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							- using System;
 
- namespace AmplifyShaderEditor
 
- {
 
- 	[Serializable]
 
- 	[NodeAttributes( "RGB to HSV", "Image Effects", "Converts from RGB to HSV color space" )]
 
- 	public sealed class RGBToHSVNode : ParentNode
 
- 	{
 
- 		public static readonly string RGBToHSVHeader = "RGBToHSV( {0} )";
 
- 		public static readonly string[] RGBToHSVFunction = {	"{0}3 RGBToHSV({0}3 c)\n",
 
- 																"{\n",
 
- 																"\t{0}4 K = {0}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n",
 
- 																"\t{0}4 p = lerp( {0}4( c.bg, K.wz ), {0}4( c.gb, K.xy ), step( c.b, c.g ) );\n",
 
- 																"\t{0}4 q = lerp( {0}4( p.xyw, c.r ), {0}4( c.r, p.yzx ), step( p.x, c.r ) );\n",
 
- 																"\t{0} d = q.x - min( q.w, q.y );\n",
 
- 																"\t{0} e = 1.0e-10;\n",
 
- 																"\treturn {0}3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n",
 
- 																"}"
 
- 															};
 
- 		public static readonly bool[] RGBToHSVFlags = {	true,
 
- 														false,
 
- 														true,
 
- 														true,
 
- 														true,
 
- 														true,
 
- 														true,
 
- 														true,
 
- 														false};
 
- 		protected override void CommonInit( int uniqueId )
 
- 		{
 
- 			base.CommonInit( uniqueId );
 
- 			AddInputPort( WirePortDataType.FLOAT3, false, "RGB" );
 
- 			AddOutputPort( WirePortDataType.FLOAT3, "HSV" );
 
- 			AddOutputPort( WirePortDataType.FLOAT, "Hue" );
 
- 			AddOutputPort( WirePortDataType.FLOAT, "Saturation" );
 
- 			AddOutputPort( WirePortDataType.FLOAT, "Value" );
 
- 			m_previewShaderGUID = "0f2f09b49bf4954428aafa2dfe1a9a09";
 
- 			m_useInternalPortData = true;
 
- 			m_autoWrapProperties = true;
 
- 			m_customPrecision = true;
 
- 		}
 
- 		public override void DrawProperties()
 
- 		{
 
- 			base.DrawProperties();
 
- 			DrawPrecisionProperty();
 
- 		}
 
- 		public static void AddRGBToHSVFunction( ref MasterNodeDataCollector dataCollector, string precisionString )
 
- 		{
 
- 			if( !dataCollector.HasFunction( RGBToHSVHeader ) )
 
- 			{
 
- 				//Hack to be used util indent is properly used
 
- 				int currIndent = UIUtils.ShaderIndentLevel;
 
- 				if( dataCollector.MasterNodeCategory == AvailableShaderTypes.Template )
 
- 				{
 
- 					UIUtils.ShaderIndentLevel = 0;
 
- 				}
 
- 				else
 
- 				{
 
- 					UIUtils.ShaderIndentLevel = 1;
 
- 					UIUtils.ShaderIndentLevel++;
 
- 				}
 
- 				string finalFunction = string.Empty;
 
- 				for( int i = 0; i < RGBToHSVFunction.Length; i++ )
 
- 				{
 
- 					finalFunction += UIUtils.ShaderIndentTabs + ( RGBToHSVFlags[ i ] ? string.Format( RGBToHSVFunction[ i ], precisionString ) : RGBToHSVFunction[ i ] );
 
- 				}
 
- 				UIUtils.ShaderIndentLevel--;
 
- 				UIUtils.ShaderIndentLevel = currIndent;
 
- 				dataCollector.AddFunction( RGBToHSVHeader, finalFunction );
 
- 			}
 
- 		}
 
- 		public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
 
- 		{
 
- 			if ( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
 
- 				return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) );
 
- 			string precisionString = UIUtils.PrecisionWirePortToCgType( CurrentPrecisionType, WirePortDataType.FLOAT );
 
- 			AddRGBToHSVFunction( ref dataCollector, precisionString );
 
- 			string rgbValue = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
 
- 			RegisterLocalVariable( 0, string.Format( RGBToHSVHeader, rgbValue ), ref dataCollector, "hsvTorgb" + OutputId );
 
- 			return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) );
 
- 		}
 
- 	}
 
- }
 
 
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