finally
This commit is contained in:
parent
d91519226f
commit
2574793e4f
1 changed files with 40 additions and 18 deletions
|
@ -47,12 +47,16 @@ const dream_generate_callback = (evn, state) => {
|
|||
// Get init image
|
||||
auxCtx.fillRect(0, 0, bb.w, bb.h);
|
||||
auxCtx.drawImage(imgCanvas, bb.x, bb.y, bb.w, bb.h, 0, 0, bb.w, bb.h);
|
||||
// console.log("drawImage imgCanvas:\n" + auxCanvas.toDataURL());
|
||||
request.init_images = [auxCanvas.toDataURL()];
|
||||
|
||||
// Get mask image
|
||||
auxCtx.fillStyle = "#000F";
|
||||
auxCtx.fillRect(0, 0, bb.w, bb.h);
|
||||
// console.log("auxCtx fillRect #000F:\n" + auxCanvas.toDataURL());
|
||||
if (state.invertMask) {
|
||||
// overmasking by definition is entirely pointless with an inverted mask outpaint
|
||||
// since it should explicitly avoid brushed masks too, we just won't even bother
|
||||
auxCtx.globalCompositeOperation = "destination-in";
|
||||
auxCtx.drawImage(
|
||||
maskPaintCanvas,
|
||||
|
@ -65,13 +69,32 @@ const dream_generate_callback = (evn, state) => {
|
|||
bb.w,
|
||||
bb.h
|
||||
);
|
||||
// console.log(
|
||||
// "invertMask drawImage maskPaintCanvas dest-in:\n" +
|
||||
// auxCanvas.toDataURL()
|
||||
// );
|
||||
|
||||
auxCtx.globalCompositeOperation = "destination-in";
|
||||
auxCtx.drawImage(imgCanvas, bb.x, bb.y, bb.w, bb.h, 0, 0, bb.w, bb.h);
|
||||
// console.log(
|
||||
// "invertMask drawImage imgCanvas dest-in:\n" + auxCanvas.toDataURL()
|
||||
// );
|
||||
} else {
|
||||
auxCtx.globalCompositeOperation = "destination-in";
|
||||
auxCtx.drawImage(imgCanvas, bb.x, bb.y, bb.w, bb.h, 0, 0, bb.w, bb.h);
|
||||
auxCtx.globalCompositeOperation = "destination-out";
|
||||
// console.log("drawImage imgCanvas dest-in:\n" + auxCanvas.toDataURL());
|
||||
// here's where to overmask to avoid including the brushed mask - 99% of my issues were from failing to set source-over for the overmask blotches
|
||||
if (state.overMaskPx > 0) {
|
||||
// transparent to white first
|
||||
auxCtx.globalCompositeOperation = "destination-atop";
|
||||
auxCtx.fillStyle = "#FFFF";
|
||||
auxCtx.fillRect(0, 0, bb.w, bb.h);
|
||||
// console.log("pre-overmask fillRect #FFFF:\n" + auxCanvas.toDataURL());
|
||||
applyOvermask(auxCanvas, auxCtx, state.overMaskPx);
|
||||
// console.log("overmask applied:\n" + auxCanvas.toDataURL());
|
||||
}
|
||||
|
||||
auxCtx.globalCompositeOperation = "destination-out"; // ???
|
||||
auxCtx.drawImage(
|
||||
maskPaintCanvas,
|
||||
bb.x,
|
||||
|
@ -83,15 +106,15 @@ const dream_generate_callback = (evn, state) => {
|
|||
bb.w,
|
||||
bb.h
|
||||
);
|
||||
// console.log(
|
||||
// "drawImage maskPaintCanvas dest-out:\n" + auxCanvas.toDataURL()
|
||||
// );
|
||||
}
|
||||
auxCtx.globalCompositeOperation = "destination-atop";
|
||||
auxCtx.fillStyle = "#FFFF";
|
||||
auxCtx.fillRect(0, 0, bb.w, bb.h);
|
||||
var currentMask = auxCanvas.toDataURL();
|
||||
request.mask =
|
||||
state.overMaskPx > 0
|
||||
? applyOvermask(auxCanvas, auxCtx, state.overMaskPx, currentMask)
|
||||
: currentMask;
|
||||
// console.log("fillRect #FFFF dest-atop:\n" + auxCanvas.toDataURL());
|
||||
request.mask = auxCanvas.toDataURL();
|
||||
// Dream
|
||||
dream(bb.x, bb.y, request, {method: "img2img", stopMarching, bb});
|
||||
}
|
||||
|
@ -112,21 +135,17 @@ function applyOvermask(canvas, ctx, px) {
|
|||
// :badpokerface: look it might be all placebo but i like overmask lol
|
||||
// yes it's crushingly inefficient i knooow :( must fix
|
||||
// https://stackoverflow.com/a/30204783 was instrumental to this working or completely to blame for this disaster depending on your interpretation
|
||||
const tmpOvermaskCanvas = document.createElement("canvas");
|
||||
tmpOvermaskCanvas.width = canvas.width;
|
||||
tmpOvermaskCanvas.height = canvas.height;
|
||||
var ctxImgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
|
||||
const omCtx = tmpOvermaskCanvas.getContext("2d");
|
||||
omCtx.putImageData(ctxImgData, 0, 0);
|
||||
// console.log("submitted canvas to overmask:\n" + canvas.toDataURL());
|
||||
for (i = 0; i < ctxImgData.data.length; i += 4) {
|
||||
if (ctxImgData.data[i] == 255) {
|
||||
// white pixel?
|
||||
// just blotch all over the thing
|
||||
var rando = Math.floor(Math.random() * px);
|
||||
omCtx.beginPath();
|
||||
omCtx.arc(
|
||||
(i / 4) % tmpOvermaskCanvas.width,
|
||||
Math.floor(i / 4 / tmpOvermaskCanvas.width),
|
||||
ctx.beginPath();
|
||||
ctx.arc(
|
||||
(i / 4) % canvas.width,
|
||||
Math.floor(i / 4 / canvas.width),
|
||||
scaleFactor +
|
||||
rando +
|
||||
(rando > scaleFactor ? rando / scaleFactor : scaleFactor / rando), // was 4 * sf + rando, too big, but i think i want it more ... random
|
||||
|
@ -134,11 +153,14 @@ function applyOvermask(canvas, ctx, px) {
|
|||
2 * Math.PI,
|
||||
true
|
||||
);
|
||||
omCtx.fillStyle = "#FFFFFFFF";
|
||||
omCtx.fill();
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
ctx.fillStyle = "#FFFF";
|
||||
ctx.fill();
|
||||
// if (i % 100000 == 0) {
|
||||
// console.log("blotched src-over:\n" + canvas.toDataURL());
|
||||
// }
|
||||
}
|
||||
}
|
||||
return tmpOvermaskCanvas.toDataURL();
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in a new issue