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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 ,
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cfg _scale : null ,
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sampler _index : "DDIM" ,
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steps : null ,
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denoising _strength : 1 ,
mask _blur : 0 ,
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batch _size : null ,
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width : 512 ,
height : 512 ,
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n _iter : null , // batch count
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mask : "" ,
init _images : [ ] ,
inpaint _full _res : false ,
inpainting _fill : 2 ,
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enable _hr : false ,
firstphase _width : 0 ,
firstphase _height : 0 ,
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// 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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/ * *
* 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 ) ;
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if ( savedValue ) setter ( dataKey , savedValue || defaultV ) ;
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function changeHandler ( evn ) {
const eventSource = evn && evn . srcElement ;
const value = eventSource && Number ( eventSource . value ) ;
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if ( value ) setter ( dataKey , value ) ;
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if ( ! eventSource || eventSource . id === textBoxId ) sliderEl . value = getter ( dataKey ) ;
setter ( dataKey , Number ( sliderEl . value ) )
textBoxEl . value = getter ( dataKey ) ;
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localStorage . setItem ( dataKey , getter ( dataKey ) ) ;
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}
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/" ;
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 ;
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// var maskEdgePixels = {};
var overMask = true ;
var overMaskPx = 10 ;
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var drawTargets = [ ] ; // is this needed? i only draw the last one anyway...
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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
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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" ) ;
// 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 ( ) {
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checkIfWebuiIsRunning ( ) ;
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loadSettings ( ) ;
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drawBackground ( ) ;
changeScaleFactor ( ) ;
changePaintMode ( ) ;
changeEraseMode ( ) ;
changeSampler ( ) ;
changeSteps ( ) ;
changeCfgScale ( ) ;
changeBatchCount ( ) ;
changeBatchSize ( ) ;
changeSnapMode ( ) ;
changeMaskBlur ( ) ;
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changeSeed ( ) ;
changeOverMask ( ) ;
changeOverMaskPx ( ) ;
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changeHiResFix ( ) ;
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changeEnableErasing ( ) ;
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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 ( ) ;
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img . onload = function ( ) {
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writeArbitraryImage ( img , imageParams . x , imageParams . y )
}
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img . src = arbitraryImageBase64 ;
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}
function writeArbitraryImage ( img , x , y ) {
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commands . runCommand ( 'drawImage' , {
x ,
y ,
image : img ,
} ) ;
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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 ) ;
} ) ;
}
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" ;
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div . innerHTML = "<button onclick=\"prevImg(this)\"><</button><button onclick=\"nextImg(this)\">></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>"
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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
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img . src = "data:image/png;base64," + returnedImages [ imageIndex ] ;
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}
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 ;
}
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function newImage ( evt ) {
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clearPaintedMask ( ) ;
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clearBackupMask ( ) ;
clearTargetMask ( ) ;
clearImgMask ( ) ;
}
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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 ) ;
}
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function clearImgMask ( ) {
imgCtx . clearRect ( 0 , 0 , imgCanvas . width , imgCanvas . height ) ;
}
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function clearPaintedMask ( ) {
maskPaintCtx . clearRect ( 0 , 0 , maskPaintCanvas . width , maskPaintCanvas . height ) ;
}
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function placeImage ( ) {
const img = new Image ( ) ;
img . onload = function ( ) {
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commands . runCommand ( 'drawImage' , {
x : tmpImgXYWH . x ,
y : tmpImgXYWH . y ,
image : img ,
} ) ;
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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 ) ) ;
}
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function snap ( i , scaled = true ) {
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// very cheap test proof of concept but it works surprisingly well
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var scaleOffset = 0 ;
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if ( scaled ) {
if ( scaleFactor % 2 != 0 ) {
// odd number, snaps to center of cell, oops
scaleOffset = ( basePixelCount / 2 ) ;
}
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}
var snapOffset = i % basePixelCount - scaleOffset ;
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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
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if ( placingArbitraryImage ) {
// ugh refactor so this isn't duplicated between arbitrary image and dream reticle modes
snapOffsetX = 0 ;
snapOffsetY = 0 ;
if ( snapToGrid ) {
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snapOffsetX = snap ( canvasX , false ) ;
snapOffsetY = snap ( canvasY , false ) ;
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}
finalX = snapOffsetX + canvasX ;
finalY = snapOffsetY + canvasY ;
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ovCtx . drawImage ( arbitraryImage , finalX , finalY ) ;
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} else if ( ! paintMode ) {
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// 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 ) {
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const rect = ovCanvas . getBoundingClientRect ( )
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var oddOffset = 0 ;
if ( scaleFactor % 2 != 0 ) {
oddOffset = basePixelCount / 2 ;
}
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if ( evt . button == 0 ) { // left click
if ( placingArbitraryImage ) {
var nextBox = { } ;
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nextBox . x = evt . offsetX ;
nextBox . y = evt . offsetY ;
nextBox . w = arbitraryImageData . width ;
nextBox . h = arbitraryImageData . height ;
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dropTargets . push ( nextBox ) ;
} else 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 = { } ;
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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?
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nextBox . w = basePixelCount * scaleFactor ;
nextBox . h = basePixelCount * scaleFactor ;
drawTargets . push ( nextBox ) ;
}
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} else if ( evt . button == 2 && enableErasing && ! paintMode ) { // right click, also gotta make sure mask blob isn't being used as it's visually inconsistent with behavior of erased region
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// erase the canvas underneath the cursor,
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 ) {
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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?
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snapOffsetX = 0 ;
snapOffsetY = 0 ;
if ( snapToGrid ) {
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snapOffsetX = snap ( target . x , false ) ;
snapOffsetY = snap ( target . y , false ) ;
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}
finalX = snapOffsetX + target . x ;
finalY = snapOffsetY + target . y ;
drawThis . x = finalX ;
drawThis . y = finalY ;
drawThis . w = target . w ;
drawThis . h = target . h ;
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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 ;
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?
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var oddOffset = 0 ;
if ( scaleFactor % 2 != 0 ) {
oddOffset = basePixelCount / 2 ;
}
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snapOffsetX = 0 ;
snapOffsetY = 0 ;
if ( snapToGrid ) {
snapOffsetX = snap ( target . x ) ;
snapOffsetY = snap ( target . y ) ;
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}
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finalX = snapOffsetX + target . x - oddOffset ;
finalY = snapOffsetY + target . y - oddOffset ;
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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 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 maskCanvas = document . getElementById ( "maskCanvasMonitor" ) ;
var initImgCanvas = document . getElementById ( "initImgCanvasMonitor" ) ;
var overMaskCanvas = document . getElementById ( "overMaskCanvasMonitor" ) ;
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overMaskCanvas . width = initImgCanvas . width = maskCanvas . width = target . w ;
overMaskCanvas . height = initImgCanvas . height = maskCanvas . height = target . h ;
var maskCanvasCtx = maskCanvas . getContext ( "2d" ) ;
var initImgCanvasCtx = initImgCanvas . getContext ( "2d" ) ;
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var overMaskCanvasCtx = overMaskCanvas . getContext ( "2d" ) ;
// get blank pixels to use as mask
const maskImgData = maskCanvasCtx . createImageData ( drawIt . w , drawIt . h ) ;
const initImgData = mainCanvasCtx . createImageData ( drawIt . w , drawIt . h ) ;
const 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
maskImgData . data [ i ] = 255 ; // white mask gets painted over
maskImgData . data [ i + 1 ] = 255 ;
maskImgData . data [ i + 2 ] = 255 ;
maskImgData . data [ i + 3 ] = 255 ;
overMaskImgData . data [ i ] = 255 ; //lets just set this up now
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
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
overMaskImgData . data [ i ] = 0 ;
overMaskImgData . data [ i + 1 ] = 0 ;
overMaskImgData . data [ i + 2 ] = 0 ;
overMaskImgData . data [ i + 3 ] = 255 ;
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
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}
}
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// make a list of all the white pixels to expand so we don't waste time on non-mask pixels
let pix = { x : [ ] , y : [ ] , index : [ ] } ;
var x , y , index ;
for ( y = 0 ; y < drawIt . h ; y ++ ) {
for ( x = 0 ; x < drawIt . w ; x ++ ) {
index = ( ( y * drawIt . w + x ) * 4 ) ;
if ( overMaskImgData . data [ index ] > 0 ) {
pix . x . push ( x ) ;
pix . y . push ( y ) ;
pix . index . push ( index ) ;
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}
}
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}
for ( i = 0 ; i < pix . index . length ; i ++ ) {
// get the index in the stupid array
// why? it's unused
// var currentMaskPixelIndex = pix.index[i];
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// for any horizontal expansion, we need to ensure that the target pixel is in the same Y row
// horizontal left (west) is index-4 per pixel
// horizontal right (east) is index+4 per pixel
var currentMaskPixelY = pix . y [ i ] ;
// for any vertical expansion, we need to ensure that the target pixel is in the same X column
// vertical up (north) is index-(imagedata.width) per pixel
// vertical down (south) is index+(imagedata.width) per pixel
var currentMaskPixelX = pix . x [ i ] ;
// i hate uint8clampedarray and math
// primarily math
// actually just my brain
// ok so now lets check neighbors to see if they're in the same row/column
for ( j = overMaskPx ; j > 0 ; j -- ) { // set a variable to the extreme end of the overmask size and work our way back inwards
// i hate uint8clampedarray and math
// this is so inefficient but i warned you all i'm bad at this
//TODO refactor like all of this, it's horrible and shameful
// BUT IT WORKS
// but it is crushingly inefficient i'm sure
// BUT IT WORKS and i came up with it all by myself because i'm a big boy
// ... sigh it doesn't work _well_
// just moves the seam
//TODO find a way to fade/gradient the edge without making weird artifacts or literally crashing the browser with inefficient data storage
// west
var potentialPixelIndex = ( ( currentMaskPixelY * drawIt . w + currentMaskPixelX ) * 4 ) - ( j * 4 ) ;
var potentialPixelX = ( potentialPixelIndex / 4 ) % drawIt . w ;
var potentialPixelY = Math . floor ( ( potentialPixelIndex / 4 ) / drawIt . w ) ;
// west/east: ENSURE SAME ROW using the y axis unintuitively
if ( potentialPixelY == currentMaskPixelY ) {
// ok then
// ensure it's not already a mask pixel
if ( overMaskImgData . data [ potentialPixelIndex ] != 255 ) {
// welp fingers crossed
overMaskImgData . data [ potentialPixelIndex ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 1 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 2 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 3 ] = 255 ;
}
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}
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// east
var potentialPixelIndex = ( ( currentMaskPixelY * drawIt . w + currentMaskPixelX ) * 4 ) + ( j * 4 ) ;
var potentialPixelX = ( potentialPixelIndex / 4 ) % drawIt . w ;
var potentialPixelY = Math . floor ( ( potentialPixelIndex / 4 ) / drawIt . w ) ;
if ( potentialPixelY == currentMaskPixelY ) {
if ( overMaskImgData . data [ potentialPixelIndex ] != 255 ) {
overMaskImgData . data [ potentialPixelIndex ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 1 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 2 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 3 ] = 255 ;
}
}
// north
var potentialPixelIndex = ( ( currentMaskPixelY * drawIt . w + currentMaskPixelX ) * 4 ) - ( ( j * drawIt . w ) * 4 ) ;
var potentialPixelX = ( potentialPixelIndex / 4 ) % drawIt . w ;
var potentialPixelY = Math . floor ( ( potentialPixelIndex / 4 ) / drawIt . w ) ;
// north/south: ENSURE SAME COLUMN using the x axis unintuitively
if ( potentialPixelX == currentMaskPixelX ) {
if ( overMaskImgData . data [ potentialPixelIndex ] != 255 ) {
overMaskImgData . data [ potentialPixelIndex ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 1 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 2 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 3 ] = 255 ;
}
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}
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// south
var potentialPixelIndex = ( ( currentMaskPixelY * drawIt . w + currentMaskPixelX ) * 4 ) + ( ( j * drawIt . w ) * 4 ) ;
var potentialPixelX = ( potentialPixelIndex / 4 ) % drawIt . w ;
var potentialPixelY = Math . floor ( ( potentialPixelIndex / 4 ) / drawIt . w ) ;
if ( potentialPixelX == currentMaskPixelX ) {
if ( overMaskImgData . data [ potentialPixelIndex ] != 255 ) {
overMaskImgData . data [ potentialPixelIndex ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 1 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 2 ] = 255 ;
overMaskImgData . data [ potentialPixelIndex + 3 ] = 255 ;
}
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}
}
}
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// 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 ;
overMaskImgData . data [ i ] = 255 ;
overMaskImgData . data [ i + 1 ] = 255 ;
overMaskImgData . data [ i + 2 ] = 255 ;
overMaskImgData . data [ i + 3 ] = 255 ;
}
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}
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// 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
maskCanvasCtx . putImageData ( maskImgData , 0 , 0 ) ;
var maskBase64 = maskCanvas . toDataURL ( ) ;
overMaskCanvasCtx . putImageData ( overMaskImgData , 0 , 0 ) ; // :pray:
var overMaskBase64 = overMaskCanvas . toDataURL ( ) ;
initImgCanvasCtx . putImageData ( initImgData , 0 , 0 ) ;
var initImgBase64 = initImgCanvas . toDataURL ( ) ;
// img2img
endpoint = "img2img" ;
var selectedMask = overMask ? overMaskBase64 : maskBase64 ;
stableDiffusionData . mask = selectedMask ;
// stableDiffusionData.mask = maskBase64;
stableDiffusionData . init _images = [ initImgBase64 ] ;
// slightly more involved than txt2img
} else {
// txt2img
endpoint = "txt2img" ;
// easy enough
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}
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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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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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function changePaintMode ( ) {
paintMode = document . getElementById ( "cbxPaint" ) . checked ;
clearTargetMask ( ) ;
ovCtx . clearRect ( 0 , 0 , ovCanvas . width , ovCanvas . height ) ;
}
function changeEraseMode ( ) {
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//TODO rename/refactor to make it more obvious this is just for painted masks
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eraseMode = document . getElementById ( "cbxErase" ) . checked ;
clearTargetMask ( ) ;
ovCtx . clearRect ( 0 , 0 , ovCanvas . width , ovCanvas . height ) ;
}
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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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function changeSampler ( ) {
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stableDiffusionData . sampler _index = document . getElementById ( "samplerSelect" ) . value ;
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localStorage . setItem ( "sampler" , stableDiffusionData . sampler _index ) ;
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}
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const changeCfgScale = sliderChangeHandlerFactory ( "cfgScale" , "cfgScaleTxt" , "cfg_scale" , 7.0 ) ;
const changeBatchSize = sliderChangeHandlerFactory ( "batchSize" , "batchSizeText" , "batch_size" , 2 ) ;
const changeBatchCount = sliderChangeHandlerFactory ( "batchCount" , "batchCountText" , "n_iter" , 2 ) ;
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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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localStorage . setItem ( "mask_blur" , stableDiffusionData . mask _blur ) ;
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}
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function changeSeed ( ) {
stableDiffusionData . seed = document . getElementById ( "seed" ) . value ;
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localStorage . setItem ( "seed" , stableDiffusionData . seed ) ;
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}
function changeOverMask ( ) {
overMask = document . getElementById ( "cbxOverMask" ) . checked ;
}
function changeOverMaskPx ( ) {
overMaskPx = document . getElementById ( "overMaskPx" ) . value ;
}
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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 ) ;
}
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 ( ) ;
}
}
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function preloadImage ( ) {
// gonna legit scream
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 ( ) {
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var link = document . createElement ( 'a' ) ;
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link . download = new Date ( ) . toISOString ( ) . slice ( 0 , 19 ) . replace ( 'T' , ' ' ) . replace ( ':' , ' ' ) + ' openOutpaint image.png' ;
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var croppedCanvas = cropCanvas ( imgCanvas ) ;
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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 ++ ) {
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// 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
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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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// ...need to learn what this part does too :badpokerface:
// is this just determining the boundaries of non-transparent pixel data?
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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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// yup sure looks like it
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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 ;
}
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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 DEFAULTS
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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" ) ;
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var _enable _hr = Boolean ( localStorage . getItem ( "enable_hr" ) == ( null || "false" ) ? false : localStorage . getItem ( "enable_hr" ) ) ;
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var _enable _erase = Boolean ( localStorage . getItem ( "enable_erase" ) == ( null || "false" ) ? false : localStorage . getItem ( "enable_erase" ) ) ;
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// set the values into the UI
document . getElementById ( "samplerSelect" ) . value = String ( _sampler ) ;
document . getElementById ( "maskBlur" ) . value = Number ( _mask _blur ) ;
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document . getElementById ( "seed" ) . value = Number ( _seed ) ;
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document . getElementById ( "cbxHRFix" ) . checked = Boolean ( _enable _hr ) ;
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document . getElementById ( "cbxEnableErasing" ) . checked = Boolean ( _enable _erase ) ;
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}