0469f81880
readme updates, downloaded image file name changes
583 lines
23 KiB
JavaScript
583 lines
23 KiB
JavaScript
//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
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//...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
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prompt: "",
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negative_prompt: "",
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seed: -1,
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cfg_scale: 7,
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sampler_index: "DDIM",
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steps: 30,
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denoising_strength: 1,
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mask_blur: 0,
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batch_size: 2,
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width: 512,
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height: 512,
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n_iter: 2, // batch count
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mask: "",
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init_images: [],
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inpaint_full_res: false,
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inpainting_fill: 2,
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// here's some more fields that might be useful
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// ---txt2img specific:
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// "enable_hr": false, // hires fix
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// "denoising_strength": 0, // ok this is in both txt and img2img but txt2img only applies it if enable_hr == true
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// "firstphase_width": 0, // hires fp w
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// "firstphase_height": 0, // see above s/w/h/
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// ---img2img specific
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// "init_images": [ // imageS!??!? wtf maybe for batch img2img?? i just dump one base64 in here
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// "string"
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// ],
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// "resize_mode": 0,
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// "denoising_strength": 0.75, // yeah see
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// "mask": "string", // string is just a base64 image
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// "mask_blur": 4,
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// "inpainting_fill": 0, // 0- fill, 1- orig, 2- latent noise, 3- latent nothing
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// "inpaint_full_res": true,
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// "inpaint_full_res_padding": 0, // px
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// "inpainting_mask_invert": 0, // bool??????? wtf
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// "include_init_images": false // ??????
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}
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// stuff things use
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var blockNewImages = false;
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var returnedImages;
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var imageIndex = 0;
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var tmpImgXYWH = {};
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var host = "";
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var url = "/sdapi/v1/";
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var endpoint = "txt2img"
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var frameX = 512;
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var frameY = 512;
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var prevMouseX = 0;
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var prevMouseY = 0;
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var mouseX = 0;
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var mouseY = 0;
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var canvasX = 0;
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var canvasY = 0;
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var snapX = 0;
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var snapY = 0;
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var drawThis = {};
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var clicked = false;
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const basePixelCount = 64; //64 px - ALWAYS 64 PX
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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;
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var backupMaskX = null;
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var backupMaskY = null;
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var totalImagesReturned;
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var drawTargets = []; // is this needed? i only draw the last one anyway...
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// info div, sometimes hidden
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let mouseXInfo = document.getElementById("mouseX");
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let mouseYInfo = document.getElementById("mouseY");
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let canvasXInfo = document.getElementById("canvasX");
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let canvasYInfo = document.getElementById("canvasY");
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let snapXInfo = document.getElementById("snapX");
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let snapYInfo = document.getElementById("snapY");
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// canvases and related
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const ovCanvas = document.getElementById("overlayCanvas"); // where mouse cursor renders
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const ovCtx = ovCanvas.getContext("2d");
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const tgtCanvas = document.getElementById("targetCanvas"); // where "box" gets drawn before dream happens
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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");
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const tempCanvas = document.getElementById("tempCanvas"); // where select/rejects get superimposed temporarily
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const tempCtx = tempCanvas.getContext("2d");
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const imgCanvas = document.getElementById("canvas"); // where dreams go
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const imgCtx = imgCanvas.getContext("2d");
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const bgCanvas = document.getElementById("backgroundCanvas"); // gray bg grid
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const bgCtx = bgCanvas.getContext("2d");
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function startup() {
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drawBackground();
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changeScaleFactor();
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changePaintMode();
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changeEraseMode();
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changeSampler();
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changeSteps();
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changeCfgScale();
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changeBatchCount();
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changeBatchSize();
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changeSnapMode();
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changeMaskBlur();
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document.getElementById("overlayCanvas").onmousemove = mouseMove;
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document.getElementById("overlayCanvas").onmousedown = mouseDown;
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document.getElementById("overlayCanvas").onmouseup = mouseUp;
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document.getElementById("scaleFactor").value = scaleFactor;
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}
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function dream(x, y, prompt) {
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tmpImgXYWH.x = x;
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tmpImgXYWH.y = y;
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tmpImgXYWH.w = prompt.width;
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tmpImgXYWH.h = prompt.height;
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console.log("dreaming to " + host + url + endpoint + ":\r\n" + JSON.stringify(prompt));
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postData(prompt)
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.then((data) => {
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returnedImages = data.images;
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totalImagesReturned = data.images.length;
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blockNewImages = true;
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//console.log(data); // JSON data parsed by `data.json()` call
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imageAcceptReject(x, y, data);
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});
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}
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async function postData(promptData) {
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this.host = document.getElementById("host").value;
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// Default options are marked with *
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const response = await fetch(this.host + this.url + this.endpoint, {
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method: 'POST', // *GET, POST, PUT, DELETE, etc.
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mode: 'cors', // no-cors, *cors, same-origin
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cache: 'default', // *default, no-cache, reload, force-cache, only-if-cached
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credentials: 'same-origin', // include, *same-origin, omit
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headers: {
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'Accept': 'application/json',
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'Content-Type': 'application/json'
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},
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redirect: 'follow', // manual, *follow, error
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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
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body: JSON.stringify(promptData) // body data type must match "Content-Type" header
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});
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return response.json(); // parses JSON response into native JavaScript objects
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}
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function imageAcceptReject(x, y, data) {
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const img = new Image();
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img.onload = function () {
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tempCtx.drawImage(img, x, y); //imgCtx for actual image, tmp for... holding?
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var div = document.createElement("div");
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div.id = "veryTempDiv";
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div.style.position = "absolute";
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div.style.left = parseInt(x) + "px";
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div.style.top = parseInt(y + data.parameters.height) + "px";
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div.style.width = "150px";
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div.style.height = "50px";
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div.innerHTML = "<button onclick=\"prevImg(this)\"><</button><button onclick=\"nextImg(this)\">></button><span id=\"currentImgIndex\"></span> of <span id=\"totalImgIndex\"></span><button onclick=\"accept(this)\">Y</button><button onclick=\"reject(this)\">N</button>"
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document.getElementById("tempDiv").appendChild(div);
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document.getElementById("currentImgIndex").innerText = "1";
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document.getElementById("totalImgIndex").innerText = totalImagesReturned;
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}
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// set the image displayed as the first regardless of batch size/count
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imageIndex = 0;
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// load the image data after defining the closure
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img.src = "data:image/png;base64," + returnedImages[imageIndex]; //TODO need way to dream batches and select from results
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}
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function accept(evt) {
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// write image to imgcanvas
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clearBackupMask();
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placeImage();
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removeChoiceButtons();
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clearTargetMask();
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blockNewImages = false;
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}
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function reject(evt) {
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// remove image entirely
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restoreBackupMask();
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clearBackupMask();
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clearTargetMask();
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removeChoiceButtons();
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blockNewImages = false;
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}
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function prevImg(evt) {
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if (imageIndex == 0) {
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imageIndex = totalImagesReturned;
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}
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changeImg(false);
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}
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function nextImg(evt) {
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if (imageIndex == (totalImagesReturned - 1)) {
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imageIndex = -1;
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}
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changeImg(true);
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}
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function changeImg(forward) {
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const img = new Image();
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tempCtx.clearRect(0, 0, tempCtx.width, tempCtx.height);
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img.onload = function () {
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tempCtx.drawImage(img, tmpImgXYWH.x, tmpImgXYWH.y); //imgCtx for actual image, tmp for... holding?
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}
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var tmpIndex = document.getElementById("currentImgIndex");
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if (forward) {
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imageIndex++;
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} else {
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imageIndex--;
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}
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tmpIndex.innerText = imageIndex + 1;
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// load the image data after defining the closure
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img.src = "data:image/png;base64," + returnedImages[imageIndex]; //TODO need way to dream batches and select from results
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}
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function removeChoiceButtons(evt) {
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const element = document.getElementById("veryTempDiv");
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element.remove();
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tempCtx.clearRect(0, 0, tempCanvas.width, tempCanvas.height);
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}
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function restoreBackupMask() {
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// reapply mask if exists
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if (backupMaskChunk != null && backupMaskX != null && backupMaskY != null) {
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// backup mask data exists
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var iData = new ImageData(backupMaskChunk.data, backupMaskChunk.height, backupMaskChunk.width);
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maskPaintCtx.putImageData(iData, backupMaskX, backupMaskY);
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}
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}
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function clearBackupMask() {
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// clear backupmask
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backupMaskChunk = null;
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backupMaskX = null;
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backupMaskY = null;
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}
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function clearTargetMask() {
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tgtCtx.clearRect(0, 0, tgtCanvas.width, tgtCanvas.height);
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}
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function placeImage() {
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const img = new Image();
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img.onload = function () {
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imgCtx.drawImage(img, tmpImgXYWH.x, tmpImgXYWH.y);
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tmpImgXYWH = {};
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returnedImages = null;
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}
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// load the image data after defining the closure
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img.src = "data:image/png;base64," + returnedImages[imageIndex];
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}
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function sleep(ms) {
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// what was this even for, anyway?
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return new Promise(resolve => setTimeout(resolve, ms));
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}
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function snap(i) {
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// very cheap test proof of concept but it works surprisingly well
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var snapOffset = i % basePixelCount;
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if (snapOffset == 0) {
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return snapOffset;
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}
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return -snapOffset;
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}
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function mouseMove(evt) {
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const rect = ovCanvas.getBoundingClientRect() // not-quite pixel offset was driving me insane
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const canvasOffsetX = rect.left;
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const canvasOffsetY = rect.top;
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mouseXInfo.innerText = mouseX = evt.clientX;
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mouseYInfo.innerText = mouseY = evt.clientY;
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canvasXInfo.innerText = canvasX = parseInt(evt.clientX - rect.left);
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canvasYInfo.innerText = canvasY = parseInt(evt.clientY - rect.top);
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snapXInfo.innerText = canvasX + snap(canvasX);
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snapYInfo.innerText = canvasY + snap(canvasY);
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ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height); // clear out the previous mouse cursor
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if (!paintMode) {
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// draw targeting square reticle thingy cursor
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ovCtx.strokeStyle = "#00000077";
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snapOffsetX = 0;
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snapOffsetY = 0;
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if (snapToGrid) {
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snapOffsetX = snap(canvasX);
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snapOffsetY = snap(canvasY);
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}
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finalX = snapOffsetX + canvasX;
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finalY = snapOffsetY + canvasY;
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ovCtx.strokeRect(parseInt(finalX - ((basePixelCount * scaleFactor) / 2)), parseInt(finalY - ((basePixelCount * scaleFactor) / 2)), basePixelCount * scaleFactor, basePixelCount * scaleFactor); //origin is middle of the frame
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} else {
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// draw big translucent red blob cursor
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ovCtx.beginPath();
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ovCtx.arc(canvasX, canvasY, 4 * scaleFactor, 0, 2 * Math.PI, true); // for some reason 4x on an arc is === to 8x on a line???
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ovCtx.fillStyle = "#FF6A6A50";
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ovCtx.fill();
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// in case i'm trying to draw
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mouseX = parseInt(evt.clientX - canvasOffsetX);
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mouseY = parseInt(evt.clientY - canvasOffsetY);
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if (clicked) {
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// i'm trying to draw, please draw :(
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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';
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// maskPaintCtx.strokeStyle = "#FFFFFF00";
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} else {
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maskPaintCtx.globalCompositeOperation = 'source-over';
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maskPaintCtx.strokeStyle = "#FF6A6A10";
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}
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maskPaintCtx.lineWidth = 8 * scaleFactor;
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maskPaintCtx.beginPath();
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maskPaintCtx.moveTo(prevMouseX, prevMouseY);
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maskPaintCtx.lineTo(mouseX, mouseY);
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maskPaintCtx.lineJoin = maskPaintCtx.lineCap = 'round';
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maskPaintCtx.stroke();
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}
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prevMouseX = mouseX;
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prevMouseY = mouseY;
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}
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}
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function mouseDown(evt) {
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if (paintMode) {
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const rect = ovCanvas.getBoundingClientRect() // not-quite pixel offset was driving me insane
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const canvasOffsetX = rect.left;
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const canvasOffsetY = rect.top;
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prevMouseX = mouseX = evt.clientX - canvasOffsetX;
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prevMouseY = mouseY = evt.clientY - canvasOffsetY;
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clicked = true;
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} else {
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const rect = ovCanvas.getBoundingClientRect()
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var nextBox = {};
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nextBox.x = evt.clientX - ((basePixelCount * scaleFactor) / 2) - rect.left; //origin is middle of the frame
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nextBox.y = evt.clientY - ((basePixelCount * scaleFactor) / 2) - rect.top; //TODO make a way to set the origin to numpad dirs?
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nextBox.w = basePixelCount * scaleFactor;
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nextBox.h = basePixelCount * scaleFactor;
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drawTargets.push(nextBox);
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}
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}
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function mouseUp(evt) {
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if (paintMode) {
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clicked = false;
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return;
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} else {
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if (!blockNewImages) {
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//TODO seriously, refactor this
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blockNewImages = true;
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clearTargetMask();
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tgtCtx.strokeStyle = "#55000077";
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var drawIt = {}; //why am i doing this????
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var target = drawTargets[drawTargets.length - 1]; //get the last one... why am i storing all of them?
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snapOffsetX = 0;
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snapOffsetY = 0;
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if (snapToGrid) {
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snapOffsetX = snap(target.x);
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snapOffsetY = snap(target.y);
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}
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finalX = snapOffsetX + target.x;
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finalY = snapOffsetY + target.y;
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drawThis.x = finalX;
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drawThis.y = finalY;
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drawThis.w = target.w;
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drawThis.h = target.h;
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tgtCtx.strokeRect(finalX, finalY, target.w, target.h);
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drawIt = drawThis; //TODO this is WRONG but also explicitly only draws the last image ... i think
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//check if there's image data already there
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// console.log(downX + ":" + downY + " :: " + this.isCanvasBlank(downX, downY));
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if (!isCanvasBlank(drawIt.x, drawIt.y, drawIt.w, drawIt.h, imgCanvas)) {
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// img2img
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var ctx = document.getElementById("canvas").getContext("2d");
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const imgChunk = ctx.getImageData(drawIt.x, drawIt.y, drawIt.w, drawIt.h);
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const imgChunkData = imgChunk.data;
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var canvas2 = document.getElementById("maskCanvas");
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var ctx2 = canvas2.getContext("2d");
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var canvas3 = document.getElementById("initImgCanvas");
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var ctx3 = canvas3.getContext("2d");
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// get blank pixels to use as mask
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const maskImgData = ctx2.createImageData(drawIt.w, drawIt.h);
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const initImgData = ctx2.createImageData(drawIt.w, drawIt.h);
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for (let i = 0; i < imgChunkData.length; i += 4) {
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// l->r, top->bottom, R G B A pixel values in a big ol array
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// make a simple mask
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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
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maskImgData.data[i] = 255; // white mask gets painted over
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maskImgData.data[i + 1] = 255;
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maskImgData.data[i + 2] = 255;
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maskImgData.data[i + 3] = 255;
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initImgData.data[i] = 0; // null area on initial image becomes opaque black pixels
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initImgData.data[i + 1] = 0;
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initImgData.data[i + 2] = 0;
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initImgData.data[i + 3] = 255;
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} else { // leave these pixels alone
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maskImgData.data[i] = 0; // black mask gets ignored for in/outpainting
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maskImgData.data[i + 1] = 0;
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maskImgData.data[i + 2] = 0;
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maskImgData.data[i + 3] = 255; // but it still needs an opaque alpha channel
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initImgData.data[i] = imgChunkData[i]; // put the original picture back in the painted area
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initImgData.data[i + 1] = imgChunkData[i + 1];
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initImgData.data[i + 2] = imgChunkData[i + 2];
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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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// also check for painted masks in region, add them as white pixels to mask canvas
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const maskChunk = maskPaintCtx.getImageData(drawIt.x, drawIt.y, drawIt.w, drawIt.h);
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const maskChunkData = maskChunk.data;
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for (let i = 0; i < maskChunkData.length; i += 4) {
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if (maskChunkData[i + 3] != 0) {
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maskImgData.data[i] = 255;
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maskImgData.data[i + 1] = 255;
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maskImgData.data[i + 2] = 255;
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maskImgData.data[i + 3] = 255;
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}
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}
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// backup any painted masks ingested then them, replacable if user doesn't like resultant image
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var clearArea = maskPaintCtx.createImageData(drawIt.w, drawIt.h);
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backupMaskChunk = maskChunk;
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backupMaskX = drawIt.x;
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backupMaskY = drawIt.y;
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var clearD = clearArea.data;
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for (let i = 0; i < clearD.length; i++) {
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clearD[i] = 0; // just null it all out
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}
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maskPaintCtx.putImageData(clearArea, drawIt.x, drawIt.y);
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// mask monitors
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ctx2.putImageData(maskImgData, 0, 0);
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var maskBase64 = canvas2.toDataURL();
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ctx3.putImageData(initImgData, 0, 0);
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var initImgBase64 = canvas3.toDataURL();
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// img2img
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endpoint = "img2img";
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stableDiffusionData.mask = maskBase64;
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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.sampler_index = sampler;
|
|
// stableDiffusionData.steps = steps;
|
|
// stableDiffusionData.cfg_scale = cfgScale;
|
|
stableDiffusionData.width = drawIt.w;
|
|
stableDiffusionData.height = drawIt.h;
|
|
// stableDiffusionData.batch_size = batchSize;
|
|
// stableDiffusionData.n_iter = batchCount;
|
|
// stableDiffusionData.mask_blur = maskBlur;
|
|
dream(drawIt.x, drawIt.y, stableDiffusionData);
|
|
}
|
|
}
|
|
}
|
|
|
|
function changeScaleFactor() {
|
|
document.getElementById("scaleFactorTxt").innerText = scaleFactor = document.getElementById("scaleFactor").value;
|
|
}
|
|
|
|
function changeSteps() {
|
|
document.getElementById("stepsTxt").innerText = stableDiffusionData.steps = document.getElementById("steps").value;
|
|
}
|
|
|
|
function changePaintMode() {
|
|
paintMode = document.getElementById("cbxPaint").checked;
|
|
clearTargetMask();
|
|
ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height);
|
|
}
|
|
|
|
function changeEraseMode() {
|
|
eraseMode = document.getElementById("cbxErase").checked;
|
|
clearTargetMask();
|
|
ovCtx.clearRect(0, 0, ovCanvas.width, ovCanvas.height);
|
|
}
|
|
|
|
function changeSampler() {
|
|
stableDiffusionData.sampler_index = document.getElementById("samplerSelect").value;
|
|
}
|
|
|
|
function changeCfgScale() {
|
|
document.getElementById("cfgScaleTxt").innerText = stableDiffusionData.cfg_scale = document.getElementById("cfgScale").value;
|
|
}
|
|
|
|
function changeBatchSize() {
|
|
document.getElementById("batchSizeText").innerText = stableDiffusionData.batch_size = document.getElementById("batchSize").value;
|
|
}
|
|
|
|
function changeBatchCount() {
|
|
document.getElementById("batchCountText").innerText = stableDiffusionData.n_iter = document.getElementById("batchCount").value;
|
|
}
|
|
|
|
function changeSnapMode() {
|
|
snapToGrid = document.getElementById("cbxSnap").checked;
|
|
}
|
|
|
|
function changeMaskBlur() {
|
|
stableDiffusionData.mask_blur = document.getElementById("maskBlur").value;
|
|
}
|
|
|
|
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 downloadImage() {
|
|
var link = document.createElement('a');
|
|
link.download = new Date().toISOString().slice(0, 19).replace('T', ' ').replace(':', ' ') + ' openOutpaint image.png';
|
|
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++) {
|
|
index = (y * w + x) * 4;
|
|
if (imageData.data[index + 3] > 0) {
|
|
pix.x.push(x);
|
|
pix.y.push(y);
|
|
}
|
|
}
|
|
}
|
|
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];
|
|
|
|
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;
|
|
}
|
|
|