yeah overmasking is _definitely_ fixed, works great now
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1 changed files with 28 additions and 26 deletions
54
js/index.js
54
js/index.js
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@ -646,34 +646,36 @@ function mouseUp(evt) {
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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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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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}
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}
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}
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// https://stackoverflow.com/a/30204783 ???? !!!!!!!!
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if (overMaskPx > 0) {
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overMaskCanvasCtx.fillStyle = "black";
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// https://stackoverflow.com/a/30204783 ???? !!!!!!!!
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overMaskCanvasCtx.fillRect(0, 0, drawIt.w, drawIt.h); // fill with black instead of null to start
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overMaskCanvasCtx.fillStyle = "black";
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for (i = 0; i < overMaskImgData.data.length; i += 4) {
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overMaskCanvasCtx.fillRect(0, 0, drawIt.w, drawIt.h); // fill with black instead of null to start
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if (overMaskImgData.data[i] == 255) {
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for (i = 0; i < overMaskImgData.data.length; i += 4) {
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// white pixel?
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if (overMaskImgData.data[i] == 255) {
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// just blotch all over the thing
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// white pixel?
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var rando = Math.floor(Math.random() * overMaskPx);
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// just blotch all over the thing
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overMaskCanvasCtx.beginPath();
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var rando = Math.floor(Math.random() * overMaskPx);
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overMaskCanvasCtx.arc(
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overMaskCanvasCtx.beginPath();
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(i / 4) % overMaskCanvas.width,
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overMaskCanvasCtx.arc(
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Math.floor(i / 4 / overMaskCanvas.width),
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(i / 4) % overMaskCanvas.width,
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4 * scaleFactor + rando,
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Math.floor(i / 4 / overMaskCanvas.width),
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0,
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scaleFactor + rando, // was 4 * sf + rando, too big
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2 * Math.PI,
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0,
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true
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2 * Math.PI,
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);
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true
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overMaskCanvasCtx.fillStyle = "#FFFFFFFF";
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);
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overMaskCanvasCtx.fill();
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overMaskCanvasCtx.fillStyle = "#FFFFFFFF";
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overMaskCanvasCtx.fill();
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}
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}
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}
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overMaskImgData = overMaskCanvasCtx.getImageData(
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0,
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0,
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overMaskCanvas.width,
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overMaskCanvas.height
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);
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overMaskCanvasCtx.putImageData(overMaskImgData, 0, 0);
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}
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}
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overMaskImgData = overMaskCanvasCtx.getImageData(
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0,
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0,
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overMaskCanvas.width,
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overMaskCanvas.height
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);
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overMaskCanvasCtx.putImageData(overMaskImgData, 0, 0);
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// also check for painted masks in region, add them as white pixels to mask canvas
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// also check for painted masks in region, add them as white pixels to mask canvas
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const maskChunk = maskPaintCtx.getImageData(
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const maskChunk = maskPaintCtx.getImageData(
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drawIt.x,
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drawIt.x,
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