mirror of
https://github.com/Azornes/Comfyui-LayerForge.git
synced 2026-03-21 20:52:12 -03:00
Fix custom shape output area extension and mask logic
Refactors how custom output area shapes interact with extensions, ensuring the shape's position and mask application remain consistent when extensions are toggled. Moves output area shape logic to CanvasInteractions, tracks original shape position, and updates all rendering, IO, and mask operations to use the correct coordinates. Improves mask chunk clearing and adds chunked mask application/removal for shape masks, ensuring correct behavior with expansion and feathering.
This commit is contained in:
310
js/MaskTool.js
310
js/MaskTool.js
@@ -463,7 +463,14 @@ export class MaskTool {
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this.clearShapePreview();
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const shape = this.canvasInstance.outputAreaShape;
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const viewport = this.canvasInstance.viewport;
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const screenPoints = shape.points.map(p => ({
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const bounds = this.canvasInstance.outputAreaBounds;
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// Convert shape points to world coordinates first (relative to output area bounds)
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const worldShapePoints = shape.points.map(p => ({
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x: bounds.x + p.x,
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y: bounds.y + p.y
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}));
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// Then convert world coordinates to screen coordinates
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const screenPoints = worldShapePoints.map(p => ({
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x: (p.x - viewport.x) * viewport.zoom,
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y: (p.y - viewport.y) * viewport.zoom
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}));
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@@ -504,7 +511,7 @@ export class MaskTool {
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this.shapePreviewCtx.stroke();
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}
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}
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log.debug(`Shape preview shown with expansion: ${expansionValue}px, feather: ${featherValue}px`);
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log.debug(`Shape preview shown with expansion: ${expansionValue}px, feather: ${featherValue}px at bounds (${bounds.x}, ${bounds.y})`);
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}
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/**
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* Hide shape preview and switch back to normal mode
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@@ -754,10 +761,16 @@ export class MaskTool {
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return contour;
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}
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clear() {
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this.maskCtx.clearRect(0, 0, this.maskCanvas.width, this.maskCanvas.height);
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// Clear all mask chunks instead of just the active canvas
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this.clearAllMaskChunks();
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// Update active mask canvas to reflect the cleared state
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this.updateActiveMaskCanvas();
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if (this.isActive) {
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this.canvasInstance.canvasState.saveMaskState();
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}
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// Trigger render to show the cleared mask
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this.canvasInstance.render();
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log.info("Cleared all mask data from all chunks");
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}
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getMask() {
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// Always return the current active mask canvas which shows all chunks
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@@ -908,6 +921,21 @@ export class MaskTool {
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chunk.isDirty = true;
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log.debug(`Cleared area from chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
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}
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/**
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* Clears all mask chunks - used by the clear() function
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*/
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clearAllMaskChunks() {
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// Clear all existing chunks
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for (const [chunkKey, chunk] of this.maskChunks) {
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chunk.ctx.clearRect(0, 0, this.chunkSize, this.chunkSize);
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chunk.isEmpty = true;
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chunk.isDirty = true;
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}
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// Optionally remove all chunks from memory to free up resources
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this.maskChunks.clear();
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this.activeChunkBounds = null;
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log.info(`Cleared all ${this.maskChunks.size} mask chunks`);
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}
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addMask(image) {
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// Add mask to chunks system instead of directly to active canvas
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const bounds = this.canvasInstance.outputAreaBounds;
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@@ -975,6 +1003,143 @@ export class MaskTool {
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chunk.isEmpty = false;
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log.debug(`Added mask to chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
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}
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/**
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* Applies a mask canvas to the chunked system at a specific world position
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*/
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applyMaskCanvasToChunks(maskCanvas, worldX, worldY) {
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// Calculate which chunks this mask will affect
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const maskLeft = worldX;
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const maskTop = worldY;
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const maskRight = worldX + maskCanvas.width;
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const maskBottom = worldY + maskCanvas.height;
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const chunkMinX = Math.floor(maskLeft / this.chunkSize);
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const chunkMinY = Math.floor(maskTop / this.chunkSize);
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const chunkMaxX = Math.floor(maskRight / this.chunkSize);
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const chunkMaxY = Math.floor(maskBottom / this.chunkSize);
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// First, clear the area where the mask will be applied
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this.clearMaskInArea(maskLeft, maskTop, maskCanvas.width, maskCanvas.height);
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// Apply mask to all affected chunks
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for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
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for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
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const chunk = this.getChunkForPosition(chunkX * this.chunkSize, chunkY * this.chunkSize);
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this.applyMaskCanvasToChunk(chunk, maskCanvas, worldX, worldY);
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}
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}
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log.info(`Applied mask canvas to chunks covering area (${maskLeft}, ${maskTop}) to (${maskRight}, ${maskBottom})`);
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}
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/**
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* Removes a mask canvas from the chunked system at a specific world position
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*/
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removeMaskCanvasFromChunks(maskCanvas, worldX, worldY) {
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// Calculate which chunks this mask will affect
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const maskLeft = worldX;
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const maskTop = worldY;
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const maskRight = worldX + maskCanvas.width;
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const maskBottom = worldY + maskCanvas.height;
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const chunkMinX = Math.floor(maskLeft / this.chunkSize);
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const chunkMinY = Math.floor(maskTop / this.chunkSize);
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const chunkMaxX = Math.floor(maskRight / this.chunkSize);
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const chunkMaxY = Math.floor(maskBottom / this.chunkSize);
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// Remove mask from all affected chunks
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for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
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for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
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const chunk = this.getChunkForPosition(chunkX * this.chunkSize, chunkY * this.chunkSize);
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this.removeMaskCanvasFromChunk(chunk, maskCanvas, worldX, worldY);
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}
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}
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log.info(`Removed mask canvas from chunks covering area (${maskLeft}, ${maskTop}) to (${maskRight}, ${maskBottom})`);
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}
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/**
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* Removes a mask canvas from a specific chunk using destination-out composition
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*/
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removeMaskCanvasFromChunk(chunk, maskCanvas, maskWorldX, maskWorldY) {
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// Calculate the intersection of the mask with this chunk
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const chunkLeft = chunk.x;
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const chunkTop = chunk.y;
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const chunkRight = chunk.x + this.chunkSize;
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const chunkBottom = chunk.y + this.chunkSize;
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const maskLeft = maskWorldX;
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const maskTop = maskWorldY;
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const maskRight = maskWorldX + maskCanvas.width;
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const maskBottom = maskWorldY + maskCanvas.height;
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// Find intersection
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const intersectLeft = Math.max(chunkLeft, maskLeft);
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const intersectTop = Math.max(chunkTop, maskTop);
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const intersectRight = Math.min(chunkRight, maskRight);
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const intersectBottom = Math.min(chunkBottom, maskBottom);
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// Check if there's actually an intersection
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if (intersectLeft >= intersectRight || intersectTop >= intersectBottom) {
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return; // No intersection
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}
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// Calculate source coordinates on the mask canvas
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const srcX = intersectLeft - maskLeft;
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const srcY = intersectTop - maskTop;
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const srcWidth = intersectRight - intersectLeft;
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const srcHeight = intersectBottom - intersectTop;
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// Calculate destination coordinates on the chunk
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const destX = intersectLeft - chunkLeft;
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const destY = intersectTop - chunkTop;
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// Use destination-out to remove the mask portion from this chunk
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chunk.ctx.globalCompositeOperation = 'destination-out';
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chunk.ctx.drawImage(maskCanvas, srcX, srcY, srcWidth, srcHeight, // Source rectangle
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destX, destY, srcWidth, srcHeight // Destination rectangle
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);
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// Restore normal composition mode
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chunk.ctx.globalCompositeOperation = 'source-over';
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// Check if the chunk is now empty
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const imageData = chunk.ctx.getImageData(0, 0, this.chunkSize, this.chunkSize);
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const data = imageData.data;
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let hasData = false;
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for (let i = 3; i < data.length; i += 4) { // Check alpha channel
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if (data[i] > 0) {
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hasData = true;
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break;
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}
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}
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chunk.isEmpty = !hasData;
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chunk.isDirty = true;
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log.debug(`Removed mask canvas from chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
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}
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/**
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* Applies a mask canvas to a specific chunk
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*/
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applyMaskCanvasToChunk(chunk, maskCanvas, maskWorldX, maskWorldY) {
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// Calculate the intersection of the mask with this chunk
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const chunkLeft = chunk.x;
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const chunkTop = chunk.y;
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const chunkRight = chunk.x + this.chunkSize;
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const chunkBottom = chunk.y + this.chunkSize;
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const maskLeft = maskWorldX;
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const maskTop = maskWorldY;
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const maskRight = maskWorldX + maskCanvas.width;
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const maskBottom = maskWorldY + maskCanvas.height;
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// Find intersection
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const intersectLeft = Math.max(chunkLeft, maskLeft);
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const intersectTop = Math.max(chunkTop, maskTop);
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const intersectRight = Math.min(chunkRight, maskRight);
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const intersectBottom = Math.min(chunkBottom, maskBottom);
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// Check if there's actually an intersection
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if (intersectLeft >= intersectRight || intersectTop >= intersectBottom) {
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return; // No intersection
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}
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// Calculate source coordinates on the mask canvas
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const srcX = intersectLeft - maskLeft;
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const srcY = intersectTop - maskTop;
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const srcWidth = intersectRight - intersectLeft;
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const srcHeight = intersectBottom - intersectTop;
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// Calculate destination coordinates on the chunk
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const destX = intersectLeft - chunkLeft;
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const destY = intersectTop - chunkTop;
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// Draw the mask portion onto this chunk
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chunk.ctx.globalCompositeOperation = 'source-over';
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chunk.ctx.drawImage(maskCanvas, srcX, srcY, srcWidth, srcHeight, // Source rectangle
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destX, destY, srcWidth, srcHeight // Destination rectangle
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);
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// Mark chunk as dirty and not empty
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chunk.isDirty = true;
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chunk.isEmpty = false;
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log.debug(`Applied mask canvas to chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
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}
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applyShapeMask(saveState = true) {
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if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
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log.warn("Cannot apply shape mask: shape is not defined or has too few points.");
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@@ -984,65 +1149,73 @@ export class MaskTool {
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this.canvasInstance.canvasState.saveMaskState();
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}
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const shape = this.canvasInstance.outputAreaShape;
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const destX = -this.x;
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const destY = -this.y;
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const maskPoints = shape.points.map(p => ({ x: p.x + destX, y: p.y + destY }));
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// --- Clear Previous State ---
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// To prevent artifacts from previous slider values, we first clear the maximum
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// possible area the shape could have occupied.
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const maxExpansion = 300; // The maximum value of the expansion slider
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const clearingMaskCanvas = this._createExpandedMaskCanvas(maskPoints, maxExpansion, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.globalCompositeOperation = 'destination-out';
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this.maskCtx.drawImage(clearingMaskCanvas, 0, 0);
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// --- Apply Current State ---
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// Now, apply the new, correct mask additively.
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this.maskCtx.globalCompositeOperation = 'source-over';
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const bounds = this.canvasInstance.outputAreaBounds;
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// Calculate shape points in world coordinates
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// Shape points are relative to the output area bounds
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const worldShapePoints = shape.points.map(p => ({
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x: bounds.x + p.x,
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y: bounds.y + p.y
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}));
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// Create the shape mask canvas
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let shapeMaskCanvas;
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// Check if we need expansion or feathering
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const needsExpansion = this.canvasInstance.shapeMaskExpansion && this.canvasInstance.shapeMaskExpansionValue !== 0;
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const needsFeather = this.canvasInstance.shapeMaskFeather && this.canvasInstance.shapeMaskFeatherValue > 0;
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// Create a temporary canvas large enough to contain the shape and any expansion
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const maxExpansion = Math.max(300, Math.abs(this.canvasInstance.shapeMaskExpansionValue || 0));
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const tempCanvasWidth = bounds.width + (maxExpansion * 2);
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const tempCanvasHeight = bounds.height + (maxExpansion * 2);
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const tempOffsetX = maxExpansion;
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const tempOffsetY = maxExpansion;
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// Adjust shape points for the temporary canvas
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const tempShapePoints = worldShapePoints.map(p => ({
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x: p.x - bounds.x + tempOffsetX,
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y: p.y - bounds.y + tempOffsetY
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}));
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if (!needsExpansion && !needsFeather) {
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// Simple case: just draw the original shape
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this.maskCtx.fillStyle = 'white';
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this.maskCtx.beginPath();
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this.maskCtx.moveTo(maskPoints[0].x, maskPoints[0].y);
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for (let i = 1; i < maskPoints.length; i++) {
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this.maskCtx.lineTo(maskPoints[i].x, maskPoints[i].y);
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shapeMaskCanvas = document.createElement('canvas');
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shapeMaskCanvas.width = tempCanvasWidth;
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shapeMaskCanvas.height = tempCanvasHeight;
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const ctx = shapeMaskCanvas.getContext('2d', { willReadFrequently: true });
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ctx.fillStyle = 'white';
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ctx.beginPath();
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ctx.moveTo(tempShapePoints[0].x, tempShapePoints[0].y);
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for (let i = 1; i < tempShapePoints.length; i++) {
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ctx.lineTo(tempShapePoints[i].x, tempShapePoints[i].y);
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}
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this.maskCtx.closePath();
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this.maskCtx.fill('evenodd'); // Use evenodd to handle holes correctly
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ctx.closePath();
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ctx.fill('evenodd');
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}
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else if (needsExpansion && !needsFeather) {
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// Expansion only: use the new distance transform expansion
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const expandedMaskCanvas = this._createExpandedMaskCanvas(maskPoints, this.canvasInstance.shapeMaskExpansionValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(expandedMaskCanvas, 0, 0);
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// Expansion only
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shapeMaskCanvas = this._createExpandedMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskExpansionValue, tempCanvasWidth, tempCanvasHeight);
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}
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else if (!needsExpansion && needsFeather) {
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// Feather only: apply feathering to the original shape
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const featheredMaskCanvas = this._createFeatheredMaskCanvas(maskPoints, this.canvasInstance.shapeMaskFeatherValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(featheredMaskCanvas, 0, 0);
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// Feather only
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shapeMaskCanvas = this._createFeatheredMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskFeatherValue, tempCanvasWidth, tempCanvasHeight);
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}
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else {
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// Both expansion and feather: first expand, then apply feather to the expanded shape
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// Step 1: Create expanded shape
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const expandedMaskCanvas = this._createExpandedMaskCanvas(maskPoints, this.canvasInstance.shapeMaskExpansionValue, this.maskCanvas.width, this.maskCanvas.height);
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// Step 2: Extract points from the expanded canvas and apply feathering
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// For now, we'll apply feathering to the expanded canvas directly
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// This is a simplified approach - we could extract the outline points for more precision
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// Both expansion and feather
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const expandedMaskCanvas = this._createExpandedMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskExpansionValue, tempCanvasWidth, tempCanvasHeight);
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const tempCtx = expandedMaskCanvas.getContext('2d', { willReadFrequently: true });
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const expandedImageData = tempCtx.getImageData(0, 0, expandedMaskCanvas.width, expandedMaskCanvas.height);
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// Apply feathering to the expanded shape
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const featheredMaskCanvas = this._createFeatheredMaskFromImageData(expandedImageData, this.canvasInstance.shapeMaskFeatherValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(featheredMaskCanvas, 0, 0);
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shapeMaskCanvas = this._createFeatheredMaskFromImageData(expandedImageData, this.canvasInstance.shapeMaskFeatherValue, tempCanvasWidth, tempCanvasHeight);
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}
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// Now apply the shape mask to the chunked system
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this.applyMaskCanvasToChunks(shapeMaskCanvas, bounds.x - tempOffsetX, bounds.y - tempOffsetY);
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// Update the active mask canvas to show the changes
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this.updateActiveMaskCanvas();
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if (this.onStateChange) {
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this.onStateChange();
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}
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this.canvasInstance.render();
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log.info(`Applied shape mask with expansion: ${needsExpansion}, feather: ${needsFeather}.`);
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log.info(`Applied shape mask to chunks with expansion: ${needsExpansion}, feather: ${needsFeather}.`);
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}
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/**
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* Removes mask in the area of the custom output area shape. This must use a hard-edged
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* shape to correctly erase any feathered "glow" that might have been applied.
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* Now works with the chunked mask system.
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*/
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removeShapeMask() {
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if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
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@@ -1051,36 +1224,55 @@ export class MaskTool {
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}
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this.canvasInstance.canvasState.saveMaskState();
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const shape = this.canvasInstance.outputAreaShape;
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const destX = -this.x;
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const destY = -this.y;
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// Use 'destination-out' to erase the shape area
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this.maskCtx.globalCompositeOperation = 'destination-out';
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const maskPoints = shape.points.map(p => ({ x: p.x + destX, y: p.y + destY }));
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const bounds = this.canvasInstance.outputAreaBounds;
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// Calculate shape points in world coordinates (same as applyShapeMask)
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const worldShapePoints = shape.points.map(p => ({
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x: bounds.x + p.x,
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y: bounds.y + p.y
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}));
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// Check if we need to account for expansion when removing
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const needsExpansion = this.canvasInstance.shapeMaskExpansion && this.canvasInstance.shapeMaskExpansionValue !== 0;
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// IMPORTANT: Removal should always be hard-edged, even if feather was on.
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// This ensures the feathered "glow" is completely removed. We only care about expansion.
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// Create a removal mask canvas - always hard-edged to ensure complete removal
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let removalMaskCanvas;
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// Create a temporary canvas large enough to contain the shape and any expansion
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const maxExpansion = Math.max(300, Math.abs(this.canvasInstance.shapeMaskExpansionValue || 0));
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const tempCanvasWidth = bounds.width + (maxExpansion * 2);
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const tempCanvasHeight = bounds.height + (maxExpansion * 2);
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const tempOffsetX = maxExpansion;
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const tempOffsetY = maxExpansion;
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// Adjust shape points for the temporary canvas
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const tempShapePoints = worldShapePoints.map(p => ({
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x: p.x - bounds.x + tempOffsetX,
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y: p.y - bounds.y + tempOffsetY
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}));
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if (needsExpansion) {
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// If expansion was active, remove the expanded area with a hard edge.
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const expandedMaskCanvas = this._createExpandedMaskCanvas(maskPoints, this.canvasInstance.shapeMaskExpansionValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(expandedMaskCanvas, 0, 0);
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// If expansion was active, remove the expanded area with a hard edge
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removalMaskCanvas = this._createExpandedMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskExpansionValue, tempCanvasWidth, tempCanvasHeight);
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}
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else {
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// If no expansion, just remove the base shape with a hard edge.
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this.maskCtx.beginPath();
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this.maskCtx.moveTo(maskPoints[0].x, maskPoints[0].y);
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for (let i = 1; i < maskPoints.length; i++) {
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this.maskCtx.lineTo(maskPoints[i].x, maskPoints[i].y);
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// If no expansion, just remove the base shape with a hard edge
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removalMaskCanvas = document.createElement('canvas');
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removalMaskCanvas.width = tempCanvasWidth;
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removalMaskCanvas.height = tempCanvasHeight;
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const ctx = removalMaskCanvas.getContext('2d', { willReadFrequently: true });
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ctx.fillStyle = 'white';
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ctx.beginPath();
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ctx.moveTo(tempShapePoints[0].x, tempShapePoints[0].y);
|
||||
for (let i = 1; i < tempShapePoints.length; i++) {
|
||||
ctx.lineTo(tempShapePoints[i].x, tempShapePoints[i].y);
|
||||
}
|
||||
this.maskCtx.closePath();
|
||||
this.maskCtx.fill('evenodd');
|
||||
ctx.closePath();
|
||||
ctx.fill('evenodd');
|
||||
}
|
||||
// Restore default composite operation
|
||||
this.maskCtx.globalCompositeOperation = 'source-over';
|
||||
// Now remove the shape mask from the chunked system
|
||||
this.removeMaskCanvasFromChunks(removalMaskCanvas, bounds.x - tempOffsetX, bounds.y - tempOffsetY);
|
||||
// Update the active mask canvas to show the changes
|
||||
this.updateActiveMaskCanvas();
|
||||
if (this.onStateChange) {
|
||||
this.onStateChange();
|
||||
}
|
||||
this.canvasInstance.render();
|
||||
log.info(`Removed shape mask area (hard-edged) with expansion: ${needsExpansion}.`);
|
||||
log.info(`Removed shape mask from chunks with expansion: ${needsExpansion}.`);
|
||||
}
|
||||
_createFeatheredMaskCanvas(points, featherRadius, width, height) {
|
||||
// 1. Create a binary mask on a temporary canvas.
|
||||
|
||||
Reference in New Issue
Block a user