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from typing import List
from dataclasses import dataclass
from .fast_sd import fast_diffusion_pipeline
import torch
import pygame
import numpy as np
import time
from PIL import Image
from .game_objects import Point, TextPrompt
from .sampling import (
DistanceSampling,
CircleSampling
)
@dataclass
class GameConfig:
point_thickness : float = 10 # Thickness for each point
zoom_speed : float = 0.75 # How fast we zoom in or out
move_speed : float = 0.75 # How fast we move around canvas
point_font_size : int = 25 # Size of fonts for points on screen
prompt_font_size : int = 30 # Size of font for prompt on screen
# screen size
width : int = 1920
height : int = 1080
# size of sample in top left
sample_width : int = 512
sample_height : int = 512
compile : bool = False # compile the sd model with torch.compile?
sampler : str = "distance" # "distance" or "circle"
seed : int = 0 # Seed for initial latent noise
call_every : int = 90 # Only calls draw function every *this many* ms. This is to prevent lag. Set this to be around the latency of the model
class LatentSpaceExplorer:
def __init__(self, config : GameConfig = GameConfig()):
self.config = config
self.pipe = fast_diffusion_pipeline(compile = self.config.compile)
self.points : List[Point] = []
self.player_pos = None # [2,] np array in R2 space
self.dragging_point_idx = None
self.selected_point_idx = None
self.zoom_level = 300.0
self.translation = np.array([-self.config.width/2, -self.config.height/2])
self.point_kwargs = {}
if self.config.sampler == "distance":
self.sampler = DistanceSampling
elif self.config.sampler == "circle":
self.sampler = CircleSampling
self.point_kwargs['on_edge'] = True
else:
raise ValueError(f"Invalid sampler choice: {self.config.sampler}")
pygame.init()
self.screen = pygame.display.set_mode((self.config.width, self.config.height))
self.clock = pygame.time.Clock()
self.ms_elapsed = 0
# (n_samples, running average)
self.avg_latency = (0, 0) # Track average latency of generation for debug
self.sample_image = None
self.sample_font = pygame.font.Font(None, self.config.point_font_size)
# User input
self.input_font = pygame.font.Font(None, self.config.prompt_font_size)
self.inputting_text = False
self.inputting_text_for = None # oneof ["modify", "add"]
self.text_prompt : TextPrompt = None
def tick(self):
self.clock.tick()
self.ms_elapsed += self.clock.get_time()
def update_latency(self, new_observation):
n = self.avg_latency[0]
old_avg = self.avg_latency[1]
self.avg_latency = (n + 1, (old_avg * n + new_observation) / (n + 1))
def create_text_prompt(self, prompt_text):
self.text_prompt = TextPrompt(prompt_text, self.input_font, self.screen)
def switch_sampler(self):
if self.config.sampler == "distance":
self.config.sampler = "circle"
self.sampler = CircleSampling
self.point_kwargs = {'on_edge' : True}
elif self.config.sampler == "circle":
self.config.sampler = "distance"
self.sampler = DistanceSampling
self.point_kwargs = {}
self.set_prompts(self.prompts, reset = True)
@property
def encodes(self):
"""
Get encodings directly from points as a tuple with batched encodings
"""
if not self.points:
return None
encode_list = [p.encoding for p in self.points] # list of N-tuples
n = len(encode_list[0])
res = []
for i in range(n):
res.append(torch.cat([e[i] for e in encode_list], dim = 0) if encode_list[0][i] is not None else None)
return tuple(res)
@property
def prompts(self):
"""
Get a list of current prompts
"""
return [p.text for p in self.points]
@property
def r2_points(self):
"""
Get all points in terms of R2 space
"""
points = [np.array(p.xy_pos) for p in self.points]
points = np.stack(points, axis = 0) # [n, 2]
return points
@property
def screen_space_points(self):
"""
Get all points in terms of screen space
"""
screen_space = (self.r2_points * self.zoom_level) - self.translation[None,:]
return screen_space # list of points in scren space
@property
def mouse_pos(self):
return np.array(pygame.mouse.get_pos())
def invert_screen_space(self, point):
"""
taking position as [2,] np array in screen space, return R2 pos
"""
return (point + self.translation) / self.zoom_level
def screen_space(self, point):
"""
R2 -> screenspace as [2,] array
"""
return (point * self.zoom_level) - self.translation
def fixed_seed(self):
"""
Controls random number generator for initial latent noise
"""
return torch.Generator('cuda').manual_seed(self.config.seed)
def get_encodes(self, text):
"""
Get text encodings for some prompt then split them so we can associate points with thier encodings
"""
encodes = self.pipe.get_encodes(text, generator = self.fixed_seed())
# (n-tuple of lists) into (list of n-tuples)
if not isinstance(encodes, tuple) and not isinstance(encodes, list):
return encodes # Already a tensor, no problem
res_list = []
for i in range(len(encodes[0])):
res_list_i = [encodes_j[i].unsqueeze(0) if encodes_j is not None else None for encodes_j in encodes]
res_list.append(tuple(res_list_i))
return res_list
def draw_sample(self):
"""
Draw sample with current points and player position
"""
if self.player_pos is not None and self.encodes is not None:
if self.ms_elapsed >= self.config.call_every:
time_start = time.time()
encoding = self.sampler(self.encodes)(self.player_pos, self.r2_points)
self.sample_image = self.pipe.generate_from_encodes(encoding, generator = self.fixed_seed()).images[0]
time_total = float(time.time() - time_start) * 1000 # s -> ms
self.update_latency(time_total)
self.ms_elapsed = 0
def get_player_pos_r2(self):
"""
Get player position in R2 from the
"""
self.player_pos = self.invert_screen_space(self.mouse_pos)
def get_player_pos_screenspace(self):
"""
Get player pos in screen space
"""
if self.player_pos is not None: return self.screen_space(self.player_pos)
def detect_mouse_on_point(self):
"""
Detect if mouse is currently in a point. If so, returns index of point, otherwise returns none.
"""
if not self.points:
return None
mouse_pos = self.mouse_pos
points = self.screen_space_points
distances = np.linalg.norm(points - mouse_pos[None,:], axis = 1)
close_idx = np.argmin(distances)
if distances[close_idx] <= self.config.point_thickness:
return close_idx
return None
# === POINT/NODE CONTROL ===
def modify_node(self, new_prompt):
idx = self.selected_point_idx
new_prompts = self.prompts
new_prompts[idx] = new_prompt
self.set_prompts(new_prompts, reset = False)
def add_node(self, new_prompt):
self.set_prompts(self.prompts + [new_prompt], reset = False)
def del_node(self):
idx = self.selected_point_idx
new_prompts = list(self.prompts)
del new_prompts[idx]
self.set_prompts(new_prompts, reset = False)
self.selected_point_idx = None
def prepare_to_prompt(self, mode):
"""
Get ready to show the textbox. Call when we want the text prompt to come
"""
self.inputting_text = True
self.inputting_text_for = mode
if mode == "modify":
self.create_text_prompt("Enter New Prompt To Replace Node:")
elif mode == "add":
self.create_text_prompt("Enter New Prompt To Create Node:")
def handle_prompt(self):
"""
After enter pressed with textbox, this is called to go back to normal game
"""
done_prompting = self.text_prompt.update()
if done_prompting:
new_prompt = self.text_prompt.user_input.strip()
if self.inputting_text_for == "modify":
self.modify_node(new_prompt)
elif self.inputting_text_for == "add":
self.add_node(new_prompt)
self.text_prompt = None
self.inputting_text = False
def set_prompts(self, prompts : List[str], reset : bool = False):
"""
:param prompts: New prompts to update to
:param reset: Reset xy positions of points?
"""
if len(prompts) > 0:
encodes = self.get_encodes(prompts)
# First call
if not self.points or reset:
self.points = [Point(prompt, encoding, xy_init_kwargs = self.point_kwargs) for (prompt, encoding) in zip(prompts, encodes)]
return
# Modifications
old_len = len(self.points)
new_len = len(prompts)
pos = [tuple(pos_i) for pos_i in self.r2_points] # positions for each point
if old_len <= new_len: # Additions or modification
pos += [None] * (new_len - old_len) # randomly init this many new positions
self.points = [Point(prompt, encoding, pos_i, xy_init_kwargs = self.point_kwargs) for (prompt, encoding, pos_i) in zip(prompts, encodes, pos)]
return
elif old_len > new_len: # Deletions
idx_to_keep = []
for idx, prompt in enumerate(self.prompts):
if prompt in prompts:
idx_to_keep.append(idx)
self.points = [self.points[idx] for idx in idx_to_keep]
return
# === CONTROLS ===
def handle_event_controls(self):
"""
Handles discrete (i.e. keydown, mousedown) controls through events
"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
# Click
if event.button == 1: # Left click
self.selected_point_idx = self.detect_mouse_on_point()
if self.selected_point_idx is not None: self.dragging_point_idx = None
else: # If no point was selected, we move player cursor
self.get_player_pos_r2()
self.draw_sample()
elif event.button == 3: # Right click
self.dragging_point_idx = self.detect_mouse_on_point()
if self.dragging_point_idx is not None: self.selected_point_idx = None
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 3: # Right Up
self.dragging_point_idx = None # Disable drag
elif event.type == pygame.MOUSEMOTION:
if self.dragging_point_idx is not None:
# Drag point
self.points[self.dragging_point_idx].move(self.invert_screen_space(self.mouse_pos))
elif pygame.mouse.get_pressed()[0]:
self.get_player_pos_r2()
self.draw_sample()
elif event.type == pygame.KEYDOWN:
keys = pygame.key.get_pressed()
if keys[pygame.K_r]:
self.set_prompts(self.prompts, reset = True)
elif keys[pygame.K_t] and self.selected_point_idx is not None: # Modify existing node
self.prepare_to_prompt("modify")
return
elif keys[pygame.K_p]: # Adding a node
self.prepare_to_prompt("add")
return
elif keys[pygame.K_o] and self.selected_point_idx is not None:
# Remove node
self.del_node()
elif keys[pygame.K_g]:
if self.sample_image is not None:
self.sample_image.save("sample.png")
elif keys[pygame.K_m]:
# Change sampler mode
self.switch_sampler()
def handle_continuous_controls(self):
"""
Continuous controls for movement (i.e. zoom, movement)
"""
keys = pygame.key.get_pressed()
if keys[pygame.K_q]:
self.zoom_level = max(0.01, self.zoom_level - self.config.zoom_speed)
elif keys[pygame.K_e]:
self.zoom_level = self.zoom_level + self.config.zoom_speed
idx, sign = None, None
# up, down, left, right
if keys[pygame.K_w]:
idx, sign = 1, -1
elif keys[pygame.K_s]:
idx, sign = 1, 1
elif keys[pygame.K_a]:
idx, sign = 0, -1
elif keys[pygame.K_d]:
idx, sign = 0, 1
if idx is not None and sign is not None:
self.translation[idx] += sign * self.config.move_speed
# === DRAWING THINGS ===
def draw_main_screen(self):
"""
Draw main screen. Sample image, points, etc.
"""
def get_point_color(idx):
color = (255, 255, 255) # default to white
if idx == self.selected_point_idx:
color = (0, 127.5, 0)
if idx == self.dragging_point_idx:
color = (255, 0, 0)
return color
if self.config.sampler == "circle":
# Draw unit circle on screen
center = np.array([0,0])
border = np.array([1,0])
center = self.screen_space(center)
border = self.screen_space(border)
radius = abs(border[0] - center[0])
pygame.draw.circle(self.screen, (255, 255, 255), center, int(radius), 1)
if len(self.points) > 0:
for idx, point in enumerate(self.screen_space_points):
pygame.draw.circle(self.screen, get_point_color(idx), point, self.config.point_thickness)
text = self.sample_font.render(self.points[idx].text, True, get_point_color(idx))
self.screen.blit(text, point)
player_pos = self.get_player_pos_screenspace()
if player_pos is not None:
pygame.draw.circle(self.screen, (0, 255, 0), player_pos, self.config.point_thickness/2)
if self.sample_image is not None:
pygame_image = pygame.image.fromstring(self.sample_image.tobytes(), self.sample_image.size, self.sample_image.mode)
pygame_image = pygame.transform.scale(pygame_image, (self.config.sample_width, self.config.sample_height))
self.screen.blit(pygame_image, (0, 0))
def update(self):
"""
Main pygame loop
"""
if not self.inputting_text:
self.handle_event_controls()
self.handle_continuous_controls()
self.tick()
self.screen.fill((0,0,0))
self.draw_main_screen()
# Handle prompt after so it can be drawn over the main screen
if self.inputting_text:
self.handle_prompt()
pygame.display.flip()
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