function Node_JPEG(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "JPEG"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Active", self, true)); active_index = 1; newInput(2, nodeValue_Int("Patch Size", self, 8)) .setValidator(VV_min(1)); newInput(3, nodeValue_Float("Compression", self, 10)); newInput(4, nodeValue_Int("Reconstruction", self, 8)) .setValidator(VV_min(0)); newInput(5, nodeValue_Surface("Mask", self)); newInput(6, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(5); // inputs 8, 9 newInput(10, nodeValue_Enum_Scroll("Transformation", self, 0, [ "Cosine", "Zigzag", "Smooth Zigzag", "Step" ])); newInput(11, nodeValue_Rotation("Phase", self, 0)); newInput(12, nodeValue_Bool("Deconstruct Only", self, false)) newInput(13, nodeValue_Bool("Reconstruct All", self, false)) newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 1, ["Surface", false], 0, 5, 6, 7, ["Effects", false], 2, 3, 13, 4, 10, 11, 12, ]; temp_surface = array_create(2); attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); var _reall = getSingleValue(13); inputs[4].setVisible(!_reall); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _patc = _data[2]; var _comp = _data[3]; var _recn = _data[4]; var _tran = _data[10]; var _phas = _data[11]; var _recon = _data[12]; var _reall = _data[13]; var _dim = surface_get_dimension(_surf); for( var i = 0; i < 2; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _dim[0], _dim[1], surface_rgba16float); if(!_recon) { surface_set_shader(temp_surface[0], sh_jpeg_dct); shader_set_f("dimension", _dim); shader_set_i("patch", _patc); shader_set_f("compression", _comp); shader_set_f("phase", degtorad(_phas)); shader_set_i("transform", _tran); draw_surface_safe(_surf); surface_reset_shader(); } surface_set_shader(temp_surface[1], sh_jpeg_recons); shader_set_f("dimension", _dim); shader_set_i("patch", _patc); shader_set_i("reconstruct", _reall? _patc : _recn); shader_set_f("phase", degtorad(_phas)); shader_set_i("transform", _tran); draw_surface_safe(_recon? _surf : temp_surface[0]); surface_reset_shader(); surface_set_shader(_outSurf); draw_surface_safe(temp_surface[1]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); _outSurf = channel_apply(_data[0], _outSurf, _data[7]); return _outSurf; } #endregion }