You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

92 lines
3.3 KiB

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 ) );
}
}
}