painbrush
1.0.21.1.0
src/layer/transform.js+
src/layer/transform.jsNew file+140
Index: package/src/layer/transform.js
===================================================================
--- package/src/layer/transform.js
+++ package/src/layer/transform.js
@@ -0,0 +1,140 @@
+import { getPixelXYCoords, getPixelColor, getPixelFromSingleChannelLayer, COORDS_ZERO, getPixelIndexFromCoords, } from "../pixel.js";
+import { makeBlankLayer, makeRectangleLayer, } from "./make-rectangle.js";
+import { blendColor, COLOR_ALPHA, COLOR_BLACK, } from "../color/utils.js";
+import { solidFillBrush, alphaBrush, } from "../color/brush.js";
+/**
+ * Applies what i think is a nearest-neighbor transform to the layer. only integer transforms _really_ work for precise results but you can get some cool effects with floats
+ * */
+export const scaleLayer = (source, { x: scaleX, y: scaleY }) => {
+ return makeRectangleLayer({
+ x: ~~(source.width * scaleX),
+ y: ~~(source.height * scaleY),
+ }, (index, meta) => {
+ const coords = getPixelXYCoords(index, meta);
+ const maybeTargetPixel = getPixelColor({ x: ~~(coords.x / scaleX), y: ~~(coords.y / scaleY) }, source);
+ return maybeTargetPixel ?? COLOR_ALPHA;
+ });
+};
+export const paintLayer = (layer, painter) => {
+ const data = [];
+ for (let index = 0; index < layer.width * layer.height * 3; index = index + 3) {
+ const coords = getPixelXYCoords(index, layer);
+ const sourcePixelColor = getPixelColor(coords, layer);
+ const newColor = painter(sourcePixelColor)(index, layer);
+ data.push(newColor[0]);
+ data.push(newColor[1]);
+ data.push(newColor[2]);
+ }
+ return { ...layer, data };
+};
+/**
+ * Helper for quickly spazzing out layouts, easier than manually
+ * moving stuff
+ */
+export const padLayer = (source, offset) => {
+ const target = makeBlankLayer({
+ x: source.width + offset.x * 2,
+ y: source.height + offset.y * 2,
+ });
+ punchLayerOver(target, source, {
+ offset,
+ });
+ return target;
+};
+/**
+ * Turns a 4 bit layer into a 3 bit layer.
+ * */
+export const deflateLayer = (layer) => {
+ let data = [];
+ for (let i = 0; i < [...layer.data].length; i += 4) {
+ if (layer.data[i + 3] === 0) {
+ data.push(...COLOR_ALPHA);
+ continue;
+ }
+ data.push(layer.data[i]);
+ data.push(layer.data[i + 1]);
+ data.push(layer.data[i + 2]);
+ }
+ const { isFourChannel, ...otherLayerStuff } = layer;
+ return {
+ ...otherLayerStuff,
+ data,
+ };
+};
+/**
+ * Turns a 1 bit layer into a 3 bit layer.
+ *
+ * Note!!! 1 bit layers are only really supported for fonts bc its a pain to reason about both at once
+ * */
+export const inflateLayer = (layer, fgBrush = solidFillBrush(COLOR_BLACK), bgBrush = alphaBrush()) => {
+ return makeRectangleLayer({ x: Math.floor(layer.width), y: Math.floor(layer.height) }, (index, meta) => {
+ const coords = getPixelXYCoords(index, meta);
+ const maybeTargetPixel = getPixelFromSingleChannelLayer(coords, layer);
+ return maybeTargetPixel
+ ? fgBrush(index, meta)
+ : bgBrush(index, meta);
+ });
+};
+/*
+Faster but destructive. No blend modes, no checks, super useful if painting over canvases tho. overrides source.
+*/
+export const punchLayerOver = (source, target, { offset = COORDS_ZERO } = {}) => {
+ const data = source.data;
+ for (let index = 0; index < target.width * target.height * 3; index = index + 3) {
+ const coords = getPixelXYCoords(index, target);
+ const targetPixelColor = getPixelColor(coords, target);
+ const sourcePixelIndex = getPixelIndexFromCoords({
+ x: coords.x + offset.x,
+ y: coords.y + offset.y,
+ }, source);
+ data[sourcePixelIndex] = targetPixelColor[0];
+ data[sourcePixelIndex + 1] = targetPixelColor[1];
+ data[sourcePixelIndex + 2] = targetPixelColor[2];
+ }
+};
+/*
+Overlay a layer over another, apply an offset and maybe eventually a blend mode??
+*/
+export const overlayLayerOver = (source, target, { offset = COORDS_ZERO } = {}) => {
+ const data = [...source.data];
+ for (let index = 0; index < target.width * target.height * 3; index = index + 3) {
+ const coords = getPixelXYCoords(index, target);
+ const coordsAtSource = {
+ x: coords.x + offset.x,
+ y: coords.y + offset.y,
+ };
+ const targetPixelColor = getPixelColor(coords, target);
+ const sourcePixelColor = getPixelColor(coordsAtSource, source);
+ if (sourcePixelColor === null) {
+ continue;
+ }
+ const sourcePixelIndex = getPixelIndexFromCoords(coordsAtSource, source);
+ const newColor = blendColor(targetPixelColor, sourcePixelColor);
+ data[sourcePixelIndex] = newColor[0];
+ data[sourcePixelIndex + 1] = newColor[1];
+ data[sourcePixelIndex + 2] = newColor[2];
+ }
+ return { ...source, data };
+};
+/**
+ * Join a bunch of layers.
+ * Note that this is reversed (front to back) so it matches how most layers work in software. its confusing if you think about it but makes sense if you do
+ */
+export const overlayLayersOver = (...args) => {
+ const flippedArgs = args.reverse();
+ let first = flippedArgs.shift();
+ if (first == null) {
+ console.warn("You tried to overlay 0 layers wtf");
+ return makeBlankLayer(COORDS_ZERO);
+ }
+ let [canvas, canvasParams] = first;
+ if (canvasParams != null) {
+ console.warn("Your initial canvas had layer transform parameters." +
+ "\n" +
+ "If you want to do that, place that layer it on top of a blank non-transformed layer");
+ }
+ for (let arg of args) {
+ canvas = overlayLayerOver(canvas, arg[0], arg[1]);
+ }
+ return canvas;
+};