Results 1 to 10 of 11

Thread: What editor to use for writing MetaSL shaders?

Hybrid View

  1. #1

    Default What editor to use for writing MetaSL shaders?

    So far I was using Notepad++ but it's lack of proper support for the
    MetaSL language is a letdown. Handling several shaders in a single
    file is a pain in the ass as the fold/unfold functionality doesn't work
    very well. I'd really like to have a "table of contents" kind of listing
    of shader definitions in the currently open file among other things,
    so I'm looking for a better application.

    What software do you use for writing MSL shaders?

  2. #2
    Join Date
    Nov 2008
    Posts
    231

    Default

    you can configure easily enough np++ by adding metasl keywords, np++ config files are xml files.

  3. #3

    Default

    Hmm.. thanks I'll give it a try.

  4. #4

    Default

    I attached the first iteration of the MetaSL language definition
    file for Notepad++. It works ok for simpler stuff but I'm not
    sure if all keywords are properly colored. Let me know if you
    want something changed.
    Attached Files Attached Files

  5. #5
    Join Date
    Aug 2008
    Location
    Ravenna, Ohio, United States
    Posts
    125

    Default

    The MetaSL_spec documentation does have a set of reserved words that should be helpful-

    abstract after annotation attachment auto before
    bool2 bool3 bool4 bool break bsdf
    case catch char class const cast const
    continue decltype default delete do dynamic cast
    else enum event explicit export extern
    false finally final foreach for friend
    global graph if import inline inout
    int2 int3 int4 interface int in
    long mutable namespace native new operator
    out phaser phenomenon private protected public
    reinterpret cast return scenedata sealed shader short
    signed sizeof state static cast static struct
    super switch technique template texture1D texture2D
    texture3D textureCUBE this throw true try
    typedef typeid typename uniform union unsigned
    using varying virtual void while
    half half2 half3 half4 half2x2 half2x3 half3x2 half3x3
    half3x4 half4x3 half4x4 half4x2 half2x4
    float float2 float3 float4 float2x2 float2x3 float3x2 float3x3
    float3x4 float4x3 float4x4 float4x2 float2x4
    double double2 double3 double4 double2x2 double2x3 double3x2 double3x3
    double3x4 double4x3 double4x4 double4x2 double2x4

    One good app I use for anything code related is PSPad.You can set up various syntax highlighters and make default templates. and set up User Converters, which acts as an advanced search/replace, which I use a lot to convert between similar shaders, such as converting a. color add shader into a float3 add shader.The syntaxes are stored in ini files and are fairly easy to change.

    I do have a metaSL syntax and an mi scene syntax, both of which could still use more work, but they do help. I'm also have a decent max script syntax, which does okay. I'll include these, let me know if I should add anything to these.
    Attached Files Attached Files
    Last edited by Ian_; April 20th, 2011 at 11:55.

  6. #6

    Default

    Yeah I copied them from there. I'm just not sure if I grouped
    them properly because I don't know what many of them do.
    "Virtual" and "void" should be in one color group? Stuff like that.

    PSPad looks cool, I'll take a closer look.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •