openOutpaint/js/index.js

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JavaScript
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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;
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var stableDiffusionData = {
//includes img2img data but works for txt2img just fine
prompt: "",
negative_prompt: "",
seed: -1,
cfg_scale: null,
sampler_index: "DDIM",
steps: null,
denoising_strength: 1,
mask_blur: 0,
batch_size: null,
width: 512,
height: 512,
n_iter: null, // batch count
mask: "",
init_images: [],
inpaint_full_res: false,
inpainting_fill: 2,
enable_hr: false,
firstphase_width: 0,
firstphase_height: 0,
// 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 // ??????
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};
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/**
* Some Utility Functions
*/
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function sliderChangeHandlerFactory(
sliderId,
textBoxId,
dataKey,
defaultV,
setter = (k, v) => (stableDiffusionData[k] = v),
getter = (k) => stableDiffusionData[k]
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) {
const sliderEl = document.getElementById(sliderId);
const textBoxEl = document.getElementById(textBoxId);
const savedValue = localStorage.getItem(dataKey);
if (savedValue) setter(dataKey, savedValue || defaultV);
function changeHandler(evn) {
const eventSource = evn && evn.srcElement;
const value = eventSource && Number(eventSource.value);
if (value) setter(dataKey, value);
if (!eventSource || eventSource.id === textBoxId)
sliderEl.value = getter(dataKey);
setter(dataKey, Number(sliderEl.value));
textBoxEl.value = getter(dataKey);
localStorage.setItem(dataKey, getter(dataKey));
}
textBoxEl.onchange = changeHandler;
sliderEl.oninput = changeHandler;
return changeHandler;
}
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// stuff things use
var blockNewImages = false;
var returnedImages;
var imageIndex = 0;
var tmpImgXYWH = {};
var host = "";
var url = "/sdapi/v1/";
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var endpoint = "txt2img";
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var frameX = 512;
var frameY = 512;
var prevMouseX = 0;
var prevMouseY = 0;
var mouseX = 0;
var mouseY = 0;
var canvasX = 0;
var canvasY = 0;
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var heldButton = 0;
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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;
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 overMaskPx = 16;
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var drawTargets = []; // is this needed? i only draw the last one anyway...
var dropTargets = []; // uhhh yeah similar to the above but for arbitrary dropped images
var arbitraryImage;
var arbitraryImageData;
var arbitraryImageBitmap;
var arbitraryImageBase64; // seriously js cmon work with me here
var placingArbitraryImage = false; // for when the user has loaded an existing image from their computer
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var enableErasing = false; // accidental right-click erase if the user isn't trying to erase is a bad thing
var marchOffset = 0;
var marching = false;
var marchCoords = {};
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// 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");
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let heldButtonInfo = document.getElementById("heldButton");
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// 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");
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const maskPaintCanvas = document.getElementById("maskPaintCanvas"); // where masking brush gets painted
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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() {
checkIfWebuiIsRunning();
loadSettings();
drawBackground();
changeScaleFactor();
changePaintMode();
changeSampler();
changeSteps();
changeCfgScale();
changeBatchCount();
changeBatchSize();
changeSnapMode();
changeMaskBlur();
changeSeed();
changeOverMaskPx();
changeHiResFix();
changeEnableErasing();
document.getElementById("overlayCanvas").onmousemove = mouseMove;
document.getElementById("overlayCanvas").onmousedown = mouseDown;
document.getElementById("overlayCanvas").onmouseup = mouseUp;
document.getElementById("scaleFactor").value = scaleFactor;
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}
function drop(imageParams) {
const img = new Image();
img.onload = function () {
writeArbitraryImage(img, imageParams.x, imageParams.y);
};
img.src = arbitraryImageBase64;
}
function writeArbitraryImage(img, x, y) {
commands.runCommand("drawImage", {
x,
y,
image: img,
});
blockNewImages = false;
placingArbitraryImage = false;
document.getElementById("preloadImage").files = null;
}
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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);
});
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}
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
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}
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 = "200px";
div.style.height = "70px";
div.innerHTML =
'<button onclick="prevImg(this)">&lt;</button><button onclick="nextImg(this)">&gt;</button><span class="strokeText" id="currentImgIndex"></span><span class="strokeText"> of </span><span class="strokeText" 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];
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}
function accept(evt) {
// write image to imgcanvas
marching = false;
clearBackupMask();
placeImage();
removeChoiceButtons();
clearTargetMask();
blockNewImages = false;
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}
function reject(evt) {
// remove image entirely
marching = false;
restoreBackupMask();
clearBackupMask();
clearTargetMask();
removeChoiceButtons();
blockNewImages = false;
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}
function newImage(evt) {
clearPaintedMask();
clearBackupMask();
clearTargetMask();
clearImgMask();
}
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function prevImg(evt) {
if (imageIndex == 0) {
imageIndex = totalImagesReturned;
}
changeImg(false);
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}
function nextImg(evt) {
if (imageIndex == totalImagesReturned - 1) {
imageIndex = -1;
}
changeImg(true);
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}
function changeImg(forward) {
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");
if (forward) {
imageIndex++;
} else {
imageIndex--;
}
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
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}
function removeChoiceButtons(evt) {
const element = document.getElementById("veryTempDiv");
element.remove();
tempCtx.clearRect(0, 0, tempCanvas.width, tempCanvas.height);
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}
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);
}
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}
function clearBackupMask() {
// clear backupmask
backupMaskChunk = null;
backupMaskX = null;
backupMaskY = null;
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}
function clearTargetMask() {
tgtCtx.clearRect(0, 0, tgtCanvas.width, tgtCanvas.height);
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}
function clearImgMask() {
imgCtx.clearRect(0, 0, imgCanvas.width, imgCanvas.height);
}
function clearPaintedMask() {
maskPaintCtx.clearRect(0, 0, maskPaintCanvas.width, maskPaintCanvas.height);
}
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function placeImage() {
const img = new Image();
img.onload = function () {
commands.runCommand("drawImage", {
x: tmpImgXYWH.x,
y: tmpImgXYWH.y,
image: img,
});
tmpImgXYWH = {};
returnedImages = null;
};
// load the image data after defining the closure
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));
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}
function snap(i, scaled = true) {
// very cheap test proof of concept but it works surprisingly well
var scaleOffset = 0;
if (scaled) {
if (scaleFactor % 2 != 0) {
// odd number, snaps to center of cell, oops
scaleOffset = basePixelCount / 2;
}
}
var snapOffset = (i % basePixelCount) - scaleOffset;
if (snapOffset == 0) {
return snapOffset;
}
return -snapOffset;
}
function march() {
if (marching) {
marchOffset++;
if (marchOffset > 16) {
marchOffset = 0;
}
drawMarchingAnts();
setTimeout(march, 20);
}
}
function drawMarchingAnts() {
clearTargetMask();
tgtCtx.strokeStyle = "#FFFFFFFF"; //"#55000077";
tgtCtx.setLineDash([4, 2]);
tgtCtx.lineDashOffset = -marchOffset;
tgtCtx.strokeRect(marchCoords.x, marchCoords.y, marchCoords.w, marchCoords.h);
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}
function mouseMove(evt) {
const rect = ovCanvas.getBoundingClientRect(); // not-quite pixel offset was driving me insane
const canvasOffsetX = rect.left;
const canvasOffsetY = rect.top;
heldButton = evt.buttons;
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);
heldButtonInfo.innerText = heldButton;
ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height); // clear out the previous mouse cursor
if (placingArbitraryImage) {
// ugh refactor so this isn't duplicated between arbitrary image and dream reticle modes
snapOffsetX = 0;
snapOffsetY = 0;
if (snapToGrid) {
snapOffsetX = snap(canvasX, false);
snapOffsetY = snap(canvasY, false);
}
finalX = snapOffsetX + canvasX;
finalY = snapOffsetY + canvasY;
ovCtx.drawImage(arbitraryImage, finalX, finalY);
} else if (!paintMode) {
// draw targeting square reticle thingy cursor
ovCtx.strokeStyle = "#FFFFFF";
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
}
}
/**
* Mask implementation
*/
mouse.listen.canvas.onmousemove.on((evn) => {
if (paintMode && evn.target.id === "overlayCanvas") {
// draw big translucent red blob cursor
ovCtx.beginPath();
ovCtx.arc(evn.x, evn.y, 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();
}
});
mouse.listen.canvas.left.onpaint.on((evn) => {
if (paintMode && evn.initialTarget.id === "overlayCanvas") {
maskPaintCtx.globalCompositeOperation = "source-over";
maskPaintCtx.strokeStyle = "#FF6A6A";
maskPaintCtx.lineWidth = 8 * scaleFactor;
maskPaintCtx.beginPath();
maskPaintCtx.moveTo(evn.px, evn.py);
maskPaintCtx.lineTo(evn.x, evn.y);
maskPaintCtx.lineJoin = maskPaintCtx.lineCap = "round";
maskPaintCtx.stroke();
}
});
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mouse.listen.canvas.right.onpaint.on((evn) => {
if (paintMode && evn.initialTarget.id === "overlayCanvas") {
maskPaintCtx.globalCompositeOperation = "destination-out";
maskPaintCtx.strokeStyle = "#FFFFFFFF";
maskPaintCtx.lineWidth = 8 * scaleFactor;
maskPaintCtx.beginPath();
maskPaintCtx.moveTo(evn.px, evn.py);
maskPaintCtx.lineTo(evn.x, evn.y);
maskPaintCtx.lineJoin = maskPaintCtx.lineCap = "round";
maskPaintCtx.stroke();
}
});
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function mouseDown(evt) {
const rect = ovCanvas.getBoundingClientRect();
var oddOffset = 0;
if (scaleFactor % 2 != 0) {
oddOffset = basePixelCount / 2;
}
if (evt.button == 0) {
// left click
if (placingArbitraryImage) {
var nextBox = {};
nextBox.x = evt.offsetX;
nextBox.y = evt.offsetY;
nextBox.w = arbitraryImageData.width;
nextBox.h = arbitraryImageData.height;
dropTargets.push(nextBox);
} else if (!paintMode) {
//const rect = ovCanvas.getBoundingClientRect()
var nextBox = {};
nextBox.x =
evt.clientX -
(basePixelCount * scaleFactor) / 2 -
rect.left +
oddOffset; //origin is middle of the frame
nextBox.y =
evt.clientY - (basePixelCount * scaleFactor) / 2 - rect.top + oddOffset; //TODO make a way to set the origin to numpad dirs?
nextBox.w = basePixelCount * scaleFactor;
nextBox.h = basePixelCount * scaleFactor;
drawTargets.push(nextBox);
}
} else if (evt.button == 2) {
if (enableErasing && !paintMode) {
// right click, also gotta make sure mask blob isn't being used as it's visually inconsistent with behavior of erased region
ctx = imgCanvas.getContext("2d");
if (snapToGrid) {
ctx.clearRect(
canvasX + snap(canvasX) - (basePixelCount * scaleFactor) / 2,
canvasY + snap(canvasY) - (basePixelCount * scaleFactor) / 2,
basePixelCount * scaleFactor,
basePixelCount * scaleFactor
);
} else {
ctx.clearRect(
canvasX - (basePixelCount * scaleFactor) / 2,
canvasY - (basePixelCount * scaleFactor) / 2,
basePixelCount * scaleFactor,
basePixelCount * scaleFactor
);
}
}
}
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}
function mouseUp(evt) {
if (evt.button == 0) {
// left click
if (placingArbitraryImage) {
// jeez i REALLY need to refactor tons of this to not be duplicated all over, that's definitely my next chore after figuring out that razza frazza overmask fade
var target = dropTargets[dropTargets.length - 1]; //get the last one... why am i storing all of them?
snapOffsetX = 0;
snapOffsetY = 0;
if (snapToGrid) {
snapOffsetX = snap(target.x, false);
snapOffsetY = snap(target.y, false);
}
finalX = snapOffsetX + target.x;
finalY = snapOffsetY + target.y;
drawThis.x = finalX;
drawThis.y = finalY;
drawThis.w = target.w;
drawThis.h = target.h;
drawIt = drawThis; // i still think this is really stupid and redundant and unnecessary and redundant
drop(drawIt);
} else if (paintMode) {
clicked = false;
return;
} else {
if (!blockNewImages) {
//TODO seriously, refactor this
blockNewImages = true;
marching = true;
var drawIt = {}; //why am i doing this????
var target = drawTargets[drawTargets.length - 1]; //get the last one... why am i storing all of them?
var oddOffset = 0;
if (scaleFactor % 2 != 0) {
oddOffset = basePixelCount / 2;
}
snapOffsetX = 0;
snapOffsetY = 0;
if (snapToGrid) {
snapOffsetX = snap(target.x);
snapOffsetY = snap(target.y);
}
finalX = snapOffsetX + target.x - oddOffset;
finalY = snapOffsetY + target.y - oddOffset;
drawThis.x = marchCoords.x = finalX;
drawThis.y = marchCoords.y = finalY;
drawThis.w = marchCoords.w = target.w;
drawThis.h = marchCoords.h = target.h;
march(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)) {
// image exists, set up for img2img
var mainCanvasCtx = document
.getElementById("canvas")
.getContext("2d");
const imgChunk = mainCanvasCtx.getImageData(
drawIt.x,
drawIt.y,
drawIt.w,
drawIt.h
); // imagedata object of the image being outpainted
const imgChunkData = imgChunk.data; // imagedata.data object, a big inconvenient uint8clampedarray
// these are the 3 mask monitors on the bottom of the page
var initImgCanvas = document.getElementById("initImgCanvasMonitor");
var overMaskCanvas = document.getElementById("overMaskCanvasMonitor");
overMaskCanvas.width = initImgCanvas.width = target.w; //maskCanvas.width = target.w;
overMaskCanvas.height = initImgCanvas.height = target.h; //maskCanvas.height = target.h;
var initImgCanvasCtx = initImgCanvas.getContext("2d");
var overMaskCanvasCtx = overMaskCanvas.getContext("2d");
// get blank pixels to use as mask
const initImgData = mainCanvasCtx.createImageData(drawIt.w, drawIt.h);
let overMaskImgData = overMaskCanvasCtx.createImageData(
drawIt.w,
drawIt.h
);
// cover entire masks in black before adding masked areas
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
overMaskImgData.data[i] = 255; // white mask gets painted over
overMaskImgData.data[i + 1] = 255;
overMaskImgData.data[i + 2] = 255;
overMaskImgData.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
overMaskImgData.data[i] = 0; // black mask gets ignored for in/outpainting
overMaskImgData.data[i + 1] = 0;
overMaskImgData.data[i + 2] = 0;
overMaskImgData.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
}
}
if (overMaskPx > 0) {
// https://stackoverflow.com/a/30204783 ???? !!!!!!!!
overMaskCanvasCtx.fillStyle = "black";
overMaskCanvasCtx.fillRect(0, 0, drawIt.w, drawIt.h); // fill with black instead of null to start
for (i = 0; i < overMaskImgData.data.length; i += 4) {
if (overMaskImgData.data[i] == 255) {
// white pixel?
// just blotch all over the thing
var rando = Math.floor(Math.random() * overMaskPx);
overMaskCanvasCtx.beginPath();
overMaskCanvasCtx.arc(
(i / 4) % overMaskCanvas.width,
Math.floor(i / 4 / overMaskCanvas.width),
scaleFactor + rando, // was 4 * sf + rando, too big
0,
2 * Math.PI,
true
);
overMaskCanvasCtx.fillStyle = "#FFFFFFFF";
overMaskCanvasCtx.fill();
}
}
overMaskImgData = overMaskCanvasCtx.getImageData(
0,
0,
overMaskCanvas.width,
overMaskCanvas.height
);
overMaskCanvasCtx.putImageData(overMaskImgData, 0, 0);
}
// 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) {
overMaskImgData.data[i] = 255;
overMaskImgData.data[i + 1] = 255;
overMaskImgData.data[i + 2] = 255;
overMaskImgData.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
overMaskCanvasCtx.putImageData(overMaskImgData, 0, 0); // :pray:
var overMaskBase64 = overMaskCanvas.toDataURL();
initImgCanvasCtx.putImageData(initImgData, 0, 0);
var initImgBase64 = initImgCanvas.toDataURL();
// anyway all that to say NOW let's run img2img
endpoint = "img2img";
stableDiffusionData.mask = overMaskBase64;
stableDiffusionData.init_images = [initImgBase64];
// slightly more involved than txt2img
} else {
// time to run txt2img
endpoint = "txt2img";
// easy enough
}
stableDiffusionData.prompt = document.getElementById("prompt").value;
stableDiffusionData.negative_prompt =
document.getElementById("negPrompt").value;
stableDiffusionData.width = drawIt.w;
stableDiffusionData.height = drawIt.h;
stableDiffusionData.firstphase_height = drawIt.h / 2;
stableDiffusionData.firstphase_width = drawIt.w / 2;
dream(drawIt.x, drawIt.y, stableDiffusionData);
}
}
}
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}
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function changePaintMode() {
paintMode = document.getElementById("cbxPaint").checked;
clearTargetMask();
ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height);
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}
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function changeEnableErasing() {
// yeah because this is for the image layer
enableErasing = document.getElementById("cbxEnableErasing").checked;
localStorage.setItem("enable_erase", enableErasing);
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}
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function changeSampler() {
stableDiffusionData.sampler_index =
document.getElementById("samplerSelect").value;
localStorage.setItem("sampler", stableDiffusionData.sampler_index);
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}
const changeCfgScale = sliderChangeHandlerFactory(
"cfgScale",
"cfgScaleTxt",
"cfg_scale",
7.0
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);
const changeBatchSize = sliderChangeHandlerFactory(
"batchSize",
"batchSizeText",
"batch_size",
2
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);
const changeBatchCount = sliderChangeHandlerFactory(
"batchCount",
"batchCountText",
"n_iter",
2
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);
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const changeScaleFactor = sliderChangeHandlerFactory(
"scaleFactor",
"scaleFactorTxt",
"scaleFactor",
8,
(k, v) => (scaleFactor = v),
(k) => scaleFactor
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);
const changeSteps = sliderChangeHandlerFactory(
"steps",
"stepsTxt",
"steps",
30
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);
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function changeSnapMode() {
snapToGrid = document.getElementById("cbxSnap").checked;
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}
function changeMaskBlur() {
stableDiffusionData.mask_blur = document.getElementById("maskBlur").value;
localStorage.setItem("mask_blur", stableDiffusionData.mask_blur);
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}
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function changeSeed() {
stableDiffusionData.seed = document.getElementById("seed").value;
localStorage.setItem("seed", stableDiffusionData.seed);
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}
function changeOverMaskPx() {
overMaskPx = document.getElementById("overMaskPx").value;
localStorage.setItem("overmask_px", overMaskPx);
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}
function changeHiResFix() {
stableDiffusionData.enable_hr = Boolean(
document.getElementById("cbxHRFix").checked
);
localStorage.setItem("enable_hr", stableDiffusionData.enable_hr);
}
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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);
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}
function drawBackground() {
// Checkerboard
let darkTileColor = "#333";
let lightTileColor = "#555";
for (var x = 0; x < bgCanvas.width; x += 64) {
for (var y = 0; y < bgCanvas.height; y += 64) {
bgCtx.fillStyle = (x + y) % 128 === 0 ? lightTileColor : darkTileColor;
bgCtx.fillRect(x, y, 64, 64);
}
}
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}
function preloadImage() {
// possible firefox-only bug?
// attempt to prevent requesting a dream if double-clicking a selected image
document.getElementById("overlayCanvas").onmousemove = null;
document.getElementById("overlayCanvas").onmousedown = null;
document.getElementById("overlayCanvas").onmouseup = null;
var file = document.getElementById("preloadImage").files[0];
var reader = new FileReader();
reader.onload = function (evt) {
var imgCanvas = document.createElement("canvas");
var imgCtx = imgCanvas.getContext("2d");
arbitraryImage = new Image();
arbitraryImage.onload = function () {
blockNewImages = true;
// now put it into imagedata for canvas fun
imgCanvas.width = arbitraryImage.width;
imgCanvas.height = arbitraryImage.height;
imgCtx.drawImage(arbitraryImage, 0, 0);
arbitraryImageData = imgCtx.getImageData(
0,
0,
arbitraryImage.width,
arbitraryImage.height
); // can't use that to drawImage on a canvas...
arbitraryImageBitmap = createImageBitmap(arbitraryImageData); // apparently that either... maybe just the raw image?
arbitraryImageBase64 = imgCanvas.toDataURL();
placingArbitraryImage = true;
document.getElementById("overlayCanvas").onmousemove = mouseMove;
document.getElementById("overlayCanvas").onmousedown = mouseDown;
document.getElementById("overlayCanvas").onmouseup = mouseUp;
};
arbitraryImage.src = evt.target.result;
};
reader.readAsDataURL(file);
}
function downloadCanvas() {
var link = document.createElement("a");
link.download =
new Date().toISOString().slice(0, 19).replace("T", " ").replace(":", " ") +
" openOutpaint image.png";
var 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;
var pix = {x: [], y: []};
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++) {
// lol i need to learn what this part does
index = (y * w + x) * 4; // OHHH OK this is setting the imagedata.data uint8clampeddataarray index for the specified x/y coords
//this part i get, this is checking that 4th RGBA byte for opacity
if (imageData.data[index + 3] > 0) {
pix.x.push(x);
pix.y.push(y);
}
}
}
// ...need to learn what this part does too :badpokerface:
// is this just determining the boundaries of non-transparent pixel data?
pix.x.sort(function (a, b) {
return a - b;
});
pix.y.sort(function (a, b) {
return a - b;
});
var n = pix.x.length - 1;
w = pix.x[n] - pix.x[0];
h = pix.y[n] - pix.y[0];
// yup sure looks like it
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;
}
return cutCanvas;
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}
function checkIfWebuiIsRunning() {
var url = document.getElementById("host").value + "/startup-events";
fetch(url)
.then((response) => {
if (response.status == 200) {
console.log("webui is running");
}
})
.catch((error) => {
alert(
"WebUI doesnt seem to be running, please start it and try again\nCheck console for additional info\n" +
error
);
});
}
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function loadSettings() {
// set default values if not set
var _sampler =
localStorage.getItem("sampler") == null
? "DDIM"
: localStorage.getItem("sampler");
var _mask_blur =
localStorage.getItem("mask_blur") == null
? 0
: localStorage.getItem("mask_blur");
var _seed =
localStorage.getItem("seed") == null ? -1 : localStorage.getItem("seed");
var _enable_hr = Boolean(
localStorage.getItem("enable_hr") == (null || "false")
? false
: localStorage.getItem("enable_hr")
);
var _enable_erase = Boolean(
localStorage.getItem("enable_erase") == (null || "false")
? false
: localStorage.getItem("enable_erase")
);
var _overmask_px =
localStorage.getItem("overmask_px") == null
? 0
: localStorage.getItem("overmask_px");
// set the values into the UI
document.getElementById("samplerSelect").value = String(_sampler);
document.getElementById("maskBlur").value = Number(_mask_blur);
document.getElementById("seed").value = Number(_seed);
document.getElementById("cbxHRFix").checked = Boolean(_enable_hr);
document.getElementById("cbxEnableErasing").checked = Boolean(_enable_erase);
document.getElementById("overMaskPx").value = Number(_overmask_px);
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}