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removed redundant overmask toggle
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overmaskpx = 0 effectively disables it anyway
sets overmaskpx to a localstorage option
removes moot "plain" mask monitor
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zero01101 committed Nov 20, 2022
1 parent 0ab96c0 commit cf07ef2
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Showing 3 changed files with 19 additions and 46 deletions.
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ this is a completely vanilla javascript and html canvas outpainting convenience
- easily change samplers/steps/CFG/etc options for each dream summoned from the latent void
- optional right-click to erase output image under cursor
- optional grid snapping for precision
- optional overmasking for potentially better seams between outpaints and it _sorta_ works currently but it needs fixing
- optional overmasking for potentially better seams between outpaints and it _sorta_ works currently but it needs fixing - set overmask px value to 0 to disable the feature
- optional hi-res fix for blank/txt2img dreams which, if enabled, uses image width/height / 2 as firstpass size
- import arbitrary images and superimpose on the canvas wherever you'd like ([extra fun with transparent .pngs!](#arbitrary_transparent))
- "temporary" monitors at the bottom to see exactly what mask/image you're feeding img2img, no i'm certainly not using them as actual imagedata sources or anything
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10 changes: 4 additions & 6 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -73,9 +73,7 @@
<input type="checkbox" id="cbxErase" onchange="changeEraseMode()" disabled="disabled"><br />
<label for="cbxHRFix">Auto txt2img HRfix?</label>
<input type="checkbox" id="cbxHRFix" onchange="changeHiResFix()"><br />
<label for="cbxOverMask">Overmasking?</label>
<input type="checkbox" id="cbxOverMask" onchange="changeOverMask()" checked="checked"><br />
<label for="overMaskPx">Overmask px:</label>
<label for="overMaskPx">Overmask px (0 to disable):</label>
<input type="number" id="overMaskPx" onchange="changeOverMaskPx()" min="0" max="128" value="16"
step="1" /><br />
<label for="maskBlur">Mask blur:</label>
Expand Down Expand Up @@ -154,9 +152,9 @@
</div>
<div id="masks" class="masks">
<div>
<canvas id="maskCanvasMonitor" class="maskCanvasMonitor" width="512" height="512">
<p>lol ur browser sucks</p>
</canvas><br />
<!-- <canvas id="maskCanvasMonitor" class="maskCanvasMonitor" width="512" height="512">
<p>lol ur browser sucks</p>
</canvas><br /> -->
<canvas id="overMaskCanvasMonitor" class="overMaskCanvasMonitor" width="512" height="512">
<p>lol ur browser sucks</p>
</canvas><br />
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53 changes: 14 additions & 39 deletions js/index.js
Original file line number Diff line number Diff line change
Expand Up @@ -107,9 +107,7 @@ var backupMaskChunk = null;
var backupMaskX = null;
var backupMaskY = null;
var totalImagesReturned;
// var maskEdgePixels = {};
var overMask = true;
var overMaskPx = 10;
var overMaskPx = 16;
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;
Expand Down Expand Up @@ -156,7 +154,6 @@ function startup() {
changeSnapMode();
changeMaskBlur();
changeSeed();
changeOverMask();
changeOverMaskPx();
changeHiResFix();
changeEnableErasing();
Expand Down Expand Up @@ -522,21 +519,18 @@ function mouseUp(evt) {
//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
// image exists, set up for 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");
overMaskCanvas.width = initImgCanvas.width = target.w; //maskCanvas.width = target.w;
overMaskCanvas.height = initImgCanvas.height = target.h; //maskCanvas.height = target.h;
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
Expand All @@ -545,12 +539,7 @@ function mouseUp(evt) {
// 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] = 255; // white mask gets painted over
overMaskImgData.data[i + 1] = 255;
overMaskImgData.data[i + 2] = 255;
overMaskImgData.data[i + 3] = 255;
Expand All @@ -561,15 +550,10 @@ function mouseUp(evt) {
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] = 0; // black mask gets ignored for in/outpainting
overMaskImgData.data[i + 1] = 0;
overMaskImgData.data[i + 2] = 0;
overMaskImgData.data[i + 3] = 255;
overMaskImgData.data[i + 3] = 255; // but it still needs an opaque alpha channel

initImgData.data[i] = imgChunkData[i]; // put the original picture back in the painted area
initImgData.data[i + 1] = imgChunkData[i + 1];
Expand Down Expand Up @@ -685,10 +669,6 @@ function mouseUp(evt) {
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;
Expand All @@ -707,21 +687,17 @@ function mouseUp(evt) {
}
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
// anyway all that to say NOW let's run img2img
endpoint = "img2img";
var selectedMask = overMask ? overMaskBase64 : maskBase64;
stableDiffusionData.mask = selectedMask;
// stableDiffusionData.mask = maskBase64;
stableDiffusionData.mask = overMaskBase64;
stableDiffusionData.init_images = [initImgBase64];
// slightly more involved than txt2img
} else {
// txt2img
// time to run txt2img
endpoint = "txt2img";
// easy enough
}
Expand Down Expand Up @@ -782,12 +758,9 @@ function changeSeed() {
localStorage.setItem("seed", stableDiffusionData.seed);
}

function changeOverMask() {
overMask = document.getElementById("cbxOverMask").checked;
}

function changeOverMaskPx() {
overMaskPx = document.getElementById("overMaskPx").value;
localStorage.setItem("overmask_px", overMaskPx);
}

function changeHiResFix() {
Expand Down Expand Up @@ -912,17 +885,19 @@ function checkIfWebuiIsRunning() {
}

function loadSettings() {
// set default values if not set DEFAULTS
// set default values if not set
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"));
var _overmask_px = localStorage.getItem("overmask_px") == null ? 0 : localStorage.getItem("overmask_px");

// 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);
document.getElementById("overMaskPx").value = Number(_overmask_px);
}

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