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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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