jspaint/src/image-manipulation.js

1351 lines
44 KiB
JavaScript

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);
}
})();