upscale amount
probably should've put this in testing first but it's pretty bulletproof so far
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4c6a632e90
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2 changed files with 17 additions and 2 deletions
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@ -124,6 +124,7 @@
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<button onclick="downloadCanvas()">Save canvas</button>
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<br />
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<label for="upscalers">Choose upscaler</label>
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<div id="upscaleX"></div>
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<select id="upscalers" class="wideSelect"></select>
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<button onclick="upscaleAndDownload()">
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Upscale (might take a sec)
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18
js/index.js
18
js/index.js
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@ -477,6 +477,16 @@ makeSlider(
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1,
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2
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);
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makeSlider(
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"Upscale X",
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document.getElementById("upscaleX"),
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"upscale_x",
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1.0,
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4.0,
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0.1,
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2.0,
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0.1
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);
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makeSlider("Steps", document.getElementById("steps"), "steps", 1, 70, 5, 30, 1);
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@ -784,7 +794,9 @@ async function upscaleAndDownload() {
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// Future improvements: some upscalers take a while to upscale, so we should show a loading bar or something, also a slider for the upscale amount
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// get cropped canvas, send it to upscaler, download result
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var upscale_factor = 2; // TODO: make this a user input 1.x - 4.0 or something
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var upscale_factor = localStorage.getItem("upscale_x")
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? localStorage.getItem("upscale_x")
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: 2;
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var upscaler = document.getElementById("upscalers").value;
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var croppedCanvas = cropCanvas(
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uil.getVisible({
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@ -826,7 +838,9 @@ async function upscaleAndDownload() {
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.replace(":", " ") +
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" openOutpaint image upscaler_" +
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upscaler +
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".png";
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"_x" +
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upscale_factor;
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(".png");
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link.href = "data:image/png;base64," + data["image"];
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link.click();
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});
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