Format RenderApi code

This commit is contained in:
Yoshi Askharoun
2021-07-11 23:04:40 -05:00
parent 9fec520340
commit f793c0c94f
451 changed files with 38065 additions and 38065 deletions
@@ -8,39 +8,39 @@ using Microsoft.Iris.Library;
namespace Microsoft.Iris.Render.Graphics
{
internal class Dx9HSVElement
{
internal static void Generate(HSVElement efoHSV, ref Dx9EffectBuilder effectBuilder)
internal class Dx9HSVElement
{
effectBuilder.EmitIncludesFragment("\"HSV.fx\"");
VariableInfo variableInfo1 = new VariableInfo()
{
ID = (int) efoHSV.HueID,
Type = Dx9VariableType.Float,
IsDynamic = efoHSV.IsDynamicProperty("Hue")
};
variableInfo1.Name = variableInfo1.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo1.Type, efoHSV.Name + "Hue") : effectBuilder.GenerateGlobalConstant(variableInfo1.Type, efoHSV.Name + "Hue");
variableInfo1.DefaultValue = (object) efoHSV.Hue;
effectBuilder.AddPropertyVariable(variableInfo1);
VariableInfo variableInfo2 = new VariableInfo()
{
ID = (int) efoHSV.SaturationID,
Type = Dx9VariableType.Float,
IsDynamic = efoHSV.IsDynamicProperty("Saturation")
};
variableInfo2.Name = variableInfo2.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo2.Type, efoHSV.Name + "Saturation") : effectBuilder.GenerateGlobalConstant(variableInfo2.Type, efoHSV.Name + "Saturation");
variableInfo2.DefaultValue = (object) efoHSV.Saturation;
effectBuilder.AddPropertyVariable(variableInfo2);
VariableInfo variableInfo3 = new VariableInfo()
{
ID = (int) efoHSV.ValueID,
Type = Dx9VariableType.Float,
IsDynamic = efoHSV.IsDynamicProperty("Value")
};
variableInfo3.Name = variableInfo3.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo3.Type, efoHSV.Name + "Value") : effectBuilder.GenerateGlobalConstant(variableInfo3.Type, efoHSV.Name + "Value");
variableInfo3.DefaultValue = (object) efoHSV.Value;
effectBuilder.AddPropertyVariable(variableInfo3);
effectBuilder.EmitPixelFragment(InvariantString.Format(" {{\r\n // convert to HSV color space\r\n float3 fHSV = RGBToHSV({0});\r\n\r\n // adjust Hue, Sat and Value\r\n fHSV *= float3(1.0f, {2}, {3});\r\n fHSV[0] += {0};\r\n fHSV = saturate(fHSV);\r\n\r\n // convert back to RGB space\r\n float3 fBackToRGB = HSVToRGB(fHSV);\r\n {0}.rgb = fBackToRGB;\r\n }}\r\n", (object) effectBuilder.PixelShaderOutput, (object) variableInfo1.Name, (object) variableInfo2.Name, (object) variableInfo3.Name));
internal static void Generate(HSVElement efoHSV, ref Dx9EffectBuilder effectBuilder)
{
effectBuilder.EmitIncludesFragment("\"HSV.fx\"");
VariableInfo variableInfo1 = new VariableInfo()
{
ID = (int)efoHSV.HueID,
Type = Dx9VariableType.Float,
IsDynamic = efoHSV.IsDynamicProperty("Hue")
};
variableInfo1.Name = variableInfo1.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo1.Type, efoHSV.Name + "Hue") : effectBuilder.GenerateGlobalConstant(variableInfo1.Type, efoHSV.Name + "Hue");
variableInfo1.DefaultValue = (object)efoHSV.Hue;
effectBuilder.AddPropertyVariable(variableInfo1);
VariableInfo variableInfo2 = new VariableInfo()
{
ID = (int)efoHSV.SaturationID,
Type = Dx9VariableType.Float,
IsDynamic = efoHSV.IsDynamicProperty("Saturation")
};
variableInfo2.Name = variableInfo2.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo2.Type, efoHSV.Name + "Saturation") : effectBuilder.GenerateGlobalConstant(variableInfo2.Type, efoHSV.Name + "Saturation");
variableInfo2.DefaultValue = (object)efoHSV.Saturation;
effectBuilder.AddPropertyVariable(variableInfo2);
VariableInfo variableInfo3 = new VariableInfo()
{
ID = (int)efoHSV.ValueID,
Type = Dx9VariableType.Float,
IsDynamic = efoHSV.IsDynamicProperty("Value")
};
variableInfo3.Name = variableInfo3.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo3.Type, efoHSV.Name + "Value") : effectBuilder.GenerateGlobalConstant(variableInfo3.Type, efoHSV.Name + "Value");
variableInfo3.DefaultValue = (object)efoHSV.Value;
effectBuilder.AddPropertyVariable(variableInfo3);
effectBuilder.EmitPixelFragment(InvariantString.Format(" {{\r\n // convert to HSV color space\r\n float3 fHSV = RGBToHSV({0});\r\n\r\n // adjust Hue, Sat and Value\r\n fHSV *= float3(1.0f, {2}, {3});\r\n fHSV[0] += {0};\r\n fHSV = saturate(fHSV);\r\n\r\n // convert back to RGB space\r\n float3 fBackToRGB = HSVToRGB(fHSV);\r\n {0}.rgb = fBackToRGB;\r\n }}\r\n", (object)effectBuilder.PixelShaderOutput, (object)variableInfo1.Name, (object)variableInfo2.Name, (object)variableInfo3.Name));
}
}
}
}