mirror of
https://github.com/Strum355/mcshader-lsp.git
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More logging, more try catches, and updated README. 0.8.2 released!
This commit is contained in:
parent
2421aeb32c
commit
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7 changed files with 88 additions and 52 deletions
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@ -4,11 +4,11 @@ All notable changes to the "vscode-mc-shader" extension will be documented in th
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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## [Unreleased]
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## [0.8.2]
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### Added
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- Incomplete completion items
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- Support for #include directives
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- Basic linting with highlighting.
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- Basic linting with highlighting with error propogation to all known parents of an include.
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- Support for .fsh, .vsh, .glsl and .gsh files.
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- Incomplete completion items
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35
README.md
35
README.md
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@ -7,7 +7,7 @@
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[](https://codeclimate.com/github/Strum355/vscode-mc-shader/maintainability)
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[](https://waffle.io/Strum355/vscode-mc-shader) -->
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VSCode-MC-Shader is a [Visual Studio Code](https://code.visualstudio.com/) extension for developing Minecraft GLSL Shaders for [Optifine](http://optifine.net). It currently provides linting and syntax highlighting (by stef-levesque/vscode-shader dependency).
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VSCode-mc-shader is a [Visual Studio Code](https://code.visualstudio.com/) extension for developing Minecraft GLSL Shaders for [Optifine](http://optifine.net). It currently provides linting and syntax highlighting (by stef-levesque/vscode-shader dependency).
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<img src="https://github.com/Strum355/vscode-mc-shader/raw/master/logo.png" width="20%" height="20%">
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@ -16,23 +16,22 @@ VSCode-MC-Shader is a [Visual Studio Code](https://code.visualstudio.com/) exten
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- Linting
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- Syntax highlighting (by extension dependency)
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- Support for `#include` directives
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- Auto-complete prompts (incomplete)
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- Auto-complete prompts (incomplete and rough)
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## Planned
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## Installation (assumes installing from VSCode extension tab)
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- Multi-workspaces (currently only one is supported and using multiple is very undefined behaviour)
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- Warnings for unused uniforms/varyings
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- Some cool `DRAWBUFFERS` stuff
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Got a feature request? Chuck it into an Issue!
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- After reloading, open a shaderpack's folder.
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- You should be prompted to set your shaderpacks folder e.g. `"mcglsl.shaderpacksPath": "C:/Users/Noah/AppData/Roaming/.minecraft/shaderpacks"`
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- You should then be prompted saying `glslangValidator` isn't installed. Hit the download button and wait for a notification saying that it's been installed.
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- You should now be good to go!
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## Requirements
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- Visual Studio Code (v1.17.0 or higher - minimum requirement untested)
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- Visual Studio Code (v1.23.0 or higher - minimum requirement untested).
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- The [Shader languages support for VS Code](https://marketplace.visualstudio.com/items?itemName=slevesque.shader) extension. This should automatically install when you install this extension.
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- That the shader(s) you're editing are in the `shaderpacks` folder in `.minecraft`.
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- The [OpenGL / OpenGL ES Reference Compiler](https://github.com/KhronosGroup/glslang) (for convenience, put it in your PATH, this is the assumed location if not specified). If, for some reason, you're using MacOS, there are no pre-compiled binaries of this.
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- [MacOS] Not MacOS. Not that you're making MC Shaders on/for MacOS anyways...right?
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- That you've only one shader folder open. Multiple workspaces aren't currently supported.
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- The [OpenGL / OpenGL ES Reference Compiler](https://github.com/KhronosGroup/glslang). The extension will give you an option to download it and update your settings automatically.
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## Extension Settings
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@ -45,14 +44,22 @@ Got a feature request? Chuck it into an Issue!
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Please see [CONTRIBUTING.md](https://github.com/Strum355/vscode-mc-shader/blob/master/CONTRIBUTING.md).
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## Planned
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- Multi-workspaces (currently only one is supported and using multiple is very undefined behaviour)
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- Warnings for unused uniforms/varyings
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- Some cool `DRAWBUFFERS` stuff
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Got a feature request? Chuck it into an Issue!
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## Known Issues
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I'll fill this in once this actually gets released.
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Check the issues on Github [here](https://github.com/Strum355/vscode-mc-shader/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc+label%3Abug).
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## Release Notes
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None yet.
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Check [CHANGELOG.md](https://github.com/Strum355/vscode-mc-shader/blob/master/CHANGELOG.md).
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## License
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This code is released under the MIT License. Copyright (c) 2018 Noah Santschi-Cooney
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This code is released under the [MIT License](https://github.com/Strum355/vscode-mc-shader/blob/master/LICENSE). Copyright (c) 2018 Noah Santschi-Cooney
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6
client/package-lock.json
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6
client/package-lock.json
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@ -1619,9 +1619,9 @@
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}
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},
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"url-parse": {
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"version": "1.4.0",
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"resolved": "https://registry.npmjs.org/url-parse/-/url-parse-1.4.0.tgz",
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"integrity": "sha512-ERuGxDiQ6Xw/agN4tuoCRbmwRuZP0cJ1lJxJubXr5Q/5cDa78+Dc4wfvtxzhzhkm5VvmW6Mf8EVj9SPGN4l8Lg==",
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"version": "1.4.3",
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"resolved": "https://registry.npmjs.org/url-parse/-/url-parse-1.4.3.tgz",
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"integrity": "sha512-rh+KuAW36YKo0vClhQzLLveoj8FwPJNu65xLb7Mrt+eZht0IPT0IXgSv8gcMegZ6NvjJUALf6Mf25POlMwD1Fw==",
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"requires": {
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"querystringify": "^2.0.0",
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"requires-port": "^1.0.0"
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2
package-lock.json
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package-lock.json
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@ -1,6 +1,6 @@
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{
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"name": "vscode-mc-shader",
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"version": "0.0.1",
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"version": "0.8.1",
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"lockfileVersion": 1,
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"requires": true,
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"dependencies": {
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@ -2,7 +2,7 @@
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"name": "vscode-mc-shader",
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"displayName": "Minecraft GLSL Shaders",
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"description": "A Visual Studio Code extension for linting/etc Minecraft GLSL Shaders",
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"version": "0.8.1",
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"version": "0.8.2",
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"publisher": "Strum355",
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"author": "Noah Santschi-Cooney (Strum355)",
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"license": "MIT",
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@ -1,14 +1,14 @@
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import { connection, documents, onEvent } from './server'
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import fetch from 'node-fetch'
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import { platform } from 'os'
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import { createWriteStream, chmodSync, createReadStream, unlinkSync, read } from 'fs'
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import { createWriteStream, chmodSync, createReadStream, unlinkSync, read, WriteStream } from 'fs'
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import * as unzip from 'unzip'
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import { postError } from './utils'
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import { execSync } from 'child_process'
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import { serverLog } from './logging'
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import { dirname } from 'path'
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import { DidChangeConfigurationParams } from 'vscode-languageserver/lib/main'
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import { win } from './linter';
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import { DidChangeConfigurationParams } from 'vscode-languageserver'
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import { win } from './linter'
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const url = {
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'win32': 'https://github.com/KhronosGroup/glslang/releases/download/master-tot/glslang-master-windows-x64-Release.zip',
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if (conf.shaderpacksPath === '' || conf.shaderpacksPath.replace(dirname(conf.shaderpacksPath), '') !== '/shaderpacks') {
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if (supress) return
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serverLog.error(() => 'shaderpack path not set or doesn\'t end in \'shaderpacks\'', null)
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supress = true
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const clicked = await connection.window.showErrorMessage(
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'mcglsl.shaderpacksPath is not set or doesn\'t end in \'shaderpacks\'. Please set it in your settings.',
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{title: 'Supress'}
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async function downloadGlslang() {
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connection.window.showInformationMessage('Downloading. Your settings will be updated automatically and you\'ll be notified when its done.')
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serverLog.info(() => 'downloading glslangValidator...')
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const res = await fetch(url[platform()])
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serverLog.info(() => 'glslangValidator downloaded. Extracting...')
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try {
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const zip = createWriteStream(conf.shaderpacksPath + '/glslangValidator.zip')
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res.body.pipe(zip)
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const glslang = '/glslangValidator' + (win ? '.exe' : '')
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zip.on('finish', async () => {
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try {
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createReadStream(conf.shaderpacksPath + '/glslangValidator.zip')
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.pipe(unzip.Parse())
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.on('entry', entry => {
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if (entry.path === 'bin/glslangValidator' + win ? '.exe' : '') {
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entry.pipe(createWriteStream(conf.shaderpacksPath + '/glslangValidator' + win ? '.exe' : ''))
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try {
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if (entry.path === 'bin' + glslang) {
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entry.pipe(createWriteStream(conf.shaderpacksPath + glslang))
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return
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}
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entry.autodrain()
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} catch (e) {
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postError(e)
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}
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})
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.on('close', () => {
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chmodSync(conf.shaderpacksPath + '/glslangValidator' + win ? '.exe' : '', 0o775)
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try {
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chmodSync(conf.shaderpacksPath + glslang, 0o775)
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unlinkSync(conf.shaderpacksPath + '/glslangValidator.zip')
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connection.sendNotification('update-config', conf.shaderpacksPath + '/glslangValidator' + win ? '.exe' : '')
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connection.sendNotification('update-config', conf.shaderpacksPath + glslang)
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connection.window.showInformationMessage('glslangValidator has been downloaded to ' + conf.shaderpacksPath + '/glslangValidator. Your config should be updated automatically.')
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glslangReady = true
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} catch (e) {
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postError(e)
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}
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})
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} catch (e) {
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postError(e)
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}
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})
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} catch (e) {
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postError(e)
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])
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export function preprocess(lines: string[], docURI: string) {
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const hasDirective = includeDirective(lines, docURI)
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const hasDirective = includeDirective(lines)
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const allIncludes = new Set<IncludeObj>()
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const diagnostics = new Map<string, Diagnostic[]>()
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processIncludes(lines, [docURI], allIncludes, diagnostics, hasDirective)
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processIncludes(lines, [docURI], new Set<IncludeObj>(), diagnostics, hasDirective)
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const includeMap = new Map<string, IncludeObj>(Array.from(allIncludes).map(obj => [obj.path, obj]) as [string, IncludeObj][])
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//const includeMap = new Map<string, IncludeObj>(Array.from(allIncludes).map(obj => [obj.path, obj]) as [string, IncludeObj][])
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lint(docURI, lines, includeMap, diagnostics, hasDirective)
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lint(docURI, lines, diagnostics, hasDirective)
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}
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function includeDirective(lines: string[], docURI: string): boolean {
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function includeDirective(lines: string[]): boolean {
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if (lines.findIndex(x => reIncludeExt.test(x)) > -1) {
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linterLog.info(() => 'include directive found')
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return true
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lines.splice(inc.lineNumTopLevel + 1 + dataLines.length, 0, `#line ${inc.lineNum + 1} "${inc.parent}"`)
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}
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function lint(docURI: string, lines: string[], includes: Map<string, IncludeObj>, diagnostics: Map<string, Diagnostic[]>, hasDirective: boolean) {
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function lint(docURI: string, lines: string[], diagnostics: Map<string, Diagnostic[]>, hasDirective: boolean) {
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let out: string = ''
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try {
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execSync(`${conf.glslangPath} --stdin -S ${ext.get(path.extname(docURI))}`, {input: lines.join('\n')})
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processErrors(out, docURI, diagnostics, hasDirective)
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daigsArray(diagnostics).forEach(d => {
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diagnostics.forEach((diags, uri) => {
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if (diags.length === 0) return
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linterLog.info(() => `found ${diags.length} error(s) for ${trimPath(uri)}`)
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})
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const diagsList = daigsArray(diagnostics)
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if (diagsList.filter(d => d.diag.length > 0).length === 0) linterLog.info(() => 'no errors found')
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diagsList.forEach(d => {
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if (win) d.uri = d.uri.replace('file://C:', 'file:///c%3A')
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connection.sendDiagnostics({uri: d.uri, diagnostics: d.diag})
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})
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const diag: Diagnostic = {
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severity: error.type,
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range: calcRange(error.line - ((!hasDirective && includeGraph.get(fileName).parents.size === 0) ? 2 : 1), fileName),
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range: calcRange(error.line - 1, fileName),
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//range: calcRange(error.line - ((!hasDirective && includeGraph.get(fileName).parents.size === 0) ? 2 : 1), fileName),
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message: `Line ${error.line + 1} ${replaceWords(error.msg)}`,
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source: 'mc-glsl'
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}
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.filter(match => match && match.length === 5)
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function calcRange(lineNum: number, uri: string): Range {
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linterLog.debug(() => `calculating range for ${trimPath(uri)} at L${lineNum}`)
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linterLog.debug(() => `calculating range for ${trimPath(uri)} at L${lineNum + 1}`)
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const lines = getDocumentContents(uri).split('\n')
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const line = lines[lineNum]
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