Files
Comfyui-LayerForge/js/MaskTool.js
Dariusz L 796a65d251 Remove unused and redundant methods from canvas modules
Cleaned up the codebase by removing unused or redundant methods from Canvas, CanvasIO, CanvasLayers, CanvasLayersPanel, CanvasRenderer, and MaskTool. This reduces code complexity and improves maintainability without affecting core functionality.
2025-07-26 23:39:29 +02:00

1488 lines
68 KiB
JavaScript

import { createModuleLogger } from "./utils/LoggerUtils.js";
const log = createModuleLogger('Mask_tool');
export class MaskTool {
constructor(canvasInstance, callbacks = {}) {
this.canvasInstance = canvasInstance;
this.mainCanvas = canvasInstance.canvas;
this.onStateChange = callbacks.onStateChange || null;
// Initialize chunked mask system
this.maskChunks = new Map();
this.chunkSize = 512;
this.activeChunkBounds = null;
// Create active mask canvas (composite of chunks)
this.activeMaskCanvas = document.createElement('canvas');
const activeMaskCtx = this.activeMaskCanvas.getContext('2d', { willReadFrequently: true });
if (!activeMaskCtx) {
throw new Error("Failed to get 2D context for active mask canvas");
}
this.activeMaskCtx = activeMaskCtx;
this.x = 0;
this.y = 0;
this.isOverlayVisible = true;
this.isActive = false;
this.brushSize = 20;
this.brushStrength = 0.5;
this.brushHardness = 0.5;
this.isDrawing = false;
this.lastPosition = null;
this.previewCanvas = document.createElement('canvas');
const previewCtx = this.previewCanvas.getContext('2d', { willReadFrequently: true });
if (!previewCtx) {
throw new Error("Failed to get 2D context for preview canvas");
}
this.previewCtx = previewCtx;
this.previewVisible = false;
this.previewCanvasInitialized = false;
// Initialize shape preview system
this.shapePreviewCanvas = document.createElement('canvas');
const shapePreviewCtx = this.shapePreviewCanvas.getContext('2d', { willReadFrequently: true });
if (!shapePreviewCtx) {
throw new Error("Failed to get 2D context for shape preview canvas");
}
this.shapePreviewCtx = shapePreviewCtx;
this.shapePreviewVisible = false;
this.isPreviewMode = false;
this.initMaskCanvas();
}
// Temporary compatibility getters - will be replaced with chunked system
get maskCanvas() {
return this.activeMaskCanvas;
}
get maskCtx() {
return this.activeMaskCtx;
}
initPreviewCanvas() {
if (this.previewCanvas.parentElement) {
this.previewCanvas.parentElement.removeChild(this.previewCanvas);
}
this.previewCanvas.width = this.canvasInstance.canvas.width;
this.previewCanvas.height = this.canvasInstance.canvas.height;
this.previewCanvas.style.position = 'absolute';
this.previewCanvas.style.left = `${this.canvasInstance.canvas.offsetLeft}px`;
this.previewCanvas.style.top = `${this.canvasInstance.canvas.offsetTop}px`;
this.previewCanvas.style.pointerEvents = 'none';
this.previewCanvas.style.zIndex = '10';
if (this.canvasInstance.canvas.parentElement) {
this.canvasInstance.canvas.parentElement.appendChild(this.previewCanvas);
}
}
setBrushHardness(hardness) {
this.brushHardness = Math.max(0, Math.min(1, hardness));
}
initMaskCanvas() {
// Initialize chunked system
this.chunkSize = 512;
this.maskChunks = new Map();
// Create initial active mask canvas
this.updateActiveMaskCanvas();
log.info(`Initialized chunked mask system with chunk size: ${this.chunkSize}x${this.chunkSize}`);
}
/**
* Updates the active mask canvas to show ALL chunks with mask data
* No longer limited to output area - shows all drawn masks everywhere
*/
updateActiveMaskCanvas() {
// Find bounds of all non-empty chunks
const chunkBounds = this.getAllChunkBounds();
if (!chunkBounds) {
// No chunks with data - create minimal canvas
this.activeMaskCanvas.width = 1;
this.activeMaskCanvas.height = 1;
this.x = 0;
this.y = 0;
this.activeChunkBounds = null;
log.info("No mask chunks found - created minimal active canvas");
return;
}
// Calculate canvas size to cover all chunks
const canvasLeft = chunkBounds.minX * this.chunkSize;
const canvasTop = chunkBounds.minY * this.chunkSize;
const canvasWidth = (chunkBounds.maxX - chunkBounds.minX + 1) * this.chunkSize;
const canvasHeight = (chunkBounds.maxY - chunkBounds.minY + 1) * this.chunkSize;
// Update active mask canvas size and position
this.activeMaskCanvas.width = canvasWidth;
this.activeMaskCanvas.height = canvasHeight;
this.x = canvasLeft;
this.y = canvasTop;
// Clear active canvas
this.activeMaskCtx.clearRect(0, 0, canvasWidth, canvasHeight);
this.activeChunkBounds = chunkBounds;
// Composite ALL chunks with data onto active canvas
for (let chunkY = chunkBounds.minY; chunkY <= chunkBounds.maxY; chunkY++) {
for (let chunkX = chunkBounds.minX; chunkX <= chunkBounds.maxX; chunkX++) {
const chunkKey = `${chunkX},${chunkY}`;
const chunk = this.maskChunks.get(chunkKey);
if (chunk && !chunk.isEmpty) {
// Calculate position on active canvas
const destX = (chunkX - chunkBounds.minX) * this.chunkSize;
const destY = (chunkY - chunkBounds.minY) * this.chunkSize;
this.activeMaskCtx.drawImage(chunk.canvas, destX, destY);
}
}
}
log.info(`Updated active mask canvas to show ALL chunks: ${canvasWidth}x${canvasHeight} at (${canvasLeft}, ${canvasTop}), chunks: ${chunkBounds.minX},${chunkBounds.minY} to ${chunkBounds.maxX},${chunkBounds.maxY}`);
}
/**
* Finds the bounds of all chunks that contain mask data
* Returns null if no chunks have data
*/
getAllChunkBounds() {
let minX = Infinity;
let minY = Infinity;
let maxX = -Infinity;
let maxY = -Infinity;
let hasData = false;
for (const [chunkKey, chunk] of this.maskChunks) {
if (!chunk.isEmpty) {
const [chunkXStr, chunkYStr] = chunkKey.split(',');
const chunkX = parseInt(chunkXStr);
const chunkY = parseInt(chunkYStr);
minX = Math.min(minX, chunkX);
minY = Math.min(minY, chunkY);
maxX = Math.max(maxX, chunkX);
maxY = Math.max(maxY, chunkY);
hasData = true;
}
}
return hasData ? { minX, minY, maxX, maxY } : null;
}
/**
* Gets or creates a chunk for the given world coordinates
*/
getChunkForPosition(worldX, worldY) {
const chunkX = Math.floor(worldX / this.chunkSize);
const chunkY = Math.floor(worldY / this.chunkSize);
const chunkKey = `${chunkX},${chunkY}`;
let chunk = this.maskChunks.get(chunkKey);
if (!chunk) {
chunk = this.createChunk(chunkX, chunkY);
this.maskChunks.set(chunkKey, chunk);
}
return chunk;
}
/**
* Creates a new chunk at the given chunk coordinates
*/
createChunk(chunkX, chunkY) {
const canvas = document.createElement('canvas');
canvas.width = this.chunkSize;
canvas.height = this.chunkSize;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
if (!ctx) {
throw new Error("Failed to get 2D context for chunk canvas");
}
const chunk = {
canvas,
ctx,
x: chunkX * this.chunkSize,
y: chunkY * this.chunkSize,
isDirty: false,
isEmpty: true
};
log.debug(`Created chunk at (${chunkX}, ${chunkY}) covering world area (${chunk.x}, ${chunk.y}) to (${chunk.x + this.chunkSize}, ${chunk.y + this.chunkSize})`);
return chunk;
}
activate() {
if (!this.previewCanvasInitialized) {
this.initPreviewCanvas();
this.previewCanvasInitialized = true;
}
this.isActive = true;
this.previewCanvas.style.display = 'block';
this.canvasInstance.interaction.mode = 'drawingMask';
if (this.canvasInstance.canvasState.maskUndoStack.length === 0) {
this.canvasInstance.canvasState.saveMaskState();
}
this.canvasInstance.updateHistoryButtons();
log.info("Mask tool activated");
}
deactivate() {
this.isActive = false;
this.previewCanvas.style.display = 'none';
this.canvasInstance.interaction.mode = 'none';
this.canvasInstance.updateHistoryButtons();
log.info("Mask tool deactivated");
}
setBrushSize(size) {
this.brushSize = Math.max(1, size);
}
setBrushStrength(strength) {
this.brushStrength = Math.max(0, Math.min(1, strength));
}
handleMouseDown(worldCoords, viewCoords) {
if (!this.isActive)
return;
this.isDrawing = true;
this.lastPosition = worldCoords;
this.draw(worldCoords);
this.clearPreview();
}
handleMouseMove(worldCoords, viewCoords) {
if (this.isActive) {
this.drawBrushPreview(viewCoords);
}
if (!this.isActive || !this.isDrawing)
return;
this.draw(worldCoords);
this.lastPosition = worldCoords;
}
handleMouseLeave() {
this.previewVisible = false;
this.clearPreview();
}
handleMouseEnter() {
this.previewVisible = true;
}
handleMouseUp(viewCoords) {
if (!this.isActive)
return;
if (this.isDrawing) {
this.isDrawing = false;
this.lastPosition = null;
this.canvasInstance.canvasState.saveMaskState();
if (this.onStateChange) {
this.onStateChange();
}
this.drawBrushPreview(viewCoords);
}
}
draw(worldCoords) {
if (!this.lastPosition) {
this.lastPosition = worldCoords;
}
// Draw on chunks instead of single canvas
this.drawOnChunks(this.lastPosition, worldCoords);
// Only update active canvas if we drew on chunks that are currently visible
// This prevents unnecessary recomposition during drawing
this.updateActiveCanvasIfNeeded(this.lastPosition, worldCoords);
}
/**
* Draws a line between two world coordinates on the appropriate chunks
*/
drawOnChunks(startWorld, endWorld) {
// Calculate all chunks that this line might touch
const minX = Math.min(startWorld.x, endWorld.x) - this.brushSize;
const maxX = Math.max(startWorld.x, endWorld.x) + this.brushSize;
const minY = Math.min(startWorld.y, endWorld.y) - this.brushSize;
const maxY = Math.max(startWorld.y, endWorld.y) + this.brushSize;
const chunkMinX = Math.floor(minX / this.chunkSize);
const chunkMinY = Math.floor(minY / this.chunkSize);
const chunkMaxX = Math.floor(maxX / this.chunkSize);
const chunkMaxY = Math.floor(maxY / this.chunkSize);
// Draw on all affected chunks
for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
const chunk = this.getChunkForPosition(chunkX * this.chunkSize, chunkY * this.chunkSize);
this.drawLineOnChunk(chunk, startWorld, endWorld);
}
}
}
/**
* Draws a line on a specific chunk
*/
drawLineOnChunk(chunk, startWorld, endWorld) {
// Convert world coordinates to chunk-local coordinates
const startLocal = {
x: startWorld.x - chunk.x,
y: startWorld.y - chunk.y
};
const endLocal = {
x: endWorld.x - chunk.x,
y: endWorld.y - chunk.y
};
// Check if the line intersects this chunk
if (!this.lineIntersectsChunk(startLocal, endLocal, this.chunkSize)) {
return;
}
// Draw the line on this chunk
chunk.ctx.beginPath();
chunk.ctx.moveTo(startLocal.x, startLocal.y);
chunk.ctx.lineTo(endLocal.x, endLocal.y);
const gradientRadius = this.brushSize / 2;
if (this.brushHardness === 1) {
chunk.ctx.strokeStyle = `rgba(255, 255, 255, ${this.brushStrength})`;
}
else {
const innerRadius = gradientRadius * this.brushHardness;
const gradient = chunk.ctx.createRadialGradient(endLocal.x, endLocal.y, innerRadius, endLocal.x, endLocal.y, gradientRadius);
gradient.addColorStop(0, `rgba(255, 255, 255, ${this.brushStrength})`);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
chunk.ctx.strokeStyle = gradient;
}
chunk.ctx.lineWidth = this.brushSize;
chunk.ctx.lineCap = 'round';
chunk.ctx.lineJoin = 'round';
chunk.ctx.globalCompositeOperation = 'source-over';
chunk.ctx.stroke();
// Mark chunk as dirty and not empty
chunk.isDirty = true;
chunk.isEmpty = false;
log.debug(`Drew on chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)})`);
}
/**
* Checks if a line intersects with a chunk bounds
*/
lineIntersectsChunk(startLocal, endLocal, chunkSize) {
// Expand bounds by brush size to catch partial intersections
const margin = this.brushSize / 2;
const left = -margin;
const top = -margin;
const right = chunkSize + margin;
const bottom = chunkSize + margin;
// Check if either point is inside the expanded bounds
if ((startLocal.x >= left && startLocal.x <= right && startLocal.y >= top && startLocal.y <= bottom) ||
(endLocal.x >= left && endLocal.x <= right && endLocal.y >= top && endLocal.y <= bottom)) {
return true;
}
// Check if line crosses chunk bounds (simplified check)
return true; // For now, always draw - more precise intersection can be added later
}
/**
* Updates active canvas when drawing affects chunks
* Now always updates when new chunks are created to ensure immediate visibility
*/
updateActiveCanvasIfNeeded(startWorld, endWorld) {
// Calculate which chunks were affected by this drawing operation
const minX = Math.min(startWorld.x, endWorld.x) - this.brushSize;
const maxX = Math.max(startWorld.x, endWorld.x) + this.brushSize;
const minY = Math.min(startWorld.y, endWorld.y) - this.brushSize;
const maxY = Math.max(startWorld.y, endWorld.y) + this.brushSize;
const affectedChunkMinX = Math.floor(minX / this.chunkSize);
const affectedChunkMinY = Math.floor(minY / this.chunkSize);
const affectedChunkMaxX = Math.floor(maxX / this.chunkSize);
const affectedChunkMaxY = Math.floor(maxY / this.chunkSize);
// Check if we drew on any new chunks (outside current active bounds)
let drewOnNewChunks = false;
if (!this.activeChunkBounds) {
drewOnNewChunks = true;
}
else {
drewOnNewChunks =
affectedChunkMinX < this.activeChunkBounds.minX ||
affectedChunkMaxX > this.activeChunkBounds.maxX ||
affectedChunkMinY < this.activeChunkBounds.minY ||
affectedChunkMaxY > this.activeChunkBounds.maxY;
}
if (drewOnNewChunks) {
// Drawing extended beyond current active bounds - do full update to include new chunks
this.updateActiveMaskCanvas();
log.debug("Drew on new chunks - performed full active canvas update");
}
else {
// Drawing within existing bounds - do partial update for performance
this.updateActiveCanvasPartial(affectedChunkMinX, affectedChunkMinY, affectedChunkMaxX, affectedChunkMaxY);
log.debug("Drew within existing bounds - performed partial update");
}
}
/**
* Partially updates the active canvas by redrawing only specific chunks
* Much faster than full recomposition during drawing
* Now works with the new system that shows ALL chunks
*/
updateActiveCanvasPartial(chunkMinX, chunkMinY, chunkMaxX, chunkMaxY) {
if (!this.activeChunkBounds) {
// No active bounds - do full update
this.updateActiveMaskCanvas();
return;
}
// Only redraw the affected chunks that are within the current active canvas bounds
for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
// Check if this chunk is within active bounds (all chunks with data)
if (chunkX >= this.activeChunkBounds.minX && chunkX <= this.activeChunkBounds.maxX &&
chunkY >= this.activeChunkBounds.minY && chunkY <= this.activeChunkBounds.maxY) {
const chunkKey = `${chunkX},${chunkY}`;
const chunk = this.maskChunks.get(chunkKey);
if (chunk && !chunk.isEmpty) {
// Calculate position on active canvas (relative to all chunks bounds)
const destX = (chunkX - this.activeChunkBounds.minX) * this.chunkSize;
const destY = (chunkY - this.activeChunkBounds.minY) * this.chunkSize;
// Clear the area first, then redraw
this.activeMaskCtx.clearRect(destX, destY, this.chunkSize, this.chunkSize);
this.activeMaskCtx.drawImage(chunk.canvas, destX, destY);
}
}
}
}
}
drawBrushPreview(viewCoords) {
if (!this.previewVisible || this.isDrawing) {
this.clearPreview();
return;
}
this.clearPreview();
const zoom = this.canvasInstance.viewport.zoom;
const radius = (this.brushSize / 2) * zoom;
this.previewCtx.beginPath();
this.previewCtx.arc(viewCoords.x, viewCoords.y, radius, 0, 2 * Math.PI);
this.previewCtx.strokeStyle = 'rgba(255, 255, 255, 0.8)';
this.previewCtx.lineWidth = 1;
this.previewCtx.setLineDash([2, 4]);
this.previewCtx.stroke();
}
clearPreview() {
this.previewCtx.clearRect(0, 0, this.previewCanvas.width, this.previewCanvas.height);
this.clearShapePreview();
}
/**
* Initialize shape preview canvas for showing blue outline during slider adjustments
* Canvas is pinned to viewport and covers the entire visible area
*/
initShapePreviewCanvas() {
if (this.shapePreviewCanvas.parentElement) {
this.shapePreviewCanvas.parentElement.removeChild(this.shapePreviewCanvas);
}
// Canvas covers entire viewport - pinned to screen, not world
this.shapePreviewCanvas.width = this.canvasInstance.canvas.width;
this.shapePreviewCanvas.height = this.canvasInstance.canvas.height;
// Pin canvas to viewport - no world coordinate positioning
this.shapePreviewCanvas.style.position = 'absolute';
this.shapePreviewCanvas.style.left = '0px';
this.shapePreviewCanvas.style.top = '0px';
this.shapePreviewCanvas.style.width = '100%';
this.shapePreviewCanvas.style.height = '100%';
this.shapePreviewCanvas.style.pointerEvents = 'none';
this.shapePreviewCanvas.style.zIndex = '15'; // Above regular preview
this.shapePreviewCanvas.style.imageRendering = 'pixelated'; // Sharp rendering
if (this.canvasInstance.canvas.parentElement) {
this.canvasInstance.canvas.parentElement.appendChild(this.shapePreviewCanvas);
}
}
/**
* Show blue outline preview of expansion/contraction during slider adjustment
*/
showShapePreview(expansionValue, featherValue = 0) {
if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
return;
}
if (!this.shapePreviewCanvas.parentElement)
this.initShapePreviewCanvas();
this.isPreviewMode = true;
this.shapePreviewVisible = true;
this.shapePreviewCanvas.style.display = 'block';
this.clearShapePreview();
const shape = this.canvasInstance.outputAreaShape;
const viewport = this.canvasInstance.viewport;
const bounds = this.canvasInstance.outputAreaBounds;
// Convert shape points to world coordinates first (relative to output area bounds)
const worldShapePoints = shape.points.map(p => ({
x: bounds.x + p.x,
y: bounds.y + p.y
}));
// Then convert world coordinates to screen coordinates
const screenPoints = worldShapePoints.map(p => ({
x: (p.x - viewport.x) * viewport.zoom,
y: (p.y - viewport.y) * viewport.zoom
}));
// This function now returns Point[][] to handle islands.
const allContours = this._calculatePreviewPointsScreen([screenPoints], expansionValue, viewport.zoom);
// Draw main expansion/contraction preview
this.shapePreviewCtx.strokeStyle = '#4A9EFF';
this.shapePreviewCtx.lineWidth = 2;
this.shapePreviewCtx.setLineDash([4, 4]);
this.shapePreviewCtx.globalAlpha = 0.8;
for (const contour of allContours) {
if (contour.length < 2)
continue;
this.shapePreviewCtx.beginPath();
this.shapePreviewCtx.moveTo(contour[0].x, contour[0].y);
for (let i = 1; i < contour.length; i++) {
this.shapePreviewCtx.lineTo(contour[i].x, contour[i].y);
}
this.shapePreviewCtx.closePath();
this.shapePreviewCtx.stroke();
}
// Draw feather preview
if (featherValue > 0) {
const allFeatherContours = this._calculatePreviewPointsScreen(allContours, -featherValue, viewport.zoom);
this.shapePreviewCtx.strokeStyle = '#4A9EFF';
this.shapePreviewCtx.lineWidth = 1;
this.shapePreviewCtx.setLineDash([3, 5]);
this.shapePreviewCtx.globalAlpha = 0.6;
for (const contour of allFeatherContours) {
if (contour.length < 2)
continue;
this.shapePreviewCtx.beginPath();
this.shapePreviewCtx.moveTo(contour[0].x, contour[0].y);
for (let i = 1; i < contour.length; i++) {
this.shapePreviewCtx.lineTo(contour[i].x, contour[i].y);
}
this.shapePreviewCtx.closePath();
this.shapePreviewCtx.stroke();
}
}
log.debug(`Shape preview shown with expansion: ${expansionValue}px, feather: ${featherValue}px at bounds (${bounds.x}, ${bounds.y})`);
}
/**
* Hide shape preview and switch back to normal mode
*/
hideShapePreview() {
this.isPreviewMode = false;
this.shapePreviewVisible = false;
this.clearShapePreview();
this.shapePreviewCanvas.style.display = 'none';
log.debug("Shape preview hidden");
}
/**
* Clear shape preview canvas
*/
clearShapePreview() {
if (this.shapePreviewCtx) {
this.shapePreviewCtx.clearRect(0, 0, this.shapePreviewCanvas.width, this.shapePreviewCanvas.height);
}
}
/**
* Update shape preview canvas position and scale when viewport changes
* This ensures the preview stays synchronized with the world coordinates
*/
updateShapePreviewPosition() {
if (!this.shapePreviewCanvas.parentElement || !this.shapePreviewVisible) {
return;
}
const viewport = this.canvasInstance.viewport;
const bufferSize = 300;
// Calculate world position (output area + buffer)
const previewX = -bufferSize; // World coordinates
const previewY = -bufferSize;
// Convert to screen coordinates
const screenX = (previewX - viewport.x) * viewport.zoom;
const screenY = (previewY - viewport.y) * viewport.zoom;
// Update position and scale
this.shapePreviewCanvas.style.left = `${screenX}px`;
this.shapePreviewCanvas.style.top = `${screenY}px`;
const previewWidth = this.canvasInstance.width + (bufferSize * 2);
const previewHeight = this.canvasInstance.height + (bufferSize * 2);
this.shapePreviewCanvas.style.width = `${previewWidth * viewport.zoom}px`;
this.shapePreviewCanvas.style.height = `${previewHeight * viewport.zoom}px`;
}
/**
* Ultra-fast dilation using Distance Transform + thresholding (Manhattan distance for speed)
*/
_fastDilateDT(mask, width, height, radius) {
const INF = 1e9;
const dist = new Float32Array(width * height);
// 1. Initialize: 0 for foreground, INF for background
for (let i = 0; i < width * height; ++i) {
dist[i] = mask[i] ? 0 : INF;
}
// 2. Forward pass: top-left -> bottom-right
for (let y = 0; y < height; ++y) {
for (let x = 0; x < width; ++x) {
const i = y * width + x;
if (mask[i])
continue;
if (x > 0)
dist[i] = Math.min(dist[i], dist[y * width + (x - 1)] + 1);
if (y > 0)
dist[i] = Math.min(dist[i], dist[(y - 1) * width + x] + 1);
}
}
// 3. Backward pass: bottom-right -> top-left
for (let y = height - 1; y >= 0; --y) {
for (let x = width - 1; x >= 0; --x) {
const i = y * width + x;
if (mask[i])
continue;
if (x < width - 1)
dist[i] = Math.min(dist[i], dist[y * width + (x + 1)] + 1);
if (y < height - 1)
dist[i] = Math.min(dist[i], dist[(y + 1) * width + x] + 1);
}
}
// 4. Thresholding: if distance <= radius, it's part of the expanded mask
const expanded = new Uint8Array(width * height);
for (let i = 0; i < width * height; ++i) {
expanded[i] = dist[i] <= radius ? 1 : 0;
}
return expanded;
}
/**
* Ultra-fast erosion using Distance Transform + thresholding
*/
_fastErodeDT(mask, width, height, radius) {
const INF = 1e9;
const dist = new Float32Array(width * height);
// 1. Initialize: 0 for background, INF for foreground (inverse of dilation)
for (let i = 0; i < width * height; ++i) {
dist[i] = mask[i] ? INF : 0;
}
// 2. Forward pass: top-left -> bottom-right
for (let y = 0; y < height; ++y) {
for (let x = 0; x < width; ++x) {
const i = y * width + x;
if (!mask[i])
continue;
if (x > 0)
dist[i] = Math.min(dist[i], dist[y * width + (x - 1)] + 1);
if (y > 0)
dist[i] = Math.min(dist[i], dist[(y - 1) * width + x] + 1);
}
}
// 3. Backward pass: bottom-right -> top-left
for (let y = height - 1; y >= 0; --y) {
for (let x = width - 1; x >= 0; --x) {
const i = y * width + x;
if (!mask[i])
continue;
if (x < width - 1)
dist[i] = Math.min(dist[i], dist[y * width + (x + 1)] + 1);
if (y < height - 1)
dist[i] = Math.min(dist[i], dist[(y + 1) * width + x] + 1);
}
}
// 4. Thresholding: if distance > radius, it's part of the eroded mask
const eroded = new Uint8Array(width * height);
for (let i = 0; i < width * height; ++i) {
eroded[i] = dist[i] > radius ? 1 : 0;
}
return eroded;
}
/**
* Calculate preview points using screen coordinates for pinned canvas.
* This version now accepts multiple contours and returns multiple contours.
*/
_calculatePreviewPointsScreen(contours, expansionValue, zoom) {
if (contours.length === 0 || expansionValue === 0)
return contours;
const width = this.canvasInstance.canvas.width;
const height = this.canvasInstance.canvas.height;
const tempCanvas = document.createElement('canvas');
tempCanvas.width = width;
tempCanvas.height = height;
const tempCtx = tempCanvas.getContext('2d', { willReadFrequently: true });
// Draw all contours to create the initial mask
tempCtx.fillStyle = 'white';
for (const points of contours) {
if (points.length < 3)
continue;
tempCtx.beginPath();
tempCtx.moveTo(points[0].x, points[0].y);
for (let i = 1; i < points.length; i++) {
tempCtx.lineTo(points[i].x, points[i].y);
}
tempCtx.closePath();
tempCtx.fill('evenodd'); // Use evenodd to handle holes correctly
}
const maskImage = tempCtx.getImageData(0, 0, width, height);
const binaryData = new Uint8Array(width * height);
for (let i = 0; i < binaryData.length; i++) {
binaryData[i] = maskImage.data[i * 4] > 0 ? 1 : 0;
}
let resultMask;
const scaledExpansionValue = Math.round(Math.abs(expansionValue * zoom));
if (expansionValue >= 0) {
resultMask = this._fastDilateDT(binaryData, width, height, scaledExpansionValue);
}
else {
resultMask = this._fastErodeDT(binaryData, width, height, scaledExpansionValue);
}
// Extract all contours (outer and inner) from the resulting mask
const allResultContours = this._traceAllContours(resultMask, width, height);
return allResultContours.length > 0 ? allResultContours : contours;
}
/**
* Calculate preview points in world coordinates using morphological operations
* This version works directly with mask canvas coordinates
*/
/**
* Traces all contours (outer and inner islands) from a binary mask.
* @returns An array of contours, where each contour is an array of points.
*/
_traceAllContours(mask, width, height) {
const contours = [];
const visited = new Uint8Array(mask.length); // Keep track of visited pixels
for (let y = 1; y < height - 1; y++) {
for (let x = 1; x < width - 1; x++) {
const idx = y * width + x;
// Check for a potential starting point: a foreground pixel that hasn't been visited
// and is on a boundary (next to a background pixel).
if (mask[idx] === 1 && visited[idx] === 0) {
// Check if it's a boundary pixel
const isBoundary = mask[idx - 1] === 0 ||
mask[idx + 1] === 0 ||
mask[idx - width] === 0 ||
mask[idx + width] === 0;
if (isBoundary) {
// Found a new contour, let's trace it.
const contour = this._traceSingleContour({ x, y }, mask, width, height, visited);
if (contour.length > 2) {
// --- Path Simplification ---
const simplifiedContour = [];
const simplificationFactor = Math.max(1, Math.floor(contour.length / 200));
for (let i = 0; i < contour.length; i += simplificationFactor) {
simplifiedContour.push(contour[i]);
}
contours.push(simplifiedContour);
}
}
}
}
}
return contours;
}
/**
* Traces a single contour from a starting point using Moore-Neighbor algorithm.
*/
_traceSingleContour(startPoint, mask, width, height, visited) {
const contour = [];
let { x, y } = startPoint;
// Neighbor checking order (clockwise)
const neighbors = [
{ dx: 0, dy: -1 }, // N
{ dx: 1, dy: -1 }, // NE
{ dx: 1, dy: 0 }, // E
{ dx: 1, dy: 1 }, // SE
{ dx: 0, dy: 1 }, // S
{ dx: -1, dy: 1 }, // SW
{ dx: -1, dy: 0 }, // W
{ dx: -1, dy: -1 } // NW
];
let initialNeighborIndex = 0;
do {
let foundNext = false;
for (let i = 0; i < 8; i++) {
const neighborIndex = (initialNeighborIndex + i) % 8;
const nx = x + neighbors[neighborIndex].dx;
const ny = y + neighbors[neighborIndex].dy;
const nIdx = ny * width + nx;
if (nx >= 0 && nx < width && ny >= 0 && ny < height && mask[nIdx] === 1) {
contour.push({ x, y });
visited[y * width + x] = 1; // Mark current point as visited
x = nx;
y = ny;
initialNeighborIndex = (neighborIndex + 5) % 8;
foundNext = true;
break;
}
}
if (!foundNext)
break; // End if no next point found
} while (x !== startPoint.x || y !== startPoint.y);
return contour;
}
clear() {
// Clear all mask chunks instead of just the active canvas
this.clearAllMaskChunks();
// Update active mask canvas to reflect the cleared state
this.updateActiveMaskCanvas();
if (this.isActive) {
this.canvasInstance.canvasState.saveMaskState();
}
// Trigger render to show the cleared mask
this.canvasInstance.render();
log.info("Cleared all mask data from all chunks");
}
getMask() {
// Always return the current active mask canvas which shows all chunks
// Make sure it's up to date before returning
this.updateActiveMaskCanvas();
return this.activeMaskCanvas;
}
resize(width, height) {
this.initPreviewCanvas();
const oldMask = this.maskCanvas;
const oldX = this.x;
const oldY = this.y;
const oldWidth = oldMask.width;
const oldHeight = oldMask.height;
const isIncreasingWidth = width > this.canvasInstance.width;
const isIncreasingHeight = height > this.canvasInstance.height;
this.activeMaskCanvas = document.createElement('canvas');
const extraSpace = 2000;
const newWidth = isIncreasingWidth ? width + extraSpace : Math.max(oldWidth, width + extraSpace);
const newHeight = isIncreasingHeight ? height + extraSpace : Math.max(oldHeight, height + extraSpace);
this.activeMaskCanvas.width = newWidth;
this.activeMaskCanvas.height = newHeight;
const newMaskCtx = this.activeMaskCanvas.getContext('2d', { willReadFrequently: true });
if (!newMaskCtx) {
throw new Error("Failed to get 2D context for new mask canvas");
}
this.activeMaskCtx = newMaskCtx;
if (oldMask.width > 0 && oldMask.height > 0) {
const offsetX = this.x - oldX;
const offsetY = this.y - oldY;
this.activeMaskCtx.drawImage(oldMask, offsetX, offsetY);
log.debug(`Preserved mask content with offset (${offsetX}, ${offsetY})`);
}
log.info(`Mask canvas resized to ${this.activeMaskCanvas.width}x${this.activeMaskCanvas.height}, position (${this.x}, ${this.y})`);
log.info(`Canvas size change: width ${isIncreasingWidth ? 'increased' : 'decreased'}, height ${isIncreasingHeight ? 'increased' : 'decreased'}`);
}
/**
* Updates mask canvas to ensure it covers the current output area
* This should be called when output area position or size changes
* Now uses chunked system - just updates the active mask canvas
*/
updateMaskCanvasForOutputArea() {
log.info(`Updating chunked mask system for output area at (${this.canvasInstance.outputAreaBounds.x}, ${this.canvasInstance.outputAreaBounds.y})`);
// Simply update the active mask canvas to cover the new output area
// All existing chunks are preserved in the maskChunks Map
this.updateActiveMaskCanvas();
log.info(`Chunked mask system updated - ${this.maskChunks.size} chunks preserved`);
}
toggleOverlayVisibility() {
this.isOverlayVisible = !this.isOverlayVisible;
log.info(`Mask overlay visibility toggled to: ${this.isOverlayVisible}`);
}
setMask(image) {
// Clear existing mask chunks in the output area first
const bounds = this.canvasInstance.outputAreaBounds;
this.clearMaskInArea(bounds.x, bounds.y, image.width, image.height);
// Add the new mask using the chunk system
this.addMask(image);
log.info(`MaskTool set new mask using chunk system at bounds (${bounds.x}, ${bounds.y})`);
}
/**
* Clears mask data in a specific area by clearing affected chunks
*/
clearMaskInArea(x, y, width, height) {
const chunkMinX = Math.floor(x / this.chunkSize);
const chunkMinY = Math.floor(y / this.chunkSize);
const chunkMaxX = Math.floor((x + width) / this.chunkSize);
const chunkMaxY = Math.floor((y + height) / this.chunkSize);
// Clear all affected chunks
for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
const chunkKey = `${chunkX},${chunkY}`;
const chunk = this.maskChunks.get(chunkKey);
if (chunk && !chunk.isEmpty) {
this.clearMaskFromChunk(chunk, x, y, width, height);
}
}
}
}
/**
* Clears mask data from a specific chunk in a given area
*/
clearMaskFromChunk(chunk, clearX, clearY, clearWidth, clearHeight) {
// Calculate the intersection of the clear area with this chunk
const chunkLeft = chunk.x;
const chunkTop = chunk.y;
const chunkRight = chunk.x + this.chunkSize;
const chunkBottom = chunk.y + this.chunkSize;
const clearLeft = clearX;
const clearTop = clearY;
const clearRight = clearX + clearWidth;
const clearBottom = clearY + clearHeight;
// Find intersection
const intersectLeft = Math.max(chunkLeft, clearLeft);
const intersectTop = Math.max(chunkTop, clearTop);
const intersectRight = Math.min(chunkRight, clearRight);
const intersectBottom = Math.min(chunkBottom, clearBottom);
// Check if there's actually an intersection
if (intersectLeft >= intersectRight || intersectTop >= intersectBottom) {
return; // No intersection
}
// Calculate destination coordinates on the chunk
const destX = intersectLeft - chunkLeft;
const destY = intersectTop - chunkTop;
const destWidth = intersectRight - intersectLeft;
const destHeight = intersectBottom - intersectTop;
// Clear the area on this chunk
chunk.ctx.clearRect(destX, destY, destWidth, destHeight);
// Check if the entire chunk is now empty
const imageData = chunk.ctx.getImageData(0, 0, this.chunkSize, this.chunkSize);
const data = imageData.data;
let hasData = false;
for (let i = 3; i < data.length; i += 4) { // Check alpha channel
if (data[i] > 0) {
hasData = true;
break;
}
}
chunk.isEmpty = !hasData;
chunk.isDirty = true;
log.debug(`Cleared area from chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
}
/**
* Clears all mask chunks - used by the clear() function
*/
clearAllMaskChunks() {
// Clear all existing chunks
for (const [chunkKey, chunk] of this.maskChunks) {
chunk.ctx.clearRect(0, 0, this.chunkSize, this.chunkSize);
chunk.isEmpty = true;
chunk.isDirty = true;
}
// Optionally remove all chunks from memory to free up resources
this.maskChunks.clear();
this.activeChunkBounds = null;
log.info(`Cleared all ${this.maskChunks.size} mask chunks`);
}
addMask(image) {
// Add mask to chunks system instead of directly to active canvas
const bounds = this.canvasInstance.outputAreaBounds;
// Calculate which chunks this mask will affect
const maskLeft = bounds.x;
const maskTop = bounds.y;
const maskRight = bounds.x + image.width;
const maskBottom = bounds.y + image.height;
const chunkMinX = Math.floor(maskLeft / this.chunkSize);
const chunkMinY = Math.floor(maskTop / this.chunkSize);
const chunkMaxX = Math.floor(maskRight / this.chunkSize);
const chunkMaxY = Math.floor(maskBottom / this.chunkSize);
// Add mask to all affected chunks
for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
const chunk = this.getChunkForPosition(chunkX * this.chunkSize, chunkY * this.chunkSize);
this.addMaskToChunk(chunk, image, bounds);
}
}
// Update active canvas to show the new mask
this.updateActiveMaskCanvas();
if (this.onStateChange) {
this.onStateChange();
}
this.canvasInstance.render();
log.info(`MaskTool added SAM mask to chunks covering bounds (${bounds.x}, ${bounds.y}) to (${maskRight}, ${maskBottom})`);
}
/**
* Adds a mask image to a specific chunk
*/
addMaskToChunk(chunk, maskImage, bounds) {
// Calculate the intersection of the mask with this chunk
const chunkLeft = chunk.x;
const chunkTop = chunk.y;
const chunkRight = chunk.x + this.chunkSize;
const chunkBottom = chunk.y + this.chunkSize;
const maskLeft = bounds.x;
const maskTop = bounds.y;
const maskRight = bounds.x + maskImage.width;
const maskBottom = bounds.y + maskImage.height;
// Find intersection
const intersectLeft = Math.max(chunkLeft, maskLeft);
const intersectTop = Math.max(chunkTop, maskTop);
const intersectRight = Math.min(chunkRight, maskRight);
const intersectBottom = Math.min(chunkBottom, maskBottom);
// Check if there's actually an intersection
if (intersectLeft >= intersectRight || intersectTop >= intersectBottom) {
return; // No intersection
}
// Calculate source coordinates on the mask image
const srcX = intersectLeft - maskLeft;
const srcY = intersectTop - maskTop;
const srcWidth = intersectRight - intersectLeft;
const srcHeight = intersectBottom - intersectTop;
// Calculate destination coordinates on the chunk
const destX = intersectLeft - chunkLeft;
const destY = intersectTop - chunkTop;
// Draw the mask portion onto this chunk
chunk.ctx.globalCompositeOperation = 'source-over';
chunk.ctx.drawImage(maskImage, srcX, srcY, srcWidth, srcHeight, // Source rectangle
destX, destY, srcWidth, srcHeight // Destination rectangle
);
// Mark chunk as dirty and not empty
chunk.isDirty = true;
chunk.isEmpty = false;
log.debug(`Added mask to chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
}
/**
* Applies a mask canvas to the chunked system at a specific world position
*/
applyMaskCanvasToChunks(maskCanvas, worldX, worldY) {
// Calculate which chunks this mask will affect
const maskLeft = worldX;
const maskTop = worldY;
const maskRight = worldX + maskCanvas.width;
const maskBottom = worldY + maskCanvas.height;
const chunkMinX = Math.floor(maskLeft / this.chunkSize);
const chunkMinY = Math.floor(maskTop / this.chunkSize);
const chunkMaxX = Math.floor(maskRight / this.chunkSize);
const chunkMaxY = Math.floor(maskBottom / this.chunkSize);
// First, clear the area where the mask will be applied
this.clearMaskInArea(maskLeft, maskTop, maskCanvas.width, maskCanvas.height);
// Apply mask to all affected chunks
for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
const chunk = this.getChunkForPosition(chunkX * this.chunkSize, chunkY * this.chunkSize);
this.applyMaskCanvasToChunk(chunk, maskCanvas, worldX, worldY);
}
}
log.info(`Applied mask canvas to chunks covering area (${maskLeft}, ${maskTop}) to (${maskRight}, ${maskBottom})`);
}
/**
* Removes a mask canvas from the chunked system at a specific world position
*/
removeMaskCanvasFromChunks(maskCanvas, worldX, worldY) {
// Calculate which chunks this mask will affect
const maskLeft = worldX;
const maskTop = worldY;
const maskRight = worldX + maskCanvas.width;
const maskBottom = worldY + maskCanvas.height;
const chunkMinX = Math.floor(maskLeft / this.chunkSize);
const chunkMinY = Math.floor(maskTop / this.chunkSize);
const chunkMaxX = Math.floor(maskRight / this.chunkSize);
const chunkMaxY = Math.floor(maskBottom / this.chunkSize);
// Remove mask from all affected chunks
for (let chunkY = chunkMinY; chunkY <= chunkMaxY; chunkY++) {
for (let chunkX = chunkMinX; chunkX <= chunkMaxX; chunkX++) {
const chunk = this.getChunkForPosition(chunkX * this.chunkSize, chunkY * this.chunkSize);
this.removeMaskCanvasFromChunk(chunk, maskCanvas, worldX, worldY);
}
}
log.info(`Removed mask canvas from chunks covering area (${maskLeft}, ${maskTop}) to (${maskRight}, ${maskBottom})`);
}
/**
* Removes a mask canvas from a specific chunk using destination-out composition
*/
removeMaskCanvasFromChunk(chunk, maskCanvas, maskWorldX, maskWorldY) {
// Calculate the intersection of the mask with this chunk
const chunkLeft = chunk.x;
const chunkTop = chunk.y;
const chunkRight = chunk.x + this.chunkSize;
const chunkBottom = chunk.y + this.chunkSize;
const maskLeft = maskWorldX;
const maskTop = maskWorldY;
const maskRight = maskWorldX + maskCanvas.width;
const maskBottom = maskWorldY + maskCanvas.height;
// Find intersection
const intersectLeft = Math.max(chunkLeft, maskLeft);
const intersectTop = Math.max(chunkTop, maskTop);
const intersectRight = Math.min(chunkRight, maskRight);
const intersectBottom = Math.min(chunkBottom, maskBottom);
// Check if there's actually an intersection
if (intersectLeft >= intersectRight || intersectTop >= intersectBottom) {
return; // No intersection
}
// Calculate source coordinates on the mask canvas
const srcX = intersectLeft - maskLeft;
const srcY = intersectTop - maskTop;
const srcWidth = intersectRight - intersectLeft;
const srcHeight = intersectBottom - intersectTop;
// Calculate destination coordinates on the chunk
const destX = intersectLeft - chunkLeft;
const destY = intersectTop - chunkTop;
// Use destination-out to remove the mask portion from this chunk
chunk.ctx.globalCompositeOperation = 'destination-out';
chunk.ctx.drawImage(maskCanvas, srcX, srcY, srcWidth, srcHeight, // Source rectangle
destX, destY, srcWidth, srcHeight // Destination rectangle
);
// Restore normal composition mode
chunk.ctx.globalCompositeOperation = 'source-over';
// Check if the chunk is now empty
const imageData = chunk.ctx.getImageData(0, 0, this.chunkSize, this.chunkSize);
const data = imageData.data;
let hasData = false;
for (let i = 3; i < data.length; i += 4) { // Check alpha channel
if (data[i] > 0) {
hasData = true;
break;
}
}
chunk.isEmpty = !hasData;
chunk.isDirty = true;
log.debug(`Removed mask canvas from chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
}
/**
* Applies a mask canvas to a specific chunk
*/
applyMaskCanvasToChunk(chunk, maskCanvas, maskWorldX, maskWorldY) {
// Calculate the intersection of the mask with this chunk
const chunkLeft = chunk.x;
const chunkTop = chunk.y;
const chunkRight = chunk.x + this.chunkSize;
const chunkBottom = chunk.y + this.chunkSize;
const maskLeft = maskWorldX;
const maskTop = maskWorldY;
const maskRight = maskWorldX + maskCanvas.width;
const maskBottom = maskWorldY + maskCanvas.height;
// Find intersection
const intersectLeft = Math.max(chunkLeft, maskLeft);
const intersectTop = Math.max(chunkTop, maskTop);
const intersectRight = Math.min(chunkRight, maskRight);
const intersectBottom = Math.min(chunkBottom, maskBottom);
// Check if there's actually an intersection
if (intersectLeft >= intersectRight || intersectTop >= intersectBottom) {
return; // No intersection
}
// Calculate source coordinates on the mask canvas
const srcX = intersectLeft - maskLeft;
const srcY = intersectTop - maskTop;
const srcWidth = intersectRight - intersectLeft;
const srcHeight = intersectBottom - intersectTop;
// Calculate destination coordinates on the chunk
const destX = intersectLeft - chunkLeft;
const destY = intersectTop - chunkTop;
// Draw the mask portion onto this chunk
chunk.ctx.globalCompositeOperation = 'source-over';
chunk.ctx.drawImage(maskCanvas, srcX, srcY, srcWidth, srcHeight, // Source rectangle
destX, destY, srcWidth, srcHeight // Destination rectangle
);
// Mark chunk as dirty and not empty
chunk.isDirty = true;
chunk.isEmpty = false;
log.debug(`Applied mask canvas to chunk (${Math.floor(chunk.x / this.chunkSize)}, ${Math.floor(chunk.y / this.chunkSize)}) at local position (${destX}, ${destY})`);
}
applyShapeMask(saveState = true) {
if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
log.warn("Cannot apply shape mask: shape is not defined or has too few points.");
return;
}
if (saveState) {
this.canvasInstance.canvasState.saveMaskState();
}
const shape = this.canvasInstance.outputAreaShape;
const bounds = this.canvasInstance.outputAreaBounds;
// Calculate shape points in world coordinates
// Shape points are relative to the output area bounds
const worldShapePoints = shape.points.map(p => ({
x: bounds.x + p.x,
y: bounds.y + p.y
}));
// Create the shape mask canvas
let shapeMaskCanvas;
// Check if we need expansion or feathering
const needsExpansion = this.canvasInstance.shapeMaskExpansion && this.canvasInstance.shapeMaskExpansionValue !== 0;
const needsFeather = this.canvasInstance.shapeMaskFeather && this.canvasInstance.shapeMaskFeatherValue > 0;
// Create a temporary canvas large enough to contain the shape and any expansion
const maxExpansion = Math.max(300, Math.abs(this.canvasInstance.shapeMaskExpansionValue || 0));
const tempCanvasWidth = bounds.width + (maxExpansion * 2);
const tempCanvasHeight = bounds.height + (maxExpansion * 2);
const tempOffsetX = maxExpansion;
const tempOffsetY = maxExpansion;
// Adjust shape points for the temporary canvas
const tempShapePoints = worldShapePoints.map(p => ({
x: p.x - bounds.x + tempOffsetX,
y: p.y - bounds.y + tempOffsetY
}));
if (!needsExpansion && !needsFeather) {
// Simple case: just draw the original shape
shapeMaskCanvas = document.createElement('canvas');
shapeMaskCanvas.width = tempCanvasWidth;
shapeMaskCanvas.height = tempCanvasHeight;
const ctx = shapeMaskCanvas.getContext('2d', { willReadFrequently: true });
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.moveTo(tempShapePoints[0].x, tempShapePoints[0].y);
for (let i = 1; i < tempShapePoints.length; i++) {
ctx.lineTo(tempShapePoints[i].x, tempShapePoints[i].y);
}
ctx.closePath();
ctx.fill('evenodd');
}
else if (needsExpansion && !needsFeather) {
// Expansion only
shapeMaskCanvas = this._createExpandedMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskExpansionValue, tempCanvasWidth, tempCanvasHeight);
}
else if (!needsExpansion && needsFeather) {
// Feather only
shapeMaskCanvas = this._createFeatheredMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskFeatherValue, tempCanvasWidth, tempCanvasHeight);
}
else {
// Both expansion and feather
const expandedMaskCanvas = this._createExpandedMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskExpansionValue, tempCanvasWidth, tempCanvasHeight);
const tempCtx = expandedMaskCanvas.getContext('2d', { willReadFrequently: true });
const expandedImageData = tempCtx.getImageData(0, 0, expandedMaskCanvas.width, expandedMaskCanvas.height);
shapeMaskCanvas = this._createFeatheredMaskFromImageData(expandedImageData, this.canvasInstance.shapeMaskFeatherValue, tempCanvasWidth, tempCanvasHeight);
}
// Now apply the shape mask to the chunked system
this.applyMaskCanvasToChunks(shapeMaskCanvas, 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(`Applied shape mask to chunks with expansion: ${needsExpansion}, feather: ${needsFeather}.`);
}
/**
* Removes mask in the area of the custom output area shape. This must use a hard-edged
* shape to correctly erase any feathered "glow" that might have been applied.
* Now works with the chunked mask system.
*/
removeShapeMask() {
if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
log.warn("Shape has insufficient points for mask removal");
return;
}
this.canvasInstance.canvasState.saveMaskState();
const shape = this.canvasInstance.outputAreaShape;
const bounds = this.canvasInstance.outputAreaBounds;
// Calculate shape points in world coordinates (same as applyShapeMask)
const worldShapePoints = shape.points.map(p => ({
x: bounds.x + p.x,
y: bounds.y + p.y
}));
// Check if we need to account for expansion when removing
const needsExpansion = this.canvasInstance.shapeMaskExpansion && this.canvasInstance.shapeMaskExpansionValue !== 0;
// Create a removal mask canvas - always hard-edged to ensure complete removal
let removalMaskCanvas;
// Create a temporary canvas large enough to contain the shape and any expansion
const maxExpansion = Math.max(300, Math.abs(this.canvasInstance.shapeMaskExpansionValue || 0));
const tempCanvasWidth = bounds.width + (maxExpansion * 2);
const tempCanvasHeight = bounds.height + (maxExpansion * 2);
const tempOffsetX = maxExpansion;
const tempOffsetY = maxExpansion;
// Adjust shape points for the temporary canvas
const tempShapePoints = worldShapePoints.map(p => ({
x: p.x - bounds.x + tempOffsetX,
y: p.y - bounds.y + tempOffsetY
}));
if (needsExpansion) {
// If expansion was active, remove the expanded area with a hard edge
removalMaskCanvas = this._createExpandedMaskCanvas(tempShapePoints, this.canvasInstance.shapeMaskExpansionValue, tempCanvasWidth, tempCanvasHeight);
}
else {
// If no expansion, just remove the base shape with a hard edge
removalMaskCanvas = document.createElement('canvas');
removalMaskCanvas.width = tempCanvasWidth;
removalMaskCanvas.height = tempCanvasHeight;
const ctx = removalMaskCanvas.getContext('2d', { willReadFrequently: true });
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.moveTo(tempShapePoints[0].x, tempShapePoints[0].y);
for (let i = 1; i < tempShapePoints.length; i++) {
ctx.lineTo(tempShapePoints[i].x, tempShapePoints[i].y);
}
ctx.closePath();
ctx.fill('evenodd');
}
// 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 from chunks with expansion: ${needsExpansion}.`);
}
_createFeatheredMaskCanvas(points, featherRadius, width, height) {
// 1. Create a binary mask on a temporary canvas.
const binaryCanvas = document.createElement('canvas');
binaryCanvas.width = width;
binaryCanvas.height = height;
const binaryCtx = binaryCanvas.getContext('2d', { willReadFrequently: true });
binaryCtx.fillStyle = 'white';
binaryCtx.beginPath();
binaryCtx.moveTo(points[0].x, points[0].y);
for (let i = 1; i < points.length; i++) {
binaryCtx.lineTo(points[i].x, points[i].y);
}
binaryCtx.closePath();
binaryCtx.fill();
const maskImage = binaryCtx.getImageData(0, 0, width, height);
const binaryData = new Uint8Array(width * height);
for (let i = 0; i < binaryData.length; i++) {
binaryData[i] = maskImage.data[i * 4] > 0 ? 1 : 0; // 1 = inside, 0 = outside
}
// 2. Calculate the fast distance transform (from ImageAnalysis.ts approach).
const distanceMap = this._fastDistanceTransform(binaryData, width, height);
// Find the maximum distance to normalize
let maxDistance = 0;
for (let i = 0; i < distanceMap.length; i++) {
if (distanceMap[i] > maxDistance) {
maxDistance = distanceMap[i];
}
}
// 3. Create the final output canvas with the complete mask (solid + feather).
const outputCanvas = document.createElement('canvas');
outputCanvas.width = width;
outputCanvas.height = height;
const outputCtx = outputCanvas.getContext('2d', { willReadFrequently: true });
const outputData = outputCtx.createImageData(width, height);
// Use featherRadius as the threshold for the gradient
const threshold = Math.min(featherRadius, maxDistance);
for (let i = 0; i < distanceMap.length; i++) {
const distance = distanceMap[i];
const originalAlpha = maskImage.data[i * 4 + 3];
if (originalAlpha === 0) {
// Transparent pixels remain transparent
outputData.data[i * 4] = 255;
outputData.data[i * 4 + 1] = 255;
outputData.data[i * 4 + 2] = 255;
outputData.data[i * 4 + 3] = 0;
}
else if (distance <= threshold) {
// Edge area - apply gradient alpha (from edge inward)
const gradientValue = distance / threshold;
const alphaValue = Math.floor(gradientValue * 255);
outputData.data[i * 4] = 255;
outputData.data[i * 4 + 1] = 255;
outputData.data[i * 4 + 2] = 255;
outputData.data[i * 4 + 3] = alphaValue;
}
else {
// Inner area - full alpha (no blending effect)
outputData.data[i * 4] = 255;
outputData.data[i * 4 + 1] = 255;
outputData.data[i * 4 + 2] = 255;
outputData.data[i * 4 + 3] = 255;
}
}
outputCtx.putImageData(outputData, 0, 0);
return outputCanvas;
}
/**
* Fast distance transform using the simple two-pass algorithm from ImageAnalysis.ts
* Much faster than the complex Felzenszwalb algorithm
*/
_fastDistanceTransform(binaryMask, width, height) {
const distances = new Float32Array(width * height);
const infinity = width + height; // A value larger than any possible distance
// Initialize distances
for (let i = 0; i < width * height; i++) {
distances[i] = binaryMask[i] === 1 ? infinity : 0;
}
// Forward pass (top-left to bottom-right)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx = y * width + x;
if (distances[idx] > 0) {
let minDist = distances[idx];
// Check top neighbor
if (y > 0) {
minDist = Math.min(minDist, distances[(y - 1) * width + x] + 1);
}
// Check left neighbor
if (x > 0) {
minDist = Math.min(minDist, distances[y * width + (x - 1)] + 1);
}
// Check top-left diagonal
if (x > 0 && y > 0) {
minDist = Math.min(minDist, distances[(y - 1) * width + (x - 1)] + Math.sqrt(2));
}
// Check top-right diagonal
if (x < width - 1 && y > 0) {
minDist = Math.min(minDist, distances[(y - 1) * width + (x + 1)] + Math.sqrt(2));
}
distances[idx] = minDist;
}
}
}
// Backward pass (bottom-right to top-left)
for (let y = height - 1; y >= 0; y--) {
for (let x = width - 1; x >= 0; x--) {
const idx = y * width + x;
if (distances[idx] > 0) {
let minDist = distances[idx];
// Check bottom neighbor
if (y < height - 1) {
minDist = Math.min(minDist, distances[(y + 1) * width + x] + 1);
}
// Check right neighbor
if (x < width - 1) {
minDist = Math.min(minDist, distances[y * width + (x + 1)] + 1);
}
// Check bottom-right diagonal
if (x < width - 1 && y < height - 1) {
minDist = Math.min(minDist, distances[(y + 1) * width + (x + 1)] + Math.sqrt(2));
}
// Check bottom-left diagonal
if (x > 0 && y < height - 1) {
minDist = Math.min(minDist, distances[(y + 1) * width + (x - 1)] + Math.sqrt(2));
}
distances[idx] = minDist;
}
}
}
return distances;
}
/**
* Creates an expanded/contracted mask canvas using simple morphological operations
* This gives SHARP edges without smoothing, unlike distance transform
*/
_createExpandedMaskCanvas(points, expansionValue, width, height) {
// 1. Create a binary mask on a temporary canvas.
const binaryCanvas = document.createElement('canvas');
binaryCanvas.width = width;
binaryCanvas.height = height;
const binaryCtx = binaryCanvas.getContext('2d', { willReadFrequently: true });
binaryCtx.fillStyle = 'white';
binaryCtx.beginPath();
binaryCtx.moveTo(points[0].x, points[0].y);
for (let i = 1; i < points.length; i++) {
binaryCtx.lineTo(points[i].x, points[i].y);
}
binaryCtx.closePath();
binaryCtx.fill('evenodd'); // Use evenodd to handle holes correctly
const maskImage = binaryCtx.getImageData(0, 0, width, height);
const binaryData = new Uint8Array(width * height);
for (let i = 0; i < binaryData.length; i++) {
binaryData[i] = maskImage.data[i * 4] > 0 ? 1 : 0; // 1 = inside, 0 = outside
}
// 2. Apply fast morphological operations for sharp edges
let resultMask;
const absExpansionValue = Math.abs(expansionValue);
if (expansionValue >= 0) {
// EXPANSION: Use new fast dilation algorithm
resultMask = this._fastDilateDT(binaryData, width, height, absExpansionValue);
}
else {
// CONTRACTION: Use new fast erosion algorithm
resultMask = this._fastErodeDT(binaryData, width, height, absExpansionValue);
}
// 3. Create the final output canvas with sharp edges
const outputCanvas = document.createElement('canvas');
outputCanvas.width = width;
outputCanvas.height = height;
const outputCtx = outputCanvas.getContext('2d', { willReadFrequently: true });
const outputData = outputCtx.createImageData(width, height);
for (let i = 0; i < resultMask.length; i++) {
const alpha = resultMask[i] === 1 ? 255 : 0; // Sharp binary mask - no smoothing
outputData.data[i * 4] = 255; // R
outputData.data[i * 4 + 1] = 255; // G
outputData.data[i * 4 + 2] = 255; // B
outputData.data[i * 4 + 3] = alpha; // A - sharp edges
}
outputCtx.putImageData(outputData, 0, 0);
return outputCanvas;
}
/**
* Creates a feathered mask from existing ImageData (used when combining expansion + feather)
*/
_createFeatheredMaskFromImageData(imageData, featherRadius, width, height) {
const data = imageData.data;
const binaryData = new Uint8Array(width * height);
// Convert ImageData to binary mask
for (let i = 0; i < width * height; i++) {
binaryData[i] = data[i * 4 + 3] > 0 ? 1 : 0; // 1 = inside, 0 = outside
}
// Calculate the fast distance transform
const distanceMap = this._fastDistanceTransform(binaryData, width, height);
// Find the maximum distance to normalize
let maxDistance = 0;
for (let i = 0; i < distanceMap.length; i++) {
if (distanceMap[i] > maxDistance) {
maxDistance = distanceMap[i];
}
}
// Create the final output canvas with feathering applied
const outputCanvas = document.createElement('canvas');
outputCanvas.width = width;
outputCanvas.height = height;
const outputCtx = outputCanvas.getContext('2d', { willReadFrequently: true });
const outputData = outputCtx.createImageData(width, height);
// Use featherRadius as the threshold for the gradient
const threshold = Math.min(featherRadius, maxDistance);
for (let i = 0; i < distanceMap.length; i++) {
const distance = distanceMap[i];
const originalAlpha = data[i * 4 + 3];
if (originalAlpha === 0) {
// Transparent pixels remain transparent
outputData.data[i * 4] = 255;
outputData.data[i * 4 + 1] = 255;
outputData.data[i * 4 + 2] = 255;
outputData.data[i * 4 + 3] = 0;
}
else if (distance <= threshold) {
// Edge area - apply gradient alpha (from edge inward)
const gradientValue = distance / threshold;
const alphaValue = Math.floor(gradientValue * 255);
outputData.data[i * 4] = 255;
outputData.data[i * 4 + 1] = 255;
outputData.data[i * 4 + 2] = 255;
outputData.data[i * 4 + 3] = alphaValue;
}
else {
// Inner area - full alpha (no blending effect)
outputData.data[i * 4] = 255;
outputData.data[i * 4 + 1] = 255;
outputData.data[i * 4 + 2] = 255;
outputData.data[i * 4 + 3] = 255;
}
}
outputCtx.putImageData(outputData, 0, 0);
return outputCanvas;
}
}