painbrush
1.0.21.1.0
src/layer/transform.ts−
src/layer/transform.tsDeleted−241
Index: package/src/layer/transform.ts
===================================================================
--- package/src/layer/transform.ts
+++ package/src/layer/transform.ts
@@ -1,241 +0,0 @@
-import {
- getPixelXYCoords,
- getPixelColor,
- getPixelFromSingleChannelLayer,
- type XYCoords,
- COORDS_ZERO,
- getPixelIndexFromCoords,
-} from "../pixel.ts";
-import {
- makeBlankLayer,
- makeRectangleLayer,
-} from "./make-rectangle.ts";
-import {
- blendColor,
- COLOR_ALPHA,
- COLOR_BLACK,
- type Color,
-} from "../color/utils.ts";
-import {
- solidFillBrush,
- alphaBrush,
- type Brush,
-} from "../color/brush.ts";
-import type {
- Layer,
- FourChannelLayer,
- SingleChannelLayer,
-} from "../layer.ts";
-
-/**
- * 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: Layer,
- { x: scaleX, y: scaleY }: XYCoords,
-): Layer => {
- 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: Layer,
- painter: (existingColor: Color) => Brush,
-): Layer => {
- 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,
- ) as NonNullable<Color>;
-
- 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: Layer, offset: XYCoords) => {
- 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: FourChannelLayer): 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: SingleChannelLayer,
- fgBrush: Brush = solidFillBrush(COLOR_BLACK),
- bgBrush: Brush = alphaBrush(),
-): Layer => {
- 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);
- },
- );
-};
-type LayerParams = {
- offset?: XYCoords;
-};
-
-/*
-Faster but destructive. No blend modes, no checks, super useful if painting over canvases tho. overrides source.
-*/
-export const punchLayerOver = (
- source: Layer,
- target: Layer,
- { offset = COORDS_ZERO }: LayerParams = {},
-): void => {
- 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) as Color;
-
- 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: Layer,
- target: Layer,
- { offset = COORDS_ZERO }: LayerParams = {},
-) => {
- 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) as Color;
- 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: [Layer, LayerParams?][]
-) => {
- 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;
-};