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//TODO FIND OUT WHY I HAVE TO RESIZE A TEXTBOX AND THEN START USING IT TO AVOID THE 1px WHITE LINE ON LEFT EDGES DURING IMG2IMG
//...lmao did setting min width 200 on info div fix that accidentally? once the canvas is infinite and the menu bar is hideable it'll probably be a problem again
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window . onload = startup ;
var stableDiffusionData = { //includes img2img data but works for txt2img just fine
prompt : "" ,
negative _prompt : "" ,
seed : - 1 ,
cfg _scale : 7 ,
sampler _index : "DDIM" ,
steps : 30 ,
denoising _strength : 1 ,
mask _blur : 0 ,
batch _size : 2 ,
width : 512 ,
height : 512 ,
n _iter : 2 , // batch count
mask : "" ,
init _images : [ ] ,
inpaint _full _res : false ,
inpainting _fill : 2 ,
// here's some more fields that might be useful
// ---txt2img specific:
// "enable_hr": false, // hires fix
// "denoising_strength": 0, // ok this is in both txt and img2img but txt2img only applies it if enable_hr == true
// "firstphase_width": 0, // hires fp w
// "firstphase_height": 0, // see above s/w/h/
// ---img2img specific
// "init_images": [ // imageS!??!? wtf maybe for batch img2img?? i just dump one base64 in here
// "string"
// ],
// "resize_mode": 0,
// "denoising_strength": 0.75, // yeah see
// "mask": "string", // string is just a base64 image
// "mask_blur": 4,
// "inpainting_fill": 0, // 0- fill, 1- orig, 2- latent noise, 3- latent nothing
// "inpaint_full_res": true,
// "inpaint_full_res_padding": 0, // px
// "inpainting_mask_invert": 0, // bool??????? wtf
// "include_init_images": false // ??????
}
// stuff things use
var blockNewImages = false ;
var returnedImages ;
var imageIndex = 0 ;
var tmpImgXYWH = { } ;
var host = "" ;
var url = "/sdapi/v1/" ;
var endpoint = "txt2img"
var frameX = 512 ;
var frameY = 512 ;
var prevMouseX = 0 ;
var prevMouseY = 0 ;
var mouseX = 0 ;
var mouseY = 0 ;
var canvasX = 0 ;
var canvasY = 0 ;
var snapX = 0 ;
var snapY = 0 ;
var drawThis = { } ;
var clicked = false ;
const basePixelCount = 64 ; //64 px - ALWAYS 64 PX
var scaleFactor = 8 ; //x64 px
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var snapToGrid = true ;
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var paintMode = false ;
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var eraseMode = false ; //TODO this is broken, functionality still exists in code but UI element is just naively disabled
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var backupMaskPaintCanvas ; //???
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var backupMaskPaintCtx ; //...? look i am bad at this
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var backupMaskChunk = null ;
var backupMaskX = null ;
var backupMaskY = null ;
var totalImagesReturned ;
var drawTargets = [ ] ; // is this needed? i only draw the last one anyway...
// info div, sometimes hidden
let mouseXInfo = document . getElementById ( "mouseX" ) ;
let mouseYInfo = document . getElementById ( "mouseY" ) ;
let canvasXInfo = document . getElementById ( "canvasX" ) ;
let canvasYInfo = document . getElementById ( "canvasY" ) ;
let snapXInfo = document . getElementById ( "snapX" ) ;
let snapYInfo = document . getElementById ( "snapY" ) ;
// canvases and related
const ovCanvas = document . getElementById ( "overlayCanvas" ) ; // where mouse cursor renders
const ovCtx = ovCanvas . getContext ( "2d" ) ;
const tgtCanvas = document . getElementById ( "targetCanvas" ) ; // where "box" gets drawn before dream happens
const tgtCtx = tgtCanvas . getContext ( "2d" ) ;
const maskPaintCanvas = document . getElementById ( "maskPaintCanvas" ) ; // where masking brush gets painted
const maskPaintCtx = maskPaintCanvas . getContext ( "2d" ) ;
const tempCanvas = document . getElementById ( "tempCanvas" ) ; // where select/rejects get superimposed temporarily
const tempCtx = tempCanvas . getContext ( "2d" ) ;
const imgCanvas = document . getElementById ( "canvas" ) ; // where dreams go
const imgCtx = imgCanvas . getContext ( "2d" ) ;
const bgCanvas = document . getElementById ( "backgroundCanvas" ) ; // gray bg grid
const bgCtx = bgCanvas . getContext ( "2d" ) ;
function startup ( ) {
drawBackground ( ) ;
changeScaleFactor ( ) ;
changePaintMode ( ) ;
changeEraseMode ( ) ;
changeSampler ( ) ;
changeSteps ( ) ;
changeCfgScale ( ) ;
changeBatchCount ( ) ;
changeBatchSize ( ) ;
changeSnapMode ( ) ;
changeMaskBlur ( ) ;
document . getElementById ( "overlayCanvas" ) . onmousemove = mouseMove ;
document . getElementById ( "overlayCanvas" ) . onmousedown = mouseDown ;
document . getElementById ( "overlayCanvas" ) . onmouseup = mouseUp ;
document . getElementById ( "scaleFactor" ) . value = scaleFactor ;
}
function dream ( x , y , prompt ) {
tmpImgXYWH . x = x ;
tmpImgXYWH . y = y ;
tmpImgXYWH . w = prompt . width ;
tmpImgXYWH . h = prompt . height ;
console . log ( "dreaming to " + host + url + endpoint + ":\r\n" + JSON . stringify ( prompt ) ) ;
postData ( prompt )
. then ( ( data ) => {
returnedImages = data . images ;
totalImagesReturned = data . images . length ;
blockNewImages = true ;
//console.log(data); // JSON data parsed by `data.json()` call
imageAcceptReject ( x , y , data ) ;
} ) ;
}
async function postData ( promptData ) {
this . host = document . getElementById ( "host" ) . value ;
// Default options are marked with *
const response = await fetch ( this . host + this . url + this . endpoint , {
method : 'POST' , // *GET, POST, PUT, DELETE, etc.
mode : 'cors' , // no-cors, *cors, same-origin
cache : 'default' , // *default, no-cache, reload, force-cache, only-if-cached
credentials : 'same-origin' , // include, *same-origin, omit
headers : {
'Accept' : 'application/json' ,
'Content-Type' : 'application/json'
} ,
redirect : 'follow' , // manual, *follow, error
referrerPolicy : 'no-referrer' , // no-referrer, *no-referrer-when-downgrade, origin, origin-when-cross-origin, same-origin, strict-origin, strict-origin-when-cross-origin, unsafe-url
body : JSON . stringify ( promptData ) // body data type must match "Content-Type" header
} ) ;
return response . json ( ) ; // parses JSON response into native JavaScript objects
}
function imageAcceptReject ( x , y , data ) {
const img = new Image ( ) ;
img . onload = function ( ) {
tempCtx . drawImage ( img , x , y ) ; //imgCtx for actual image, tmp for... holding?
var div = document . createElement ( "div" ) ;
div . id = "veryTempDiv" ;
div . style . position = "absolute" ;
div . style . left = parseInt ( x ) + "px" ;
div . style . top = parseInt ( y + data . parameters . height ) + "px" ;
div . style . width = "150px" ;
div . style . height = "50px" ;
div . innerHTML = "<button onclick=\"prevImg(this)\"><</button><button onclick=\"nextImg(this)\">></button><span id=\"currentImgIndex\"></span> of <span id=\"totalImgIndex\"></span><button onclick=\"accept(this)\">Y</button><button onclick=\"reject(this)\">N</button>"
document . getElementById ( "tempDiv" ) . appendChild ( div ) ;
document . getElementById ( "currentImgIndex" ) . innerText = "1" ;
document . getElementById ( "totalImgIndex" ) . innerText = totalImagesReturned ;
}
// set the image displayed as the first regardless of batch size/count
imageIndex = 0 ;
// load the image data after defining the closure
img . src = "data:image/png;base64," + returnedImages [ imageIndex ] ; //TODO need way to dream batches and select from results
}
function accept ( evt ) {
// write image to imgcanvas
clearBackupMask ( ) ;
placeImage ( ) ;
removeChoiceButtons ( ) ;
clearTargetMask ( ) ;
blockNewImages = false ;
}
function reject ( evt ) {
// remove image entirely
restoreBackupMask ( ) ;
clearBackupMask ( ) ;
clearTargetMask ( ) ;
removeChoiceButtons ( ) ;
blockNewImages = false ;
}
function prevImg ( evt ) {
if ( imageIndex == 0 ) {
imageIndex = totalImagesReturned ;
}
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changeImg ( false ) ;
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}
function nextImg ( evt ) {
if ( imageIndex == ( totalImagesReturned - 1 ) ) {
imageIndex = - 1 ;
}
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changeImg ( true ) ;
}
function changeImg ( forward ) {
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const img = new Image ( ) ;
tempCtx . clearRect ( 0 , 0 , tempCtx . width , tempCtx . height ) ;
img . onload = function ( ) {
tempCtx . drawImage ( img , tmpImgXYWH . x , tmpImgXYWH . y ) ; //imgCtx for actual image, tmp for... holding?
}
var tmpIndex = document . getElementById ( "currentImgIndex" ) ;
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if ( forward ) {
imageIndex ++ ;
} else {
imageIndex -- ;
}
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tmpIndex . innerText = imageIndex + 1 ;
// load the image data after defining the closure
img . src = "data:image/png;base64," + returnedImages [ imageIndex ] ; //TODO need way to dream batches and select from results
}
function removeChoiceButtons ( evt ) {
const element = document . getElementById ( "veryTempDiv" ) ;
element . remove ( ) ;
tempCtx . clearRect ( 0 , 0 , tempCanvas . width , tempCanvas . height ) ;
}
function restoreBackupMask ( ) {
// reapply mask if exists
if ( backupMaskChunk != null && backupMaskX != null && backupMaskY != null ) {
// backup mask data exists
var iData = new ImageData ( backupMaskChunk . data , backupMaskChunk . height , backupMaskChunk . width ) ;
maskPaintCtx . putImageData ( iData , backupMaskX , backupMaskY ) ;
}
}
function clearBackupMask ( ) {
// clear backupmask
backupMaskChunk = null ;
backupMaskX = null ;
backupMaskY = null ;
}
function clearTargetMask ( ) {
tgtCtx . clearRect ( 0 , 0 , tgtCanvas . width , tgtCanvas . height ) ;
}
function placeImage ( ) {
const img = new Image ( ) ;
img . onload = function ( ) {
imgCtx . drawImage ( img , tmpImgXYWH . x , tmpImgXYWH . y ) ;
tmpImgXYWH = { } ;
returnedImages = null ;
}
// load the image data after defining the closure
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img . src = "data:image/png;base64," + returnedImages [ imageIndex ] ;
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}
function sleep ( ms ) {
// what was this even for, anyway?
return new Promise ( resolve => setTimeout ( resolve , ms ) ) ;
}
function snap ( i ) {
// very cheap test proof of concept but it works surprisingly well
var snapOffset = i % basePixelCount ;
if ( snapOffset == 0 ) {
return snapOffset ;
}
return - snapOffset ;
}
function mouseMove ( evt ) {
const rect = ovCanvas . getBoundingClientRect ( ) // not-quite pixel offset was driving me insane
const canvasOffsetX = rect . left ;
const canvasOffsetY = rect . top ;
mouseXInfo . innerText = mouseX = evt . clientX ;
mouseYInfo . innerText = mouseY = evt . clientY ;
canvasXInfo . innerText = canvasX = parseInt ( evt . clientX - rect . left ) ;
canvasYInfo . innerText = canvasY = parseInt ( evt . clientY - rect . top ) ;
snapXInfo . innerText = canvasX + snap ( canvasX ) ;
snapYInfo . innerText = canvasY + snap ( canvasY ) ;
ovCtx . clearRect ( 0 , 0 , ovCanvas . width , ovCanvas . height ) ; // clear out the previous mouse cursor
if ( ! paintMode ) {
// draw targeting square reticle thingy cursor
ovCtx . strokeStyle = "#00000077" ;
snapOffsetX = 0 ;
snapOffsetY = 0 ;
if ( snapToGrid ) {
snapOffsetX = snap ( canvasX ) ;
snapOffsetY = snap ( canvasY ) ;
}
finalX = snapOffsetX + canvasX ;
finalY = snapOffsetY + canvasY ;
ovCtx . strokeRect ( parseInt ( finalX - ( ( basePixelCount * scaleFactor ) / 2 ) ) , parseInt ( finalY - ( ( basePixelCount * scaleFactor ) / 2 ) ) , basePixelCount * scaleFactor , basePixelCount * scaleFactor ) ; //origin is middle of the frame
} else {
// draw big translucent red blob cursor
ovCtx . beginPath ( ) ;
ovCtx . arc ( canvasX , canvasY , 4 * scaleFactor , 0 , 2 * Math . PI , true ) ; // for some reason 4x on an arc is === to 8x on a line???
ovCtx . fillStyle = "#FF6A6A50" ;
ovCtx . fill ( ) ;
// in case i'm trying to draw
mouseX = parseInt ( evt . clientX - canvasOffsetX ) ;
mouseY = parseInt ( evt . clientY - canvasOffsetY ) ;
if ( clicked ) {
// i'm trying to draw, please draw :(
if ( eraseMode ) {
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// THIS IS SOOOO BROKEN AND I DON'T UNDERSTAND WHY BECAUSE I AM THE BIG DUMB
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maskPaintCtx . globalCompositeOperation = 'destination-out' ;
// maskPaintCtx.strokeStyle = "#FFFFFF00";
} else {
maskPaintCtx . globalCompositeOperation = 'source-over' ;
maskPaintCtx . strokeStyle = "#FF6A6A10" ;
}
maskPaintCtx . lineWidth = 8 * scaleFactor ;
maskPaintCtx . beginPath ( ) ;
maskPaintCtx . moveTo ( prevMouseX , prevMouseY ) ;
maskPaintCtx . lineTo ( mouseX , mouseY ) ;
maskPaintCtx . lineJoin = maskPaintCtx . lineCap = 'round' ;
maskPaintCtx . stroke ( ) ;
}
prevMouseX = mouseX ;
prevMouseY = mouseY ;
}
}
function mouseDown ( evt ) {
if ( paintMode ) {
const rect = ovCanvas . getBoundingClientRect ( ) // not-quite pixel offset was driving me insane
const canvasOffsetX = rect . left ;
const canvasOffsetY = rect . top ;
prevMouseX = mouseX = evt . clientX - canvasOffsetX ;
prevMouseY = mouseY = evt . clientY - canvasOffsetY ;
clicked = true ;
} else {
const rect = ovCanvas . getBoundingClientRect ( )
var nextBox = { } ;
nextBox . x = evt . clientX - ( ( basePixelCount * scaleFactor ) / 2 ) - rect . left ; //origin is middle of the frame
nextBox . y = evt . clientY - ( ( basePixelCount * scaleFactor ) / 2 ) - rect . top ; //TODO make a way to set the origin to numpad dirs?
nextBox . w = basePixelCount * scaleFactor ;
nextBox . h = basePixelCount * scaleFactor ;
drawTargets . push ( nextBox ) ;
}
}
function mouseUp ( evt ) {
if ( paintMode ) {
clicked = false ;
return ;
} else {
if ( ! blockNewImages ) {
//TODO seriously, refactor this
blockNewImages = true ;
clearTargetMask ( ) ;
tgtCtx . strokeStyle = "#55000077" ;
var drawIt = { } ; //why am i doing this????
var target = drawTargets [ drawTargets . length - 1 ] ; //get the last one... why am i storing all of them?
snapOffsetX = 0 ;
snapOffsetY = 0 ;
if ( snapToGrid ) {
snapOffsetX = snap ( target . x ) ;
snapOffsetY = snap ( target . y ) ;
}
finalX = snapOffsetX + target . x ;
finalY = snapOffsetY + target . y ;
drawThis . x = finalX ;
drawThis . y = finalY ;
drawThis . w = target . w ;
drawThis . h = target . h ;
tgtCtx . strokeRect ( finalX , finalY , target . w , target . h ) ;
drawIt = drawThis ; //TODO this is WRONG but also explicitly only draws the last image ... i think
//check if there's image data already there
// console.log(downX + ":" + downY + " :: " + this.isCanvasBlank(downX, downY));
if ( ! isCanvasBlank ( drawIt . x , drawIt . y , drawIt . w , drawIt . h , imgCanvas ) ) {
// img2img
var ctx = document . getElementById ( "canvas" ) . getContext ( "2d" ) ;
const imgChunk = ctx . getImageData ( drawIt . x , drawIt . y , drawIt . w , drawIt . h ) ;
const imgChunkData = imgChunk . data ;
var canvas2 = document . getElementById ( "maskCanvas" ) ;
var ctx2 = canvas2 . getContext ( "2d" ) ;
var canvas3 = document . getElementById ( "initImgCanvas" ) ;
var ctx3 = canvas3 . getContext ( "2d" ) ;
// get blank pixels to use as mask
const maskImgData = ctx2 . createImageData ( drawIt . w , drawIt . h ) ;
const initImgData = ctx2 . createImageData ( drawIt . w , drawIt . h ) ;
for ( let i = 0 ; i < imgChunkData . length ; i += 4 ) {
// l->r, top->bottom, R G B A pixel values in a big ol array
// make a simple mask
if ( imgChunkData [ i + 3 ] == 0 ) { // rgba pixel values, 4th one is alpha, if it's 0 there's "nothing there" in the image display canvas and its time to outpaint
maskImgData . data [ i ] = 255 ; // white mask gets painted over
maskImgData . data [ i + 1 ] = 255 ;
maskImgData . data [ i + 2 ] = 255 ;
maskImgData . data [ i + 3 ] = 255 ;
initImgData . data [ i ] = 0 ; // null area on initial image becomes opaque black pixels
initImgData . data [ i + 1 ] = 0 ;
initImgData . data [ i + 2 ] = 0 ;
initImgData . data [ i + 3 ] = 255 ;
} else { // leave these pixels alone
maskImgData . data [ i ] = 0 ; // black mask gets ignored for in/outpainting
maskImgData . data [ i + 1 ] = 0 ;
maskImgData . data [ i + 2 ] = 0 ;
maskImgData . data [ i + 3 ] = 255 ; // but it still needs an opaque alpha channel
initImgData . data [ i ] = imgChunkData [ i ] ; // put the original picture back in the painted area
initImgData . data [ i + 1 ] = imgChunkData [ i + 1 ] ;
initImgData . data [ i + 2 ] = imgChunkData [ i + 2 ] ;
initImgData . data [ i + 3 ] = imgChunkData [ i + 3 ] ; //it's still RGBA so we can handily do this in nice chunks'o'4
}
}
// also check for painted masks in region, add them as white pixels to mask canvas
const maskChunk = maskPaintCtx . getImageData ( drawIt . x , drawIt . y , drawIt . w , drawIt . h ) ;
const maskChunkData = maskChunk . data ;
for ( let i = 0 ; i < maskChunkData . length ; i += 4 ) {
if ( maskChunkData [ i + 3 ] != 0 ) {
maskImgData . data [ i ] = 255 ;
maskImgData . data [ i + 1 ] = 255 ;
maskImgData . data [ i + 2 ] = 255 ;
maskImgData . data [ i + 3 ] = 255 ;
}
}
// backup any painted masks ingested then them, replacable if user doesn't like resultant image
var clearArea = maskPaintCtx . createImageData ( drawIt . w , drawIt . h ) ;
backupMaskChunk = maskChunk ;
backupMaskX = drawIt . x ;
backupMaskY = drawIt . y ;
var clearD = clearArea . data ;
for ( let i = 0 ; i < clearD . length ; i ++ ) {
clearD [ i ] = 0 ; // just null it all out
}
maskPaintCtx . putImageData ( clearArea , drawIt . x , drawIt . y ) ;
// mask monitors
ctx2 . putImageData ( maskImgData , 0 , 0 ) ;
var maskBase64 = canvas2 . toDataURL ( ) ;
ctx3 . putImageData ( initImgData , 0 , 0 ) ;
var initImgBase64 = canvas3 . toDataURL ( ) ;
// img2img
endpoint = "img2img" ;
stableDiffusionData . mask = maskBase64 ;
stableDiffusionData . init _images = [ initImgBase64 ] ;
// slightly more involved than txt2img
} else {
// txt2img
endpoint = "txt2img" ;
// easy enough
}
stableDiffusionData . prompt = document . getElementById ( "prompt" ) . value ;
stableDiffusionData . negative _prompt = document . getElementById ( "negPrompt" ) . value ;
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// stableDiffusionData.sampler_index = sampler;
// stableDiffusionData.steps = steps;
// stableDiffusionData.cfg_scale = cfgScale;
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stableDiffusionData . width = drawIt . w ;
stableDiffusionData . height = drawIt . h ;
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// stableDiffusionData.batch_size = batchSize;
// stableDiffusionData.n_iter = batchCount;
// stableDiffusionData.mask_blur = maskBlur;
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dream ( drawIt . x , drawIt . y , stableDiffusionData ) ;
}
}
}
function changeScaleFactor ( ) {
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document . getElementById ( "scaleFactorTxt" ) . innerText = scaleFactor = document . getElementById ( "scaleFactor" ) . value ;
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}
function changeSteps ( ) {
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document . getElementById ( "stepsTxt" ) . innerText = stableDiffusionData . steps = document . getElementById ( "steps" ) . value ;
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}
function changePaintMode ( ) {
paintMode = document . getElementById ( "cbxPaint" ) . checked ;
clearTargetMask ( ) ;
ovCtx . clearRect ( 0 , 0 , ovCanvas . width , ovCanvas . height ) ;
}
function changeEraseMode ( ) {
eraseMode = document . getElementById ( "cbxErase" ) . checked ;
clearTargetMask ( ) ;
ovCtx . clearRect ( 0 , 0 , ovCanvas . width , ovCanvas . height ) ;
}
function changeSampler ( ) {
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stableDiffusionData . sampler _index = document . getElementById ( "samplerSelect" ) . value ;
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}
function changeCfgScale ( ) {
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document . getElementById ( "cfgScaleTxt" ) . innerText = stableDiffusionData . cfg _scale = document . getElementById ( "cfgScale" ) . value ;
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}
function changeBatchSize ( ) {
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document . getElementById ( "batchSizeText" ) . innerText = stableDiffusionData . batch _size = document . getElementById ( "batchSize" ) . value ;
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}
function changeBatchCount ( ) {
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document . getElementById ( "batchCountText" ) . innerText = stableDiffusionData . n _iter = document . getElementById ( "batchCount" ) . value ;
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}
function changeSnapMode ( ) {
snapToGrid = document . getElementById ( "cbxSnap" ) . checked ;
}
function changeMaskBlur ( ) {
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stableDiffusionData . mask _blur = document . getElementById ( "maskBlur" ) . value ;
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}
function isCanvasBlank ( x , y , w , h , specifiedCanvas ) {
var canvas = document . getElementById ( specifiedCanvas . id ) ;
return ! canvas . getContext ( '2d' )
. getImageData ( x , y , w , h ) . data
. some ( channel => channel !== 0 ) ;
}
function drawBackground ( ) {
bgCtx . lineWidth = 1 ;
bgCtx . strokeStyle = '#999' ;
var gridbox = bgCanvas . getBoundingClientRect ( ) ;
for ( var i = 0 ; i < gridbox . width ; i += 64 ) {
bgCtx . moveTo ( i , 0 ) ;
bgCtx . lineTo ( i , bgCanvas . height ) ;
bgCtx . stroke ( ) ;
}
for ( var i = 0 ; i < gridbox . height ; i += 64 ) {
bgCtx . moveTo ( 0 , i ) ;
bgCtx . lineTo ( gridbox . width , i ) ;
bgCtx . stroke ( ) ;
}
}
function downloadImage ( ) {
var link = document . createElement ( 'a' ) ;
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link . download = new Date ( ) . toISOString ( ) . slice ( 0 , 19 ) . replace ( 'T' , ' ' ) . replace ( ':' , ' ' ) + ' openOutpaint image.png' ;
croppedCanvas = cropCanvas ( imgCanvas ) ;
if ( croppedCanvas != null ) {
link . href = croppedCanvas . toDataURL ( 'image/png' ) ;
link . click ( ) ;
}
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}
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function cropCanvas ( sourceCanvas ) {
var w = sourceCanvas . width ;
var h = sourceCanvas . height ;
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var pix = { x : [ ] , y : [ ] } ;
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var imageData = sourceCanvas . getContext ( '2d' ) . getImageData ( 0 , 0 , w , h ) ;
var x , y , index ;
for ( y = 0 ; y < h ; y ++ ) {
for ( x = 0 ; x < w ; x ++ ) {
index = ( y * w + x ) * 4 ;
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if ( imageData . data [ index + 3 ] > 0 ) {
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pix . x . push ( x ) ;
pix . y . push ( y ) ;
}
}
}
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pix . x . sort ( function ( a , b ) { return a - b } ) ;
pix . y . sort ( function ( a , b ) { return a - b } ) ;
var n = pix . x . length - 1 ;
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w = pix . x [ n ] - pix . x [ 0 ] ;
h = pix . y [ n ] - pix . y [ 0 ] ;
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try {
var cut = sourceCanvas . getContext ( '2d' ) . getImageData ( pix . x [ 0 ] , pix . y [ 0 ] , w , h ) ;
var cutCanvas = document . createElement ( 'canvas' ) ;
cutCanvas . width = w ;
cutCanvas . height = h ;
cutCanvas . getContext ( '2d' ) . putImageData ( cut , 0 , 0 ) ;
} catch ( ex ) {
// probably empty image
//TODO confirm edge cases?
cutCanvas = null ;
}
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return cutCanvas ;
}