- [Replace Image] Extends the replacement loop to match target loop if the later is longer.

This commit is contained in:
Tanasart 2024-05-24 17:45:45 +07:00
parent 214b152424
commit 0d21c32e73
2 changed files with 14 additions and 7 deletions

View file

@ -63,8 +63,10 @@ function Node_Surface_Replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _
surface_set_shader(_surf, _fst? sh_surface_replace_fast_replace : sh_surface_replace_replace, false, BLEND.normal);
shader_set_f("dimension", surface_get_width_safe(_base), surface_get_height_safe(_base));
shader_set_surface("replace", _replace);
shader_set_f("replace_dim", surface_get_width_safe(_replace), surface_get_height_safe(_replace));
shader_set_surface("findRes", _res);
shader_set_f("index", _index);
@ -95,10 +97,12 @@ function Node_Surface_Replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _
temp_surface[0] = surface_verify(temp_surface[0], _sw, _sh);
surface_clear(temp_surface[0]);
var amo = array_length(_tar);
for( var i = 0; i < amo; i++ ) matchTemplate(i / amo, temp_surface[0], _bas, _tar[i], _cthr, _pthr, _fst);
//return temp_surface[0];
var tamo = array_length(_tar);
var ramo = array_length(_rep);
for( var i = 0; i < tamo; i++ ) matchTemplate(i / tamo, temp_surface[0], _bas, _tar[i], _cthr, _pthr, _fst);
// return temp_surface[0];
_outSurf = surface_verify(_outSurf, _sw, _sh);
surface_set_target(_outSurf);
@ -106,8 +110,11 @@ function Node_Surface_Replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _
if(_drw) draw_surface_safe(_bas);
surface_reset_target();
var amo = array_length(_rep);
for( var i = 0; i < amo; i++ ) replaceTemplate(i / amo, _outSurf, _bas, temp_surface[0], _rep[i], _fst);
var amo = max(tamo, ramo);
for( var i = 0; i < amo; i++ ) {
var _ri = i % ramo;
replaceTemplate(_ri / amo, _outSurf, _bas, temp_surface[0], _rep[_ri], _fst);
}
return _outSurf;
}

View file

@ -57,7 +57,7 @@ void main() {
if(uv.x < 0. || uv.y < 0.) continue;
if(uv.x - .5 + targetDimension.x > dimension.x || uv.y - .5 + targetDimension.y > dimension.y) continue;
gl_FragColor = vec4(1.);
//gl_FragColor = vec4(1.);
float matchTemp = matchTemplate(uv);
if(matchTemp > match) {
match = matchTemp;