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Running
on
CPU Upgrade
import path from "node:path" | |
import { v4 as uuidv4 } from "uuid" | |
import tmpDir from "temp-dir" | |
import { ImageSegment, RenderedScene, RenderingJob, RenderRequest } from "../types.mts" | |
import { segmentImage } from "../utils/segmentImage.mts" | |
import { generateImageSDXLAsBase64 } from "../utils/generateImageSDXL.mts" | |
import { writeBase64ToFile } from "../utils/writeBase64ToFile.mts" | |
const pendingJobs: RenderingJob[] = [] | |
export async function renderStaticScene(scene: RenderRequest): Promise<RenderedScene> { | |
let imageBase64 = "" | |
let error = "" | |
const width = 1024 | |
const height = 512 | |
const params = { | |
positivePrompt: scene.prompt, | |
seed: scene.seed || undefined, | |
nbSteps: scene.nbSteps || undefined, | |
width, | |
height | |
} | |
console.log(`calling generateImageSDXLAsBase64 with: `, JSON.stringify(params, null, 2)) | |
try { | |
imageBase64 = await generateImageSDXLAsBase64(params) | |
console.log("successful generation!", imageBase64.slice(0, 30)) | |
error = "" | |
if (!imageBase64?.length) { | |
throw new Error(`the generated image is empty`) | |
} | |
} catch (err) { | |
console.error(`failed to render.. but let's try again!`) | |
try { | |
imageBase64 = await generateImageSDXLAsBase64(params) | |
console.log("successful generation!", imageBase64.slice(0, 30)) | |
error = "" | |
if (!imageBase64?.length) { | |
throw new Error(`the generated image is empty`) | |
} | |
} catch (err) { | |
console.error(`failed to generate the image, although ${err}`) | |
error = `failed to render scene: ${err}` | |
return { | |
assetUrl: imageBase64, | |
error, | |
maskBase64: "", | |
segments: [] | |
} as RenderedScene | |
} | |
} | |
const actionnables = Array.isArray(scene.actionnables) ? scene.actionnables : [] | |
let mask = "" | |
let segments: ImageSegment[] = [] | |
if (actionnables.length > 0) { | |
console.log("we have some actionnables:", actionnables) | |
console.log("going to grab the first frame") | |
const tmpImageFilePath = path.join(tmpDir, `${uuidv4()}.png`) | |
// console.log("beginning:", imageBase64.slice(0, 100)) | |
await writeBase64ToFile(imageBase64, tmpImageFilePath) | |
console.log("wrote the image to ", tmpImageFilePath) | |
if (!tmpImageFilePath) { | |
console.error("failed to get the image") | |
error = "failed to segment the image" | |
} else { | |
console.log("got the first frame! segmenting..") | |
try { | |
const result = await segmentImage(tmpImageFilePath, actionnables, width, height) | |
mask = result.pngInBase64 | |
segments = result.segments | |
console.log(`it worked the first time! got ${segments.length} segments`) | |
} catch (err) { | |
console.log("this takes too long :/ trying another server..") | |
try { | |
const result = await segmentImage(tmpImageFilePath, actionnables, width, height) | |
mask = result.pngInBase64 | |
segments = result.segments | |
console.log(`it worked the second time! got ${segments.length} segments`) | |
} catch (err) { | |
console.log("trying one last time, on a 3rd server..") | |
try { | |
const result = await segmentImage(tmpImageFilePath, actionnables, width, height) | |
mask = result.pngInBase64 | |
segments = result.segments | |
console.log(`it worked the third time! got ${segments.length} segments`) | |
} catch (err) { | |
console.log("yeah, all servers are busy it seems.. aborting") | |
} | |
} | |
} | |
} | |
} else { | |
console.log("no actionnables: just returning the image, then") | |
} | |
error = "" | |
return { | |
assetUrl: imageBase64, | |
error, | |
maskBase64: mask, | |
segments | |
} as RenderedScene | |
} | |