_Int"
},
{
"include": "#languageFunction"
},
{
"include": "#ID_function"
},
{
"include": "#ID_var"
},
{
"include": "#ID_property"
}
]
},
"operator": {
"name": "keyword.operator.gdshader",
"match": "\\<\\<\\=?|\\>\\>\\=?|[-+*/&|<>=!]\\=|\\&\\&|[|][|]|[-+~!*/%<>&^|=]"
},
"separator": {
"patterns": [
{
"match": "[.]",
"name": "punctuation.accessor.gdshader"
},
{
"match": "[,]",
"name": "punctuation.separator.comma.gdshader"
},
{
"match": "[;]",
"name": "punctuation.terminator.statement.gdshader"
},
{
"match": "[:]",
"name": "keyword.operator.type.annotation.gdshader"
}
]
}
}
}

View File

@@ -0,0 +1,118 @@
shader_type canvas_item;
shader_type spatial;
/* ************************************************************************** */
// types
void a;
bool b = true;
bool b2 = false;
bvec2 c;
bvec3 d;
bvec4 e;
int f;
ivec2 g;
ivec3 h;
ivec4 i;
uint j;
uvec2 k;
uvec3 l;
uvec4 m;
float n;
vec2 o;
vec3 p;
vec4 q;
mat2 r;
mat3 s;
mat4 t;
sampler2D u;
isampler2D v;
usampler2D w;
samplerCube x;
// qualifiers
uniform int qualifier_a;
global uniform int qualifier_b;
instance uniform int qualifier_c;
varying flat int qualifier_d;
// hints
uniform sampler2D hint_a : hint_albedo; // godot 3
uniform sampler2D hint_b : source_color; // godot 4
uniform sampler2D hint_c : hint_black; // godot 3
uniform sampler2D hint_d : hint_white; // godot 3
uniform sampler2D hint_e : hint_default_black; // godot 4
uniform sampler2D hint_f : hint_default_white; // godot 4
uniform sampler2D hint_g : hint_aniso;
uniform vec4 hint_h : hint_color;
uniform float hint_i : hint_range(0, 1);
uniform vec4 hint_o : hint_color = vec4(1.0);
/* ************************************************************************** */
// the remaining examples are copied directly from
// https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html
float a = 2; // valid
float a = 2.0; // valid
float a = float(2); // valid
// The required amount of scalars
vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
// Complementary vectors and/or scalars
vec4 a = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
vec4 a = vec4(vec3(0.0, 1.0, 2.0), 3.0);
// A single scalar for the whole vector
vec4 a = vec4(0.0);
// if and else
if (cond) {
} else {
}
// for loops
for (int i = 0; i < 10; i++) {
}
// while
while (true) {
}
int sum2(int a, int b) {
return a + b;
}
void sum3(int a, int b, inout int result) {
result = a + b;
}
/* ************************************************************************** */
struct Test {
vec3 color;
};
struct MyStruct {
float power;
vec3 color;
Test result;
};
Test foo(MyStruct a, MyStruct b) {
MyStruct k;
k.result.color = (a.color + b.color) * k.power;
return k.result;
}
void fragment() {
MyStruct inst = MyStruct(0.0, vec3(0.0), Test(vec3(1.0)));
Test result = foo(inst, MyStruct(1.0, vec3(0, 1, 0), Test(vec3(0.0))));
}