const fill_threshold = 1; // 1 is just enough for a workaround for Brave browser's farbling: https://github.com/1j01/jspaint/issues/184 function get_brush_canvas_size(brush_size, brush_shape) { // brush_shape optional, only matters if it's circle // @TODO: does it actually still matter? the ellipse drawing code has changed // round to nearest even number in order for the canvas to be drawn centered at a point reasonably return Math.ceil(brush_size * (brush_shape === "circle" ? 2.1 : 1) / 2) * 2; } function render_brush(ctx, shape, size) { // USAGE NOTE: must be called outside of any other usage of op_canvas (because of draw_ellipse) if (shape.match(/diagonal/)) { size -= 0.4; } const mid_x = Math.round(ctx.canvas.width / 2); const left = Math.round(mid_x - size / 2); const right = Math.round(mid_x + size / 2); const mid_y = Math.round(ctx.canvas.height / 2); const top = Math.round(mid_y - size / 2); const bottom = Math.round(mid_y + size / 2); if (shape === "circle") { // @TODO: ideally _without_pattern_support draw_ellipse(ctx, left, top, size, size, false, true); // was useful for testing: // ctx.fillStyle = "red"; // ctx.fillRect(mid_x, mid_y, 1, 1); } else if (shape === "square") { ctx.fillRect(left, top, ~~size, ~~size); } else if (shape === "diagonal") { draw_line_without_pattern_support(ctx, left, top, right, bottom); } else if (shape === "reverse_diagonal") { draw_line_without_pattern_support(ctx, left, bottom, right, top); } else if (shape === "horizontal") { draw_line_without_pattern_support(ctx, left, mid_y, size, mid_y); } else if (shape === "vertical") { draw_line_without_pattern_support(ctx, mid_x, top, mid_x, size); } } function draw_ellipse(ctx, x, y, w, h, stroke, fill) { const center_x = x + w / 2; const center_y = y + h / 2; if (aliasing) { const points = []; const step = 0.05; for (let theta = 0; theta < TAU; theta += step) { points.push({ x: center_x + Math.cos(theta) * w / 2, y: center_y + Math.sin(theta) * h / 2, }); } draw_polygon(ctx, points, stroke, fill); } else { ctx.beginPath(); ctx.ellipse(center_x, center_y, Math.abs(w / 2), Math.abs(h / 2), 0, TAU, false); ctx.stroke(); ctx.fill(); } } function draw_rounded_rectangle(ctx, x, y, width, height, radius_x, radius_y, stroke, fill) { if (aliasing) { const points = []; const lineTo = (x, y) => { points.push({ x, y }); }; const arc = (x, y, radius_x, radius_y, startAngle, endAngle) => { const step = 0.05; for (let theta = startAngle; theta < endAngle; theta += step) { points.push({ x: x + Math.cos(theta) * radius_x, y: y + Math.sin(theta) * radius_y, }); } // not just doing `theta <= endAngle` above because that doesn't account for floating point rounding errors points.push({ x: x + Math.cos(endAngle) * radius_x, y: y + Math.sin(endAngle) * radius_y, }); }; const x2 = x + width; const y2 = y + height; arc(x2 - radius_x, y + radius_y, radius_x, radius_y, TAU * 3 / 4, TAU, false); lineTo(x2, y2 - radius_y); arc(x2 - radius_x, y2 - radius_y, radius_x, radius_y, 0, TAU * 1 / 4, false); lineTo(x + radius_x, y2); arc(x + radius_x, y2 - radius_y, radius_x, radius_y, TAU * 1 / 4, TAU * 1 / 2, false); lineTo(x, y + radius_y); arc(x + radius_x, y + radius_y, radius_x, radius_y, TAU / 2, TAU * 3 / 4, false); draw_polygon(ctx, points, stroke, fill); } else { ctx.beginPath(); ctx.moveTo(x + radius_x, y); ctx.lineTo(x + width - radius_x, y); ctx.quadraticCurveTo(x + width, y, x + width, y + radius_y); ctx.lineTo(x + width, y + height - radius_y); ctx.quadraticCurveTo(x + width, y + height, x + width - radius_x, y + height); ctx.lineTo(x + radius_x, y + height); ctx.quadraticCurveTo(x, y + height, x, y + height - radius_y); ctx.lineTo(x, y + radius_y); ctx.quadraticCurveTo(x, y, x + radius_x, y); ctx.closePath(); if (stroke) { ctx.stroke(); } if (fill) { ctx.fill(); } } } // USAGE NOTE: must be called outside of any other usage of op_canvas (because of render_brush) // @TODO: protect against browser clearing canvases, invalidate cache const get_brush_canvas = memoize_synchronous_function((brush_shape, brush_size) => { const canvas_size = get_brush_canvas_size(brush_size, brush_shape); const brush_canvas = make_canvas(canvas_size, canvas_size); // brush_canvas.ctx.fillStyle = brush_canvas.ctx.strokeStyle = "black"; render_brush(brush_canvas.ctx, brush_shape, brush_size); return brush_canvas; }, 20); // 12 brush tool options + current brush + current pencil + current eraser + current shape stroke + a few $G.on("invalidate-brush-canvases", () => { get_brush_canvas.clear_memo_cache(); }); // USAGE NOTE: must be called outside of any other usage of op_canvas (because of render_brush) const stamp_brush_canvas = (ctx, x, y, brush_shape, brush_size) => { const brush_canvas = get_brush_canvas(brush_shape, brush_size); const offset_x = -Math.ceil(brush_canvas.width / 2); const offset_y = -Math.ceil(brush_canvas.height / 2); ctx.drawImage(brush_canvas, x + offset_x, y + offset_y); }; // USAGE NOTE: must be called outside of any other usage of op_canvas (because of render_brush) const get_circumference_points_for_brush = memoize_synchronous_function((brush_shape, brush_size) => { const brush_canvas = get_brush_canvas(brush_shape, brush_size); const image_data = brush_canvas.ctx.getImageData(0, 0, brush_canvas.width, brush_canvas.height); const at = (x, y) => ( // coordinate checking is important so it doesn't wrap (if the brush abuts the edge of the canvas) x >= 0 && y >= 0 && x < image_data.width && y < image_data.height && image_data.data[(y * image_data.width + x) * 4 + 3] > 127 ); const offset_x = -Math.ceil(brush_canvas.width / 2); const offset_y = -Math.ceil(brush_canvas.height / 2); const points = []; for (let x = 0; x < image_data.width; x += 1) { for (let y = 0; y < image_data.height; y += 1) { if (at(x, y) && ( !at(x, y - 1) || !at(x, y + 1) || !at(x - 1, y) || !at(x + 1, y) )) { points.push({ x: x + offset_x, y: y + offset_y, }); } } } return points; }); $G.on("invalidate-brush-canvases", () => { get_circumference_points_for_brush.clear_memo_cache(); }); let line_brush_canvas; // USAGE NOTE: must be called outside of any other usage of op_canvas (because of render_brush) function update_brush_for_drawing_lines(stroke_size) { if (aliasing && stroke_size > 1) { line_brush_canvas = get_brush_canvas("circle", stroke_size); } } function draw_line_without_pattern_support(ctx, x1, y1, x2, y2, stroke_size = 1) { if (aliasing) { if (stroke_size > 1) { bresenham_line(x1, y1, x2, y2, (x, y) => { ctx.drawImage(line_brush_canvas, ~~(x - line_brush_canvas.width / 2), ~~(y - line_brush_canvas.height / 2)); }); } else { bresenham_line(x1, y1, x2, y2, (x, y) => { ctx.fillRect(x, y, 1, 1); }); } } else { ctx.beginPath(); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineWidth = stroke_size; ctx.lineCap = "round"; ctx.stroke(); ctx.lineCap = "butt"; } } function bresenham_line(x1, y1, x2, y2, callback) { // Bresenham's line algorithm x1 = ~~x1; x2 = ~~x2; y1 = ~~y1; y2 = ~~y2; const dx = Math.abs(x2 - x1); const dy = Math.abs(y2 - y1); const sx = (x1 < x2) ? 1 : -1; const sy = (y1 < y2) ? 1 : -1; let err = dx - dy; // eslint-disable-next-line no-constant-condition while (true) { callback(x1, y1); if (x1 === x2 && y1 === y2) break; const e2 = err * 2; if (e2 > -dy) { err -= dy; x1 += sx; } if (e2 < dx) { err += dx; y1 += sy; } } } function bresenham_dense_line(x1, y1, x2, y2, callback) { // Bresenham's line algorithm with a callback between going horizontal and vertical x1 = ~~x1; x2 = ~~x2; y1 = ~~y1; y2 = ~~y2; const dx = Math.abs(x2 - x1); const dy = Math.abs(y2 - y1); const sx = (x1 < x2) ? 1 : -1; const sy = (y1 < y2) ? 1 : -1; let err = dx - dy; // eslint-disable-next-line no-constant-condition while (true) { callback(x1, y1); if (x1 === x2 && y1 === y2) break; const e2 = err * 2; if (e2 > -dy) { err -= dy; x1 += sx; } callback(x1, y1); if (e2 < dx) { err += dx; y1 += sy; } } } function draw_fill_without_pattern_support(ctx, start_x, start_y, fill_r, fill_g, fill_b, fill_a) { // @TODO: split up processing in case it takes too long? // progress bar and abort button (outside of image-manipulation.js) // or at least just free up the main thread every once in a while // @TODO: speed up with typed arrays? https://hacks.mozilla.org/2011/12/faster-canvas-pixel-manipulation-with-typed-arrays/ // could avoid endianness issues if only copying colors // the jsperf only shows ~15% improvement // maybe do something fancier like special-casing large chunks of single-color image // (octree? or just have a higher level stack of chunks to fill and check at if a chunk is homogeneous) const c_width = main_canvas.width; const c_height = main_canvas.height; start_x = Math.max(0, Math.min(Math.floor(start_x), c_width)); start_y = Math.max(0, Math.min(Math.floor(start_y), c_height)); const stack = [[start_x, start_y]]; const id = ctx.getImageData(0, 0, c_width, c_height); let pixel_pos = (start_y * c_width + start_x) * 4; const start_r = id.data[pixel_pos + 0]; const start_g = id.data[pixel_pos + 1]; const start_b = id.data[pixel_pos + 2]; const start_a = id.data[pixel_pos + 3]; // @TODO: Allow flood-filling colors similar within fill threshold. // Right now it will cause an infinite loop if we don't stop early in this case. // As of writing, the fill threshold is very low, so this problem is unlikely to be noticed, // but it would be nice as a user-configurable option. if ( Math.abs(fill_r - start_r) <= fill_threshold && Math.abs(fill_g - start_g) <= fill_threshold && Math.abs(fill_b - start_b) <= fill_threshold && Math.abs(fill_a - start_a) <= fill_threshold ) { return; } while (stack.length) { let new_pos; let x; let y; let reach_left; let reach_right; new_pos = stack.pop(); x = new_pos[0]; y = new_pos[1]; pixel_pos = (y * c_width + x) * 4; while (should_fill_at(pixel_pos)) { y--; pixel_pos = (y * c_width + x) * 4; } reach_left = false; reach_right = false; // eslint-disable-next-line no-constant-condition while (true) { y++; pixel_pos = (y * c_width + x) * 4; if (!(y < c_height && should_fill_at(pixel_pos))) { break; } do_fill_at(pixel_pos); if (x > 0) { if (should_fill_at(pixel_pos - 4)) { if (!reach_left) { stack.push([x - 1, y]); reach_left = true; } } else if (reach_left) { reach_left = false; } } if (x < c_width - 1) { if (should_fill_at(pixel_pos + 4)) { if (!reach_right) { stack.push([x + 1, y]); reach_right = true; } } else if (reach_right) { reach_right = false; } } pixel_pos += c_width * 4; } } ctx.putImageData(id, 0, 0); function should_fill_at(pixel_pos) { return ( // matches start color (i.e. region to fill) Math.abs(id.data[pixel_pos + 0] - start_r) <= fill_threshold && Math.abs(id.data[pixel_pos + 1] - start_g) <= fill_threshold && Math.abs(id.data[pixel_pos + 2] - start_b) <= fill_threshold && Math.abs(id.data[pixel_pos + 3] - start_a) <= fill_threshold ); } function do_fill_at(pixel_pos) { id.data[pixel_pos + 0] = fill_r; id.data[pixel_pos + 1] = fill_g; id.data[pixel_pos + 2] = fill_b; id.data[pixel_pos + 3] = fill_a; } } function draw_fill(ctx, start_x, start_y, swatch) { if (typeof swatch === "string") { const fill_rgba = get_rgba_from_color(swatch); draw_fill_without_pattern_support(ctx, start_x, start_y, fill_rgba[0], fill_rgba[1], fill_rgba[2], fill_rgba[3]); } else { const source_canvas = ctx.canvas; const fill_canvas = make_canvas(source_canvas.width, source_canvas.height); draw_fill_separately(source_canvas.ctx, fill_canvas.ctx, start_x, start_y, 255, 255, 255, 255); replace_colors_with_swatch(fill_canvas.ctx, swatch, 0, 0); ctx.drawImage(fill_canvas, 0, 0); } } function draw_fill_separately(source_ctx, dest_ctx, start_x, start_y, fill_r, fill_g, fill_b, fill_a) { if (fill_a === 0) { throw new Error("Filling with alpha of zero is not supported. Zero alpha is used for detecting whether a pixel has been visited."); } const c_width = main_canvas.width; const c_height = main_canvas.height; start_x = Math.max(0, Math.min(Math.floor(start_x), c_width)); start_y = Math.max(0, Math.min(Math.floor(start_y), c_height)); const stack = [[start_x, start_y]]; const source_id = source_ctx.getImageData(0, 0, c_width, c_height); const dest_id = dest_ctx.getImageData(0, 0, c_width, c_height); let pixel_pos = (start_y * c_width + start_x) * 4; const start_r = source_id.data[pixel_pos + 0]; const start_g = source_id.data[pixel_pos + 1]; const start_b = source_id.data[pixel_pos + 2]; const start_a = source_id.data[pixel_pos + 3]; while (stack.length) { let new_pos; let x; let y; let reach_left; let reach_right; new_pos = stack.pop(); x = new_pos[0]; y = new_pos[1]; pixel_pos = (y * c_width + x) * 4; while (should_fill_at(pixel_pos)) { y--; pixel_pos = (y * c_width + x) * 4; } reach_left = false; reach_right = false; // eslint-disable-next-line no-constant-condition while (true) { y++; pixel_pos = (y * c_width + x) * 4; if (!(y < c_height && should_fill_at(pixel_pos))) { break; } do_fill_at(pixel_pos); if (x > 0) { if (should_fill_at(pixel_pos - 4)) { if (!reach_left) { stack.push([x - 1, y]); reach_left = true; } } else if (reach_left) { reach_left = false; } } if (x < c_width - 1) { if (should_fill_at(pixel_pos + 4)) { if (!reach_right) { stack.push([x + 1, y]); reach_right = true; } } else if (reach_right) { reach_right = false; } } pixel_pos += c_width * 4; } } dest_ctx.putImageData(dest_id, 0, 0); function should_fill_at(pixel_pos) { return ( // not reached yet dest_id.data[pixel_pos + 3] === 0 && // and matches start color (i.e. region to fill) ( Math.abs(source_id.data[pixel_pos + 0] - start_r) <= fill_threshold && Math.abs(source_id.data[pixel_pos + 1] - start_g) <= fill_threshold && Math.abs(source_id.data[pixel_pos + 2] - start_b) <= fill_threshold && Math.abs(source_id.data[pixel_pos + 3] - start_a) <= fill_threshold ) ); } function do_fill_at(pixel_pos) { dest_id.data[pixel_pos + 0] = fill_r; dest_id.data[pixel_pos + 1] = fill_g; dest_id.data[pixel_pos + 2] = fill_b; dest_id.data[pixel_pos + 3] = fill_a; } } function replace_color_globally(image_data, from_r, from_g, from_b, from_a, to_r, to_g, to_b, to_a) { if ( from_r === to_r && from_g === to_g && from_b === to_b && from_a === to_a ) { return; } const { data } = image_data; for (let i = 0; i < data.length; i += 4) { if ( Math.abs(data[i + 0] - from_r) <= fill_threshold && Math.abs(data[i + 1] - from_g) <= fill_threshold && Math.abs(data[i + 2] - from_b) <= fill_threshold && Math.abs(data[i + 3] - from_a) <= fill_threshold ) { data[i + 0] = to_r; data[i + 1] = to_g; data[i + 2] = to_b; data[i + 3] = to_a; } } } function find_color_globally(source_image_data, dest_image_data, find_r, find_g, find_b, find_a) { const source_data = source_image_data.data; const dest_data = dest_image_data.data; for (let i = 0; i < source_data.length; i += 4) { if ( Math.abs(source_data[i + 0] - find_r) <= fill_threshold && Math.abs(source_data[i + 1] - find_g) <= fill_threshold && Math.abs(source_data[i + 2] - find_b) <= fill_threshold && Math.abs(source_data[i + 3] - find_a) <= fill_threshold ) { dest_data[i + 0] = 255; dest_data[i + 1] = 255; dest_data[i + 2] = 255; dest_data[i + 3] = 255; } } } function draw_noncontiguous_fill_without_pattern_support(ctx, x, y, fill_r, fill_g, fill_b, fill_a) { x = Math.max(0, Math.min(Math.floor(x), ctx.canvas.width)); y = Math.max(0, Math.min(Math.floor(y), ctx.canvas.height)); const image_data = ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height); const start_index = (y * image_data.width + x) * 4; const start_r = image_data.data[start_index + 0]; const start_g = image_data.data[start_index + 1]; const start_b = image_data.data[start_index + 2]; const start_a = image_data.data[start_index + 3]; replace_color_globally(image_data, start_r, start_g, start_b, start_a, fill_r, fill_g, fill_b, fill_a); ctx.putImageData(image_data, 0, 0); } function draw_noncontiguous_fill(ctx, x, y, swatch) { if (typeof swatch === "string") { const fill_rgba = get_rgba_from_color(swatch); draw_noncontiguous_fill_without_pattern_support(ctx, x, y, fill_rgba[0], fill_rgba[1], fill_rgba[2], fill_rgba[3]); } else { const source_canvas = ctx.canvas; const fill_canvas = make_canvas(source_canvas.width, source_canvas.height); draw_noncontiguous_fill_separately(source_canvas.ctx, fill_canvas.ctx, x, y); replace_colors_with_swatch(fill_canvas.ctx, swatch, 0, 0); ctx.drawImage(fill_canvas, 0, 0); } } function draw_noncontiguous_fill_separately(source_ctx, dest_ctx, x, y) { x = Math.max(0, Math.min(Math.floor(x), source_ctx.canvas.width)); y = Math.max(0, Math.min(Math.floor(y), source_ctx.canvas.height)); const source_image_data = source_ctx.getImageData(0, 0, source_ctx.canvas.width, source_ctx.canvas.height); const dest_image_data = dest_ctx.getImageData(0, 0, dest_ctx.canvas.width, dest_ctx.canvas.height); const start_index = (y * source_image_data.width + x) * 4; const start_r = source_image_data.data[start_index + 0]; const start_g = source_image_data.data[start_index + 1]; const start_b = source_image_data.data[start_index + 2]; const start_a = source_image_data.data[start_index + 3]; find_color_globally(source_image_data, dest_image_data, start_r, start_g, start_b, start_a); dest_ctx.putImageData(dest_image_data, 0, 0); } function apply_image_transformation(meta, fn) { // Apply an image transformation function to either the selection or the entire canvas const original_canvas = selection ? selection.source_canvas : main_canvas; const new_canvas = make_canvas(original_canvas.width, original_canvas.height); const original_ctx = original_canvas.getContext("2d"); const new_ctx = new_canvas.getContext("2d"); fn(original_canvas, original_ctx, new_canvas, new_ctx); if (selection) { undoable({ name: `${meta.name} (${localize("Selection")})`, icon: meta.icon, soft: true, }, () => { selection.replace_source_canvas(new_canvas); }); } else { deselect(); cancel(); undoable({ name: meta.name, icon: meta.icon, }, () => { saved = false; update_title(); main_ctx.copy(new_canvas); $canvas.trigger("update"); // update handles }); } } function flip_horizontal() { apply_image_transformation({ name: localize("Flip horizontal"), icon: get_help_folder_icon("p_fliph.png"), }, (original_canvas, original_ctx, new_canvas, new_ctx) => { new_ctx.translate(new_canvas.width, 0); new_ctx.scale(-1, 1); new_ctx.drawImage(original_canvas, 0, 0); }); } function flip_vertical() { apply_image_transformation({ name: localize("Flip vertical"), icon: get_help_folder_icon("p_flipv.png"), }, (original_canvas, original_ctx, new_canvas, new_ctx) => { new_ctx.translate(0, new_canvas.height); new_ctx.scale(1, -1); new_ctx.drawImage(original_canvas, 0, 0); }); } function rotate(angle) { apply_image_transformation({ name: `${localize("Rotate by angle")} ${angle / TAU * 360} ${localize("Degrees")}`, icon: get_help_folder_icon(`p_rotate_${angle >= 0 ? "cw" : "ccw"}.png`), }, (original_canvas, original_ctx, new_canvas, new_ctx) => { new_ctx.save(); switch (angle) { case TAU / 4: case TAU * -3 / 4: new_canvas.width = original_canvas.height; new_canvas.height = original_canvas.width; new_ctx.disable_image_smoothing(); new_ctx.translate(new_canvas.width, 0); new_ctx.rotate(TAU / 4); break; case TAU / 2: case TAU / -2: new_ctx.translate(new_canvas.width, new_canvas.height); new_ctx.rotate(TAU / 2); break; case TAU * 3 / 4: case TAU / -4: new_canvas.width = original_canvas.height; new_canvas.height = original_canvas.width; new_ctx.disable_image_smoothing(); new_ctx.translate(0, new_canvas.height); new_ctx.rotate(TAU / -4); break; default: { const w = original_canvas.width; const h = original_canvas.height; let bb_min_x = +Infinity; let bb_max_x = -Infinity; let bb_min_y = +Infinity; let bb_max_y = -Infinity; const corner = (x01, y01) => { const x = Math.sin(-angle) * h * x01 + Math.cos(+angle) * w * y01; const y = Math.sin(+angle) * w * y01 + Math.cos(-angle) * h * x01; bb_min_x = Math.min(bb_min_x, x); bb_max_x = Math.max(bb_max_x, x); bb_min_y = Math.min(bb_min_y, y); bb_max_y = Math.max(bb_max_y, y); }; corner(0, 0); corner(0, 1); corner(1, 0); corner(1, 1); const bb_x = bb_min_x; const bb_y = bb_min_y; const bb_w = bb_max_x - bb_min_x; const bb_h = bb_max_y - bb_min_y; new_canvas.width = bb_w; new_canvas.height = bb_h; new_ctx.disable_image_smoothing(); if (!transparency) { new_ctx.fillStyle = selected_colors.background; new_ctx.fillRect(0, 0, new_canvas.width, new_canvas.height); } new_ctx.translate(-bb_x, -bb_y); new_ctx.rotate(angle); new_ctx.drawImage(original_canvas, 0, 0, w, h); break; } } new_ctx.drawImage(original_canvas, 0, 0); new_ctx.restore(); }); } function stretch_and_skew(x_scale, y_scale, h_skew, v_skew) { apply_image_transformation({ name: (h_skew !== 0 || v_skew !== 0) ? ( (x_scale !== 1 || y_scale !== 1) ? localize("Stretch and Skew") : localize("Skew") ) : localize("Stretch"), icon: get_help_folder_icon( (h_skew !== 0) ? "p_skew_h.png" : (v_skew !== 0) ? "p_skew_v.png" : (y_scale !== 1) ? ( (x_scale !== 1) ? "p_stretch_both.png" : "p_stretch_v.png" ) : "p_stretch_h.png" ), }, (original_canvas, original_ctx, new_canvas, new_ctx) => { const w = original_canvas.width * x_scale; const h = original_canvas.height * y_scale; let bb_min_x = +Infinity; let bb_max_x = -Infinity; let bb_min_y = +Infinity; let bb_max_y = -Infinity; const corner = (x01, y01) => { const x = Math.tan(h_skew) * h * x01 + w * y01; const y = Math.tan(v_skew) * w * y01 + h * x01; bb_min_x = Math.min(bb_min_x, x); bb_max_x = Math.max(bb_max_x, x); bb_min_y = Math.min(bb_min_y, y); bb_max_y = Math.max(bb_max_y, y); }; corner(0, 0); corner(0, 1); corner(1, 0); corner(1, 1); const bb_x = bb_min_x; const bb_y = bb_min_y; const bb_w = bb_max_x - bb_min_x; const bb_h = bb_max_y - bb_min_y; new_canvas.width = Math.max(1, bb_w); new_canvas.height = Math.max(1, bb_h); new_ctx.disable_image_smoothing(); if (!transparency) { new_ctx.fillStyle = selected_colors.background; new_ctx.fillRect(0, 0, new_canvas.width, new_canvas.height); } new_ctx.save(); new_ctx.transform( 1, // x scale Math.tan(v_skew), // vertical skew (skewY) Math.tan(h_skew), // horizontal skew (skewX) 1, // y scale -bb_x, // x translation -bb_y // y translation ); new_ctx.drawImage(original_canvas, 0, 0, w, h); new_ctx.restore(); }); } function invert_rgb(source_ctx, dest_ctx = source_ctx) { const image_data = source_ctx.getImageData(0, 0, source_ctx.canvas.width, source_ctx.canvas.height); for (let i = 0; i < image_data.data.length; i += 4) { image_data.data[i + 0] = 255 - image_data.data[i + 0]; image_data.data[i + 1] = 255 - image_data.data[i + 1]; image_data.data[i + 2] = 255 - image_data.data[i + 2]; } dest_ctx.putImageData(image_data, 0, 0); } function invert_monochrome(source_ctx, dest_ctx = source_ctx, monochrome_info = detect_monochrome(source_ctx)) { const image_data = source_ctx.getImageData(0, 0, source_ctx.canvas.width, source_ctx.canvas.height); // Note: values in pixel_array may be different on big endian vs little endian machines. // Only rely on equality of values within the array. // pixel_array is a performance optimization, to access whole pixels at a time instead of individual color channels. const pixel_array = new Uint32Array(image_data.data.buffer); if (monochrome_info.presentNonTransparentUint32s.length === 0) { // Fully transparent. // No change, and no need to copy the image to dest canvas to represent that lack of a change. return; } if (monochrome_info.presentNonTransparentUint32s.length === 1) { // Only one non-transparent color present in the image. // Can't use just the information of what colors are in the canvas to invert, need to look at the palette. // We could've done this in a unified way, but whatever! // Personally, I think this is a CHARMINGLY poor solution. // Maybe a little less so now that I added handling for transparency (i.e. Free-Form Select). const color_1 = palette[0]; const color_2 = palette[14] || palette[1]; const color_1_rgba = get_rgba_from_color(color_1); const present_rgba = monochrome_info.presentNonTransparentRGBAs[0]; if ( present_rgba[0] === color_1_rgba[0] && present_rgba[1] === color_1_rgba[1] && present_rgba[2] === color_1_rgba[2] && present_rgba[3] === color_1_rgba[3] ) { dest_ctx.fillStyle = color_2; } else { dest_ctx.fillStyle = color_1; } if (monochrome_info.monochromeWithTransparency) { dest_ctx.putImageData(image_data, 0, 0); dest_ctx.globalCompositeOperation = "source-in"; } dest_ctx.fillRect(0, 0, source_ctx.canvas.width, source_ctx.canvas.height); return; } const [uint32_a, uint32_b] = monochrome_info.presentNonTransparentUint32s; for (let i = 0, len = pixel_array.length; i < len; i += 1) { if (pixel_array[i] === uint32_a) { pixel_array[i] = uint32_b; } else if (pixel_array[i] === uint32_b) { pixel_array[i] = uint32_a; } } dest_ctx.putImageData(image_data, 0, 0); } function threshold_black_and_white(ctx, threshold) { const image_data = ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height); for (let i = 0; i < image_data.data.length; i += 4) { const white = (image_data.data[i + 0] + image_data.data[i + 1] + image_data.data[i + 2]) / 3 / 255 > threshold; image_data.data[i + 0] = 255 * white; image_data.data[i + 1] = 255 * white; image_data.data[i + 2] = 255 * white; image_data.data[i + 3] = 255; } ctx.putImageData(image_data, 0, 0); } function replace_colors_with_swatch(ctx, swatch, x_offset_from_global_canvas = 0, y_offset_from_global_canvas = 0) { // USAGE NOTE: Context MUST be untranslated! (for the rectangle to cover the exact area of the canvas, and presumably for the pattern alignment as well) // This function is mainly for patterns support (for black & white mode) but naturally handles solid colors as well. ctx.globalCompositeOperation = "source-in"; ctx.fillStyle = swatch; ctx.beginPath(); ctx.rect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.save(); ctx.translate(-x_offset_from_global_canvas, -y_offset_from_global_canvas); ctx.fill(); ctx.restore(); } // adapted from https://github.com/Pomax/bezierjs function compute_bezier(t, start_x, start_y, control_1_x, control_1_y, control_2_x, control_2_y, end_x, end_y) { const mt = 1 - t; const mt2 = mt * mt; const t2 = t * t; let a, b, c, d = 0; a = mt2 * mt; b = mt2 * t * 3; c = mt * t2 * 3; d = t * t2; return { x: a * start_x + b * control_1_x + c * control_2_x + d * end_x, y: a * start_y + b * control_1_y + c * control_2_y + d * end_y }; } function draw_bezier_curve_without_pattern_support(ctx, start_x, start_y, control_1_x, control_1_y, control_2_x, control_2_y, end_x, end_y, stroke_size) { const steps = 100; let point_a = { x: start_x, y: start_y }; for (let t = 0; t < 1; t += 1 / steps) { const point_b = compute_bezier(t, start_x, start_y, control_1_x, control_1_y, control_2_x, control_2_y, end_x, end_y); // @TODO: carry "error" from Bresenham line algorithm between iterations? and/or get a proper Bezier drawing algorithm draw_line_without_pattern_support(ctx, point_a.x, point_a.y, point_b.x, point_b.y, stroke_size); point_a = point_b; } } function draw_quadratic_curve(ctx, start_x, start_y, control_x, control_y, end_x, end_y, stroke_size) { draw_bezier_curve(ctx, start_x, start_y, control_x, control_y, control_x, control_y, end_x, end_y, stroke_size); } function draw_bezier_curve(ctx, start_x, start_y, control_1_x, control_1_y, control_2_x, control_2_y, end_x, end_y, stroke_size) { // could calculate bounds of Bezier curve with something like bezier-js // but just using the control points should be fine const min_x = Math.min(start_x, control_1_x, control_2_x, end_x); const min_y = Math.min(start_y, control_1_y, control_2_y, end_y); const max_x = Math.max(start_x, control_1_x, control_2_x, end_x); const max_y = Math.max(start_y, control_1_y, control_2_y, end_y); draw_with_swatch(ctx, min_x, min_y, max_x, max_y, stroke_color, op_ctx_2d => { draw_bezier_curve_without_pattern_support(op_ctx_2d, start_x, start_y, control_1_x, control_1_y, control_2_x, control_2_y, end_x, end_y, stroke_size); }); } function draw_line(ctx, x1, y1, x2, y2, stroke_size) { const min_x = Math.min(x1, x2); const min_y = Math.min(y1, y2); const max_x = Math.max(x1, x2); const max_y = Math.max(y1, y2); draw_with_swatch(ctx, min_x, min_y, max_x, max_y, stroke_color, op_ctx_2d => { draw_line_without_pattern_support(op_ctx_2d, x1, y1, x2, y2, stroke_size); }); // also works: // draw_line_strip(ctx, [{ x: x1, y: y1 }, { x: x2, y: y2 }]); } let grid_pattern; function draw_grid(ctx, scale) { const pattern_size = Math.floor(scale); // @TODO: try ceil too if (!grid_pattern || grid_pattern.width !== pattern_size || grid_pattern.height !== pattern_size) { const grid_pattern_canvas = make_canvas(pattern_size, pattern_size); const dark_gray = "#808080"; const light_gray = "#c0c0c0"; grid_pattern_canvas.ctx.fillStyle = dark_gray; grid_pattern_canvas.ctx.fillRect(0, 0, 1, pattern_size); grid_pattern_canvas.ctx.fillStyle = dark_gray; grid_pattern_canvas.ctx.fillRect(0, 0, pattern_size, 1); grid_pattern_canvas.ctx.fillStyle = light_gray; for (let i = 1; i < pattern_size; i += 2) { grid_pattern_canvas.ctx.fillRect(i, 0, 1, 1); grid_pattern_canvas.ctx.fillRect(0, i, 1, 1); } grid_pattern = ctx.createPattern(grid_pattern_canvas, "repeat"); } ctx.save(); ctx.rect(0, 0, ctx.canvas.width, ctx.canvas.height); if (scale !== pattern_size) { ctx.translate(-0.5, -0.75); // hand picked to look "good" at 110% in chrome // might be better to just hide the grid in some more cases tho // ...@TODO: if I can get helper layer to be pixel aligned, I can probably remove this } ctx.scale(scale / pattern_size, scale / pattern_size); ctx.enable_image_smoothing(); ctx.fillStyle = grid_pattern; ctx.fill(); ctx.restore(); } (() => { // the dashes of the border are sized such that at 4x zoom, // they're squares equal to one canvas pixel // they're offset by a screen pixel tho from the canvas pixel cells const svg_for_creating_matrices = document.createElementNS("http://www.w3.org/2000/svg", "svg"); const horizontal_pattern_canvas = make_canvas(8, 4); const vertical_pattern_canvas = make_canvas(4, 8); let horizontal_pattern; let vertical_pattern; function draw_dashes(ctx, x, y, go_x, go_y, scale, translate_x, translate_y) { if (!vertical_pattern) { horizontal_pattern_canvas.ctx.fillStyle = "white"; horizontal_pattern_canvas.ctx.fillRect(4, 0, 4, 4); vertical_pattern_canvas.ctx.fillStyle = "white"; vertical_pattern_canvas.ctx.fillRect(0, 4, 4, 4); horizontal_pattern = ctx.createPattern(horizontal_pattern_canvas, "repeat"); vertical_pattern = ctx.createPattern(vertical_pattern_canvas, "repeat"); } const dash_width = 1; const hairline_width = 1 / scale; // size of a screen pixel ctx.save(); ctx.scale(scale, scale); ctx.translate(translate_x, translate_y); ctx.translate(x, y); ctx.globalCompositeOperation = "difference"; if (go_x > 0) { const matrix = svg_for_creating_matrices.createSVGMatrix(); if (horizontal_pattern.setTransform) { // not supported by Edge as of 2019-12-04 horizontal_pattern.setTransform(matrix.translate(-x, -y).translate(hairline_width, 0).scale(1 / scale)); } ctx.fillStyle = horizontal_pattern; ctx.fillRect(0, 0, go_x, dash_width); } else if (go_y > 0) { const matrix = svg_for_creating_matrices.createSVGMatrix(); if (vertical_pattern.setTransform) { // not supported by Edge as of 2019-12-04 vertical_pattern.setTransform(matrix.translate(-x, -y).translate(0, hairline_width).scale(1 / scale)); } ctx.fillStyle = vertical_pattern; ctx.fillRect(0, 0, dash_width, go_y); } ctx.restore(); } window.draw_selection_box = (ctx, rect_x, rect_y, rect_w, rect_h, scale, translate_x, translate_y) => { draw_dashes(ctx, rect_x, rect_y, rect_w - 1, 0, scale, translate_x, translate_y); // top if (rect_h === 1) { draw_dashes(ctx, rect_x, rect_y, 0, 1, scale, translate_x, translate_y); // left } else { draw_dashes(ctx, rect_x, rect_y + 1, 0, rect_h - 2, scale, translate_x, translate_y); // left } draw_dashes(ctx, rect_x + rect_w - 1, rect_y, 0, rect_h, scale, translate_x, translate_y); // right draw_dashes(ctx, rect_x, rect_y + rect_h - 1, rect_w - 1, 0, scale, translate_x, translate_y); // bottom draw_dashes(ctx, rect_x, rect_y + 1, 0, 1, scale, translate_x, translate_y); // top left dangling bit??? }; })(); (() => { const tessy = (function initTesselator() { // function called for each vertex of tesselator output function vertex_callback(data, poly_vert_array) { // window.console && console.log(data[0], data[1]); poly_vert_array[poly_vert_array.length] = data[0]; poly_vert_array[poly_vert_array.length] = data[1]; } function begin_callback(type) { if (type !== libtess.primitiveType.GL_TRIANGLES) { window.console && console.log(`Expected TRIANGLES but got type: ${type}`); } } function error_callback(errno) { window.console && console.log('error callback'); window.console && console.log(`error number: ${errno}`); } // callback for when segments intersect and must be split function combine_callback(coords/*, data, weight*/) { // window.console && console.log('combine callback'); return [coords[0], coords[1], coords[2]]; } function edge_callback(/*flag*/) { // don't really care about the flag, but need no-strip/no-fan behavior // window.console && console.log('edge flag: ' + flag); } const tessy = new libtess.GluTesselator(); // tessy.gluTessProperty(libtess.gluEnum.GLU_TESS_WINDING_RULE, libtess.windingRule.GLU_TESS_WINDING_POSITIVE); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_VERTEX_DATA, vertex_callback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_BEGIN, begin_callback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_ERROR, error_callback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_COMBINE, combine_callback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_EDGE_FLAG, edge_callback); return tessy; }()); function triangulate(contours) { // libtess will take 3d verts and flatten to a plane for tesselation // since only doing 2d tesselation here, provide z=1 normal to skip // iterating over verts only to get the same answer. tessy.gluTessNormal(0, 0, 1); const triangleVerts = []; tessy.gluTessBeginPolygon(triangleVerts); for (let i = 0; i < contours.length; i++) { tessy.gluTessBeginContour(); const contour = contours[i]; for (let j = 0; j < contour.length; j += 2) { const coords = [contour[j], contour[j + 1], 0]; tessy.gluTessVertex(coords, coords); } tessy.gluTessEndContour(); } tessy.gluTessEndPolygon(); return triangleVerts; } let gl; let positionLoc; function initWebGL(canvas) { try { gl = canvas.getContext('webgl', { antialias: false }); } catch (error) { show_error_message("Failed to get WebGL context. You may need to refresh the web page, or restart your computer.", error); return; } if (!gl) { show_error_message("Failed to get WebGL context. You may need to refresh the web page, or restart your computer."); return; } window.WEBGL_lose_context = gl.getExtension("WEBGL_lose_context"); const program = createShaderProgram(); positionLoc = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionLoc); } function initArrayBuffer(triangleVertexCoords) { // put triangle coordinates into a WebGL ArrayBuffer and bind to // shader's 'position' attribute variable const rawData = new Float32Array(triangleVertexCoords); const polygonArrayBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, polygonArrayBuffer); gl.bufferData(gl.ARRAY_BUFFER, rawData, gl.STATIC_DRAW); gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0); return triangleVertexCoords.length / 2; } function createShaderProgram() { // create vertex shader const vertexSrc = [ 'attribute vec4 position;', 'void main() {', ' /* already in normalized coordinates, so just pass through */', ' gl_Position = position;', '}' ].join(''); const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexSrc); gl.compileShader(vertexShader); if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { window.console && console.log( `Vertex shader failed to compile. Log: ${gl.getShaderInfoLog(vertexShader)}` ); } // create fragment shader const fragmentSrc = [ 'precision mediump float;', 'void main() {', ' gl_FragColor = vec4(0, 0, 0, 1);', '}' ].join(''); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentSrc); gl.compileShader(fragmentShader); if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { window.console && console.log( `Fragment shader failed to compile. Log: ${gl.getShaderInfoLog(fragmentShader)}` ); } // link shaders to create our program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); return program; } const op_canvas_webgl = document.createElement('canvas'); const op_canvas_2d = document.createElement('canvas'); const op_ctx_2d = op_canvas_2d.getContext("2d"); initWebGL(op_canvas_webgl); let warning_tid; op_canvas_webgl.addEventListener("webglcontextlost", (e) => { e.preventDefault(); window.console && console.warn("WebGL context lost"); clamp_brush_sizes(); warning_tid = setTimeout(() => { show_error_message("The WebGL context was lost. You may need to refresh the web page, or restart your computer."); }, 3000); }, false); op_canvas_webgl.addEventListener("webglcontextrestored", () => { initWebGL(op_canvas_webgl); window.console && console.warn("WebGL context restored"); clearTimeout(warning_tid); clamp_brush_sizes(); // brushes rendered using WebGL may be invalid (i.e. invisible) since the context was lost // invalidate the cache(s) so that brushes will be re-rendered now that WebGL is restored $G.triggerHandler("invalidate-brush-canvases"); $G.triggerHandler("redraw-tool-options-because-webglcontextrestored"); }, false); function clamp_brush_sizes() { const max_size = 100; if (brush_size > max_size) { brush_size = max_size; show_error_message(`Brush size clamped to ${max_size}`); } if (pencil_size > max_size) { pencil_size = max_size; show_error_message(`Pencil size clamped to ${max_size}`); } if (stroke_size > max_size) { stroke_size = max_size; show_error_message(`Stroke size clamped to ${max_size}`); } } window.draw_line_strip = (ctx, points) => { draw_polygon_or_line_strip(ctx, points, true, false, false); }; window.draw_polygon = (ctx, points, stroke, fill) => { draw_polygon_or_line_strip(ctx, points, stroke, fill, true); }; function draw_polygon_or_line_strip(ctx, points, stroke, fill, close_path) { if (!gl) { show_error_message("Failed to get WebGL context. You may need to refresh the web page, or restart your computer."); return; // @TODO: don't pollute brush cache with empty brushes (also maybe fallback to 2D canvas rendering) } // this must be before stuff is done with op_canvas // otherwise update_brush_for_drawing_lines calls render_brush calls draw_ellipse calls draw_polygon calls draw_polygon_or_line_strip // trying to use the same op_canvas // (also, avoiding infinite recursion by checking for stroke; assuming brushes will never have outlines) if (stroke && stroke_size > 1) { update_brush_for_drawing_lines(stroke_size); } const stroke_color = ctx.strokeStyle; const fill_color = ctx.fillStyle; const numPoints = points.length; const numCoords = numPoints * 2; if (numPoints === 0) { return; } let x_min = +Infinity; let x_max = -Infinity; let y_min = +Infinity; let y_max = -Infinity; for (const { x, y } of points) { x_min = Math.min(x, x_min); x_max = Math.max(x, x_max); y_min = Math.min(y, y_min); y_max = Math.max(y, y_max); } x_max += 1; y_max += 1; x_min -= 1; y_min -= 1; op_canvas_webgl.width = x_max - x_min; op_canvas_webgl.height = y_max - y_min; gl.viewport(0, 0, op_canvas_webgl.width, op_canvas_webgl.height); const coords = new Float32Array(numCoords); for (let i = 0; i < numPoints; i++) { coords[i * 2 + 0] = (points[i].x - x_min) / op_canvas_webgl.width * 2 - 1; coords[i * 2 + 1] = 1 - (points[i].y - y_min) / op_canvas_webgl.height * 2; // @TODO: investigate: does this cause resolution/information loss? can we change the coordinate system? } if (fill) { const contours = [coords]; const polyTriangles = triangulate(contours); let numVertices = initArrayBuffer(polyTriangles); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, numVertices); op_canvas_2d.width = op_canvas_webgl.width; op_canvas_2d.height = op_canvas_webgl.height; op_ctx_2d.drawImage(op_canvas_webgl, 0, 0); replace_colors_with_swatch(op_ctx_2d, fill_color, x_min, y_min); ctx.drawImage(op_canvas_2d, x_min, y_min); } if (stroke) { if (stroke_size > 1) { const stroke_margin = ~~(stroke_size * 1.1); const op_canvas_x = x_min - stroke_margin; const op_canvas_y = y_min - stroke_margin; op_canvas_2d.width = x_max - x_min + stroke_margin * 2; op_canvas_2d.height = y_max - y_min + stroke_margin * 2; for (let i = 0; i < numPoints - (close_path ? 0 : 1); i++) { const point_a = points[i]; const point_b = points[(i + 1) % numPoints]; // Note: update_brush_for_drawing_lines way above draw_line_without_pattern_support( op_ctx_2d, point_a.x - op_canvas_x, point_a.y - op_canvas_y, point_b.x - op_canvas_x, point_b.y - op_canvas_y, stroke_size ); } replace_colors_with_swatch(op_ctx_2d, stroke_color, op_canvas_x, op_canvas_y); ctx.drawImage(op_canvas_2d, op_canvas_x, op_canvas_y); } else { let numVertices = initArrayBuffer(coords); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(close_path ? gl.LINE_LOOP : gl.LINE_STRIP, 0, numVertices); op_canvas_2d.width = op_canvas_webgl.width; op_canvas_2d.height = op_canvas_webgl.height; op_ctx_2d.drawImage(op_canvas_webgl, 0, 0); replace_colors_with_swatch(op_ctx_2d, stroke_color, x_min, y_min); ctx.drawImage(op_canvas_2d, x_min, y_min); } } } window.copy_contents_within_polygon = (canvas, points, x_min, y_min, x_max, y_max) => { // Copy the contents of the given canvas within the polygon given by points bounded by x/y_min/max x_max = Math.max(x_max, x_min + 1); y_max = Math.max(y_max, y_min + 1); const width = x_max - x_min; const height = y_max - y_min; // @TODO: maybe have the cutout only the width/height of the bounds // const cutout = make_canvas(width, height); const cutout = make_canvas(canvas); cutout.ctx.save(); cutout.ctx.globalCompositeOperation = "destination-in"; draw_polygon(cutout.ctx, points, false, true); cutout.ctx.restore(); const cutout_crop = make_canvas(width, height); cutout_crop.ctx.drawImage(cutout, x_min, y_min, width, height, 0, 0, width, height); return cutout_crop; } // @TODO: maybe shouldn't be external... window.draw_with_swatch = (ctx, x_min, y_min, x_max, y_max, swatch, callback) => { const stroke_margin = ~~(stroke_size * 1.1); x_max = Math.max(x_max, x_min + 1); y_max = Math.max(y_max, y_min + 1); op_canvas_2d.width = x_max - x_min + stroke_margin * 2; op_canvas_2d.height = y_max - y_min + stroke_margin * 2; const x = x_min - stroke_margin; const y = y_min - stroke_margin; op_ctx_2d.save(); op_ctx_2d.translate(-x, -y); callback(op_ctx_2d); op_ctx_2d.restore(); // for replace_colors_with_swatch! replace_colors_with_swatch(op_ctx_2d, swatch, x, y); ctx.drawImage(op_canvas_2d, x, y); // for debug: // ctx.fillStyle = "rgba(255, 0, 255, 0.1)"; // ctx.fillRect(x, y, op_canvas_2d.width, op_canvas_2d.height); } })();