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; } public override void DrawProperties() { base.DrawProperties(); DrawPrecisionProperty(); } public 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( m_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 ) ); } } }