ZaPPZion
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« on: June 20, 2008, 03:19:31 AM » |
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Hi, I couldn't find any posts about this, so i thought it would be good to share. I recently joined the shader development scene, so i was looking for a program that could highlight HLSL stuff. Then i thought about the possibility that there was some kind of plugin for visual studio. I did some research, and found a decent plugin. It's called IntelliShade. It isn't flawless, but it works, even with intellisense (not always the way you'd want it, but it works pretty well). It highlights the code, and it gives you options to choose from like you're used from intellisense. There is 1 downside, you can't use it with the express versions, you'll need visual studio standard or professional edition. I was lucky to get it pretty cheap (through school), but i can imagine a lot of us are using the express edition. Anyway, i thought i should share this: www.intelishade.netGreetings, ZaPP
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Zaknafein
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« Reply #1 on: June 20, 2008, 08:43:59 AM » |
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This looks nice. What I use right now doesn't provide intellisense but has pretty good syntax highlighting : http://forums.microsoft.com/msdn/ShowPost.aspx?PostID=1452926&SiteID=1 (last post) http://www.gamedev.net/community/forums/topic.asp?topic_id=440816&whichpage=1�Here's my usertype.dat file : BlendState bool break cbuffer compile const continue DepthStencilState DepthStencilView discard do double else extern false float float2 float3 float4 float1x2 float1x3 float1x4 float2x1 float2x2 float2x3 float2x4 float3x1 float3x2 float3x3 float3x4 float4x1 float4x2 float4x3 float4x4 for GeometryShader if in inline inout int int2 int3 int4 int1x2 int1x3 int1x4 int2x1 int2x2 int2x3 int2x4 int3x1 int3x2 int3x3 int3x4 int4x1 int4x2 int4x3 int4x4 matrix namespace nointerpolation out pass PixelShader RasterizerState RenderTargetView return register sampler sampler1D sampler2D sampler3D samplerCUBE sampler_state shared stateblock stateblock_state static string struct switch tbuffer technique technique10 texture texture1 texture1D texture1D texture1Darray texture2D texture2D texture2Darray texture2DMS texture2DMSArray texture3D textureCUBE textureCube true typedef uniform vector VertexShader void volatile while abs acos all any asfloat asin asint asuint atan atan2 ceil clamp clip cos cosh cross D3DCOLORtoUBYTE4 ddx ddy degrees determinant distance dot exp exp2 faceforward floor fmod frac frexp fwidth isfinite isinf isnan ldexp length lerp lit log log10 log2 max min modf mul noise normalize pow radians reflect refract round rsqrt saturate sign sin sincos sinh smoothstep sqrt step tan tanh tex1D tex1Dbias tex1Dgrad tex1Dlod tex1Dproj tex2D tex2Dbias tex2Dgrad tex2Dlod tex2Dproj tex3D tex3Dbias tex3Dgrad tex3Dlod tex3Dproj texCUBE texCUBEbias texCUBEgrad texCUBElod texCUBEproj transpose It works well, and I prefer good simple highlighting to a "not quite flawless" plug-in. 
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AriusEso
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« Reply #2 on: June 20, 2008, 08:55:35 AM » |
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I have a lot of stuff mapped out for shade. I don't know if you can use them Zak( or indeed if my list is more or less complete than yours ), but here they are. bool bool2 bool3 bool4 int int2 int3 int4 half half2 half3 half4 float float2 float3 float4 double double2 double3 double4 vector vector2 vector3 vector4 matrix matrix1x1 matrix2x2 matrix3x3 matrix4x4 matrix1x2 matrix1x3 matrix1x4 matrix2x1 matrix2x3 matrix2x4 matrix3x1 matrix3x2 matrix3x4 matrix4x1 matrix4x3 matrix4x2 float1x1 float2x2 float3x3 float4x4 float1x2 float1x3 float1x4 float2x1 float2x3 float2x4 float3x1 float3x2 float3x4 float4x1 float4x3 float4x2 int1x1 int2x2 int3x3 int4x4 int1x2 int1x3 int1x4 int2x1 int2x3 int2x4 int3x1 int3x2 int3x4 int4x1 int4x3 int4x2 bool1x1 bool2x2 bool3x3 bool4x4 bool1x2 bool1x3 bool1x4 bool2x1 bool2x3 bool2x4 bool3x1 bool3x2 bool3x4 bool4x1 bool4x3 bool4x2 abs acos all any asin atan atan2 ceil clamp clip cos cosh cross D3DCOLORtoUBYTE4 dds ddy degrees determinant distance dot exp exp2 faceforward floor fmod frac frexp fwidth isfinite isinf isnan idexp len length lerp log log10 log2 max min modf mul normalize pow radians reflect refract round rsqrt saturate sign sin sincos sinh smoothstep sqrt step tan tanh transpose asm bool compile const decl do double else extern false float for half if in inline inout int matrix out pass pixelshader return sampler shared static string struct technique texture true typedef uniform vector vertexshader void volatile while auto break case catch char class compile const const_cast continue default delete dynamic_cast enum explicit friend goto long mutable namespace new operator private protected public register reinterpret_cast short signed sizeof static_cast switch template this throw try typename union unsigned using virtual tex1D tex1Dproj tex1Dbias tex2D tex2Dproj tex2Dbias tex3D tex3Dproj tex3Dbias texCUBE texCUBEProj texCUBEbias WORLD WORLDMATRIX MWORLD MATWORLD VIEW VIEWMATRIX PROJ PROJECTION PROJECTIONMATRIX PROJMATRIX WORLDVIEW WORLDVIEWMATRIX WV WVIEWMATRIX WORLDVIEWPROJ WVP WORLDVIEWPROJECTION WORLDVIEWPROJECTIONMATRIX VIEWPROJ VIEWPROJECTION VIEWPROJMATRIX VIEWPROJECTIONMATRIX VIEWI VIEWINVERSE VIEWINVERSEMATRIX VI WORLDIT WORLDINVERSETRANSPOSE WORLDTRANSPOSEINVERSE WORLDVIEWIT WIT VIEWIT VIEWINVERSETRANSPOSE VIEWTRANSPOSEINVERSE VIT CAMERAPOS CAMERAPOSITION VIEWPOS VIEWPOSITION TIME TIMECOUNT TICKCOUNT SECONDS LIGHTDIR0_DIRECTION LIGHTDIR1_DIRECTION LIGHTDIR2_DIRECTION LIGHTDIR3_DIRECTION LIGHTDIR4_DIRECTION LIGHTDIR5_DIRECTION LIGHTDIR6_DIRECTION LIGHTDIR7_DIRECTION LIGHTDIR0_COLOR LIGHTDIR1_COLOR LIGHTDIR2_COLOR LIGHTDIR3_COLOR LIGHTDIR4_COLOR LIGHTDIR5_COLOR LIGHTDIR6_COLOR LIGHTDIR7_COLOR LIGHTPOINT0_POSITION LIGHTPOINT1_POSITION LIGHTPOINT2_POSITION LIGHTPOINT3_POSITION LIGHTPOINT4_POSITION LIGHTPOINT5_POSITION LIGHTPOINT6_POSITION LIGHTPOINT7_POSITION LIGHTPOINT8_POSITION LIGHTPOINT0_COLOR LIGHTPOINT1_COLOR LIGHTPOINT2_COLOR LIGHTPOINT3_COLOR LIGHTPOINT4_COLOR LIGHTPOINT5_COLOR LIGHTPOINT6_COLOR LIGHTPOINT7_COLOR LIGHTPOINT_NUM AMBIENT DIFFUSE EMISSIVE SPECULAR SPECULARPOWER TEXTURE0 TEXTURE1 TEXTURE2 TEXTURE3 TEXTURE4 TEXTURE5 TEXTURE6 TEXTURE7 TEXTURE8 TEXTURE9 FOGSTAR FOGEND FOGDENSITY FOGCOLOR FOGTYPE FOG_TYPE sampler2D sampler_state TEXUNIT0 TEXUNIT1 TEXUNIT2 TEXUNIT3 TEXUNIT4 TEXUNIT5 TEXUNIT6 TEXUNIT7 TEXUNIT8 TEXUNIT9 POSITION0 POSITION1 POSITION2 POSITION3 POSITION4 POSITION5 POSITION6 POSITION7 POSITION8 POSITION9 NORMAL TEXCOORD0 TEXCOORD1 TEXCOORD2 TEXCOORD3 TEXCOORD4 TEXCOORD5 TEXCOORD6 TEXCOORD7 TEXCOORD8 TEXCOORD9 TANGENT BINORMAL LINEAR void pass vs_1_1 vs_2_0 vs_3_0 ps_2_0 ps_3_0
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-...-  arius : If she's a redhead, then fine. Toaster : lol arius would do any redhead arius : This is true. SylvainTV : i'm a redhead
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AriusEso
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« Reply #3 on: September 24, 2009, 02:30:03 PM » |
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Sorry for the archive digging.
Does anybody have a copy of this they can host up somewhere. Their website seems of dropped off the inet entirely and I no longer have my backup.
Thanks.
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-...-  arius : If she's a redhead, then fine. Toaster : lol arius would do any redhead arius : This is true. SylvainTV : i'm a redhead
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ZaPPZion
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Posts: 515
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« Reply #4 on: September 24, 2009, 02:48:27 PM » |
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Yea, that'd be really neat if someone still has an installer, i lost it too i'm afraid 
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Eric
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« Reply #5 on: September 24, 2009, 09:24:33 PM » |
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Seriously, arius, you consistently win the award for most annoying sig picture...
(sorry to derail the necro'd thread)
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AriusEso
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« Reply #6 on: September 24, 2009, 10:51:23 PM » |
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Yea, I keep meaning to remove it. I'll do it now. 
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-...-  arius : If she's a redhead, then fine. Toaster : lol arius would do any redhead arius : This is true. SylvainTV : i'm a redhead
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AriusEso
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« Reply #7 on: September 25, 2009, 02:03:10 PM » |
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Sorry to bump, but arg. We're not talking piracy here or anything peoples. This software increased my productivity by a good 25%, having HLSL within VS was a phenomenon. Please don't make me write another HLSL editor lol. If anybody has it, please, it's not a breach of copyright or anything, the software was free.  Thanks again ( last bump I promise, I just severly miss the boost to productivity this software afforded ). Edit: Eric, lol. Also, I just realised. What do you mean by "consistently" ? -- up until now my sigs have always been small banners. I know the last one was big the second I saw it, but previous ones have been a good 10x smaller. Plus, also, do you have intellishade?!!!!.
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« Last Edit: September 25, 2009, 02:24:41 PM by AriusEso »
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-...-  arius : If she's a redhead, then fine. Toaster : lol arius would do any redhead arius : This is true. SylvainTV : i'm a redhead
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AriusEso
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« Reply #8 on: September 25, 2009, 03:04:51 PM » |
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On IRC, Lenn found this url: http://klaizard.tistory.com/archive/20080918Can't thank him enough, posted this for others.
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-...-  arius : If she's a redhead, then fine. Toaster : lol arius would do any redhead arius : This is true. SylvainTV : i'm a redhead
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ZaPPZion
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Posts: 515
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« Reply #9 on: September 26, 2009, 03:37:41 AM » |
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WOA! awesomesauce  I'm glad Lenn found it, it saves a lot of time, not having to build an HLSL editor for VS  EDIT1: And i just noticed it's the 3.0 version as well! that's totally great, since that version is way better than the other <3.0 versions EDIT2: I will ofcourse write an editor for VS when i have a D3D11 card, so it'll support HLSL 5
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« Last Edit: September 26, 2009, 03:43:25 AM by ZaPPZion »
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Eric
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« Reply #10 on: September 29, 2009, 07:23:49 PM » |
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just in case... http://7hq.org/sylvain/intelishade.zipBTW arius, I dunno what I meant by consistent, I guess I just dont like animated gifs in my forum threads 
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AriusEso
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« Reply #11 on: September 29, 2009, 07:33:09 PM » |
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BTW arius, I dunno what I meant by consistent
Hehe, I did wonder. But I didn't want to ask. 
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-...-  arius : If she's a redhead, then fine. Toaster : lol arius would do any redhead arius : This is true. SylvainTV : i'm a redhead
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