Added missing keywords for autocomplete and syntax highlighting - implements #2

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ChaoticByte 2024-06-06 21:38:44 +02:00
parent 233c7e1b96
commit 6d1a06ac1a
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@ -4,12 +4,15 @@ extends Control
@onready var code_editor = $CodeEdit @onready var code_editor = $CodeEdit
var selected_preset_name = ShaderPresets.default_preset var selected_preset_name = ShaderPresets.default_preset
# # # # # # # # # # #
# GDShader keywords #
# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_language.cpp
# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_types.cpp
# #
const gdshader_boolean_values = [
"true", "false"
]
const gdshader_datatypes = [ const gdshader_datatypes = [
"in", "out", "inout",
"varying", "uniform",
"const", "lowp", "mediump", "heighp",
"void", "void",
"bool", "bvec2", "bvec3", "bvec4", "bool", "bvec2", "bvec3", "bvec4",
"int", "ivec2", "ivec3", "ivec4", "int", "ivec2", "ivec3", "ivec4",
@ -21,79 +24,152 @@ const gdshader_datatypes = [
"sample3D", "isampler3D", "usample3D", "sample3D", "isampler3D", "usample3D",
"samplerCube", "sampleCubeArray" "samplerCube", "sampleCubeArray"
] ]
const gdshader_precision_modifiers = [
"lowp", "mediump", "heighp"
]
const gdshader_global_space_keywords = [
"uniform", "group_uniforms", "varying", "const",
"struct", "shader_type", "render_mode"
]
const gdshader_uniform_qualifiers = [
"instance", "global"
]
const gdshader_block_keywords = [
"if", "else",
"for", "while", "do",
"switch", "case",
"default", "break", "continue",
"return", "discard"
]
const gdshader_function_specifier_keywords = [
"in", "out", "inout"
]
const gdshader_hints = [
"source_color", "hint_range", "instance_index"
]
const gdshader_sampler_hints = [
"hint_normal",
"hint_default_white", "hint_default_black", "hint_default_transparent",
"hint_anisotropy",
"hint_roughness_r", "hint_roughness_g", "hint_roughness_b", "hint_roughness_a",
"hint_roughness_normal", "hint_roughness_gray",
"hint_screen_texture", "hint_normal_roughness_texture",
"hint_depth_texture",
"filter_nearest", "filter_linear",
"filter_nearest_mipmap", "filter_linear_mipmap",
"filter_nearest_mipmap_anisotropic", "filter_linear_mipmap_anisotropic",
"repeat_enable", "repeat_disable"
]
const gdshader_builtin_functions = [
"radians", "degrees",
"sin", "cos", "tan", "asin", "acos", "atan", "sinh", "cosh", "tanh",
"asinh", "acosh", "atanh",
"pow", "exp", "log", "exp2", "log2", "sqrt", "inversesqrt",
"abs", "sign", "floor", "trunc", "round", "roundEven", "ceil", "fract",
"mod", "modf", "min", "max", "clamp",
"mix", "step", "smoothstep",
"isnan", "isinf",
"floatBitsToInt", "floatBitsToUint", "intBitsToFloat", "uintBitsToFloat",
"length", "distance",
"dot", "cross",
"normalize", "reflect", "refract", "faceforward",
"matrixCompMult", "outerProduct", "transpose",
"determinant", "inverse",
"lessThan", "greaterThan", "lessThanEqual", "greaterThanEqual",
"equal", "notEqual",
"any", "all", "not",
"textureSize", "texture", "textureProj", "textureLod", "texelFetch",
"textureProjLod", "textureGrad", "textureProjGrad", "textureGather",
"textureQueryLod", "textureQueryLevels",
"dFdx", "dFdxCoarse", "dFdxFine", "dFdy", "dFdyCoarse", "dFdyFine",
"fwidth", "fwidthCoarse", "fwidthFine"
]
const gdshader_sub_functions = [
"length", "fma",
"packHalf2x16", "packUnorm2x16", "packSnorm2x16", "packUnorm4x8", "packSnorm4x8",
"unpackHalf2x16", "unpackUnorm2x16", "unpackSnorm2x16", "unpackUnorm4x8", "unpackSnorm4x8",
"bitfieldExtract", "bitfieldInsert", "bitfieldReverse", "bitCount",
"findLSB", "findMSB",
"umulExtended", "imulExtended",
"uaddCarry", "usubBorrow",
"ldexp", "frexp"
]
const gdshader_builtins = [ const gdshader_builtins = [
"TIME", "PI", "TAU", "E", "TIME", "PI", "TAU", "E",
"MODEL_MATRIX",
"CANVAS_MATRIX",
"SCREEN_MATRIX",
"INSTANCE_ID",
"INSTANCE_CUSTOM",
"AT_LIGHT_PASS",
"TEXTURE_PIXEL_SIZE",
"VERTEX", "VERTEX",
"VERTEX_ID",
"UV", "UV",
"COLOR", "COLOR",
"POINT_SIZE", "POINT_SIZE",
"FRAGCOORD", "MODEL_MATRIX", "CANVAS_MATRIX", "SCREEN_MATRIX",
"SCREEN_PIXEL_SIZE", "INSTANCE_CUSTOM", "INSTANCE_ID",
"POINT_COORD", "VERTEX_ID",
"TEXTURE", "AT_LIGHT_PASS",
"TEXTURE_PIXEL_SIZE", "TEXTURE_PIXEL_SIZE",
"SPECULAR_SHININESS_TEXTURE", "CUSTOM0", "CUSTOM1",
"SPECULAR_SHININESS", "SHADOW_VERTEX", "LIGHT_VERTEX",
"UV", "FRAGCOORD",
"SCREEN_UV", "NORMAL", "NORMAL_MAP", "NORMAL_MAP_DEPTH",
"SCREEN_TEXTURE", "TEXTURE", "NORMAL_TEXTURE",
"NORMAL", "SPECULAR_SHININESS_TEXTURE", "SPECULAR_SHININESS",
"NORMAL_TEXTURE", "SCREEN_UV", "SCREEN_PIXEL_SIZE",
"NORMAL_MAP", "POINT_COORD",
"NORMAL_MAP_DEPTH", "LIGHT_COLOR", "LIGHT_POSITION", "LIGHT_DIRECTION",
"SHADOW_VERTEX", "LIGHT_ENERGY", "LIGHT_IS_DIRECTIONAL", "LIGHT",
"LIGHT_VERTEX" "SHADOW_MODULATE"
] ]
#
const gdshader_flow_control = [ # configure Highlighter
"if", "else", #
"for",
"do", "while",
"switch", "case",
"break",
"return"
]
class ShaderSyntaxHighlighter extends CodeHighlighter: class ShaderSyntaxHighlighter extends CodeHighlighter:
func _init(): func _init():
add_color_region("//", "", Color.WEB_GRAY, true) add_color_region("//", "", Color.WEB_GRAY, true)
add_color_region("/*", "*/", Color.WEB_GRAY, false) add_color_region("/*", "*/", Color.WEB_GRAY, false)
function_color = Color.INDIAN_RED function_color = Color.INDIAN_RED
keyword_colors = { for k in gdshader_boolean_values:
"shader_type": Color.ORCHID keyword_colors[k] = Color.INDIAN_RED
} for k in ( gdshader_datatypes
for dt in gdshader_datatypes: + gdshader_hints
keyword_colors[dt] = Color.INDIAN_RED + gdshader_sampler_hints
for bi in gdshader_builtins: + gdshader_global_space_keywords
keyword_colors[bi] = Color.DARK_TURQUOISE + gdshader_function_specifier_keywords
for fc in gdshader_flow_control: + gdshader_precision_modifiers
keyword_colors[fc] = Color.CORAL + gdshader_uniform_qualifiers):
keyword_colors[k] = Color.ORCHID;
for k in gdshader_block_keywords:
keyword_colors[k] = Color.CORAL
for k in gdshader_builtins:
keyword_colors[k] = Color.DARK_TURQUOISE
member_variable_color = Color.LIGHT_BLUE member_variable_color = Color.LIGHT_BLUE
number_color = Color.AQUA number_color = Color.AQUA
symbol_color = Color.GRAY symbol_color = Color.GRAY
func _on_code_edit_code_completion_requested():
for dt in gdshader_datatypes:
code_editor.code_completion_prefixes.append(dt)
code_editor.add_code_completion_option(CodeEdit.KIND_CLASS, dt, dt, Color.INDIAN_RED)
for bi in gdshader_builtins:
code_editor.code_completion_prefixes.append(bi)
code_editor.add_code_completion_option(CodeEdit.KIND_VARIABLE, bi, bi, Color.DARK_TURQUOISE)
for fc in gdshader_flow_control:
code_editor.code_completion_prefixes.append(fc)
code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, fc, fc, Color.DARK_TURQUOISE)
code_editor.update_code_completion_options(true)
# #
# and code completion
#
func _on_code_edit_code_completion_requested():
for k in gdshader_boolean_values:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, k, k, Color.INDIAN_RED)
for k in ( gdshader_datatypes
+ gdshader_hints
+ gdshader_sampler_hints
+ gdshader_global_space_keywords
+ gdshader_function_specifier_keywords
+ gdshader_precision_modifiers
+ gdshader_uniform_qualifiers):
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_CLASS, k, k, Color.ORCHID)
for k in gdshader_block_keywords:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, k, k, Color.CORAL)
for k in gdshader_builtins:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_CONSTANT, k, k, Color.DARK_TURQUOISE)
for k in gdshader_builtin_functions + gdshader_sub_functions:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_FUNCTION, k, k+"(", Color.INDIAN_RED)
code_editor.update_code_completion_options(true)
#
# # # # # # # # # # # #
func _camera_freeze(): func _camera_freeze():
Globals.camera_freeze = true Globals.camera_freeze = true