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