//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
window.onload = startup;
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 // ??????
}
/**
* Some Utility Functions
*/
function sliderChangeHandlerFactory(sliderId, textBoxId, dataKey, defaultV, setter = (k, v) => stableDiffusionData[k] = v, getter = (k) => stableDiffusionData[k]) {
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
}
// 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
var snapToGrid = true;
var paintMode = false;
var eraseMode = false; //TODO this is broken, functionality still exists in code but UI element is just naively disabled
var backupMaskPaintCanvas; //???
var backupMaskPaintCtx; //...? look i am bad at this
var backupMaskChunk = null;
var backupMaskX = null;
var backupMaskY = null;
var totalImagesReturned;
// var maskEdgePixels = {};
var overMask = true;
var overMaskPx = 10;
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
var enableErasing = false; // accidental right-click erase if the user isn't trying to erase is a bad thing
// 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() {
checkIfWebuiIsRunning();
loadSettings();
drawBackground();
changeScaleFactor();
changePaintMode();
changeEraseMode();
changeSampler();
changeSteps();
changeCfgScale();
changeBatchCount();
changeBatchSize();
changeSnapMode();
changeMaskBlur();
changeSeed();
changeOverMask();
changeOverMaskPx();
changeHiResFix();
changeEnableErasing();
document.getElementById("overlayCanvas").onmousemove = mouseMove;
document.getElementById("overlayCanvas").onmousedown = mouseDown;
document.getElementById("overlayCanvas").onmouseup = mouseUp;
document.getElementById("scaleFactor").value = scaleFactor;
}
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;
}
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 = " of "
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];
}
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 newImage(evt) {
clearPaintedMask();
clearBackupMask();
clearTargetMask();
clearImgMask();
}
function prevImg(evt) {
if (imageIndex == 0) {
imageIndex = totalImagesReturned;
}
changeImg(false);
}
function nextImg(evt) {
if (imageIndex == (totalImagesReturned - 1)) {
imageIndex = -1;
}
changeImg(true);
}
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
}
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 clearImgMask() {
imgCtx.clearRect(0, 0, imgCanvas.width, imgCanvas.height);
}
function clearPaintedMask() {
maskPaintCtx.clearRect(0, 0, maskPaintCanvas.width, maskPaintCanvas.height);
}
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];
}
function sleep(ms) {
// what was this even for, anyway?
return new Promise(resolve => setTimeout(resolve, ms));
}
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 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 (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 = "#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) {
// THIS IS SOOOO BROKEN AND I DON'T UNDERSTAND WHY BECAUSE I AM THE BIG DUMB
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) {
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() // 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 + 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 && enableErasing && !paintMode) { // right click, also gotta make sure mask blob isn't being used as it's visually inconsistent with behavior of erased region
// 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);
}
}
}
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;
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?
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 = 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");
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");
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
}
}
// 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);
}
}
}
for (i = 0; i < pix.index.length; i++) {
// get the index in the stupid array
// why? it's unused
// var currentMaskPixelIndex = pix.index[i];
// 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;
}
}
// 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;
}
}
// 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;
}
}
}
}
// 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;
}
}
// 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
}
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);
}
}
}
}
const changeScaleFactor = sliderChangeHandlerFactory("scaleFactor", "scaleFactorTxt", "scaleFactor", 8, (k, v) => scaleFactor = v, (k) => scaleFactor);
const changeSteps = sliderChangeHandlerFactory("steps", "stepsTxt", "steps", 30);
function changePaintMode() {
paintMode = document.getElementById("cbxPaint").checked;
clearTargetMask();
ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height);
}
function changeEraseMode() {
//TODO rename/refactor to make it more obvious this is just for painted masks
eraseMode = document.getElementById("cbxErase").checked;
clearTargetMask();
ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height);
}
function changeEnableErasing() {
// yeah because this is for the image layer
enableErasing = document.getElementById("cbxEnableErasing").checked;
localStorage.setItem("enable_erase", enableErasing);
}
function changeSampler() {
stableDiffusionData.sampler_index = document.getElementById("samplerSelect").value;
localStorage.setItem("sampler", stableDiffusionData.sampler_index);
}
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);
function changeSnapMode() {
snapToGrid = document.getElementById("cbxSnap").checked;
}
function changeMaskBlur() {
stableDiffusionData.mask_blur = document.getElementById("maskBlur").value;
localStorage.setItem("mask_blur", stableDiffusionData.mask_blur);
}
function changeSeed() {
stableDiffusionData.seed = document.getElementById("seed").value;
localStorage.setItem("seed", stableDiffusionData.seed);
}
function changeOverMask() {
overMask = document.getElementById("cbxOverMask").checked;
}
function changeOverMaskPx() {
overMaskPx = document.getElementById("overMaskPx").value;
}
function changeHiResFix() {
stableDiffusionData.enable_hr = Boolean(document.getElementById("cbxHRFix").checked);
localStorage.setItem("enable_hr", stableDiffusionData.enable_hr);
}
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 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() {
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();
}
}
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;
}
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);
});
}
function loadSettings() {
// set default values if not set DEFAULTS
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"));
// 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);
}