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import gradio as gr
from transformers import pipeline, AutoModelForCausalLM, AutoTokenizer
from wgpu.utils.shadertoy import * 
from wgpu.gui.offscreen import WgpuCanvas as OffscreenCanvas, run as run_offscreen
import wgpu
import time
import ctypes
import datasets
from PIL import Image
import asyncio
import numpy as np

# reimplement the Shadertoy class with offscreen canvas!
class ShadertoyCustom(Shadertoy):
    def __init__(self, shader_code, resolution=(800, 450), canvas_class=WgpuCanvas, run_fn=run):
        self._canvas_class = canvas_class
        self._fun_fn = run_fn
        super().__init__(shader_code, resolution)
        self._uniform_data = UniformArray(
            ("mouse", "f", 4),
            ("resolution", "f", 3),
            ("time", "f", 1),
            ("time_delta", "f", 1),
            ("frame", "I", 1),
        )
        
        self._shader_code = shader_code
        self._uniform_data["resolution"] = resolution + (1,)

        self._prepare_render()
        self._bind_events()
    
    def _prepare_render(self):
        import wgpu.backends.rs  # noqa

        self._canvas = self._canvas_class(title="Shadertoy", size=self.resolution, max_fps=60)

        adapter = wgpu.request_adapter(
            canvas=self._canvas, power_preference="high-performance"
        )
        self._device = adapter.request_device()

        self._present_context = self._canvas.get_context()

        # We use "bgra8unorm" not "bgra8unorm-srgb" here because we want to let the shader fully control the color-space.
        self._present_context.configure(
            device=self._device, format=wgpu.TextureFormat.bgra8unorm
        )

        shader_type = self.shader_type
        if shader_type == "glsl":
            vertex_shader_code = vertex_code_glsl
            frag_shader_code = (
                builtin_variables_glsl + self.shader_code + fragment_code_glsl
            )
        elif shader_type == "wgsl":
            vertex_shader_code = vertex_code_wgsl
            frag_shader_code = (
                builtin_variables_wgsl + self.shader_code + fragment_code_wgsl
            )

        vertex_shader_program = self._device.create_shader_module(
            label="triangle_vert", code=vertex_shader_code
        )
        frag_shader_program = self._device.create_shader_module(
            label="triangle_frag", code=frag_shader_code
        )

        self._uniform_buffer = self._device.create_buffer(
            size=self._uniform_data.nbytes,
            usage=wgpu.BufferUsage.UNIFORM | wgpu.BufferUsage.COPY_DST,
        )

        bind_group_layout = self._device.create_bind_group_layout(
            entries=binding_layout
        )

        self._bind_group = self._device.create_bind_group(
            layout=bind_group_layout,
            entries=[
                {
                    "binding": 0,
                    "resource": {
                        "buffer": self._uniform_buffer,
                        "offset": 0,
                        "size": self._uniform_data.nbytes,
                    },
                },
            ],
        )

        self._render_pipeline = self._device.create_render_pipeline(
            layout=self._device.create_pipeline_layout(
                bind_group_layouts=[bind_group_layout]
            ),
            vertex={
                "module": vertex_shader_program,
                "entry_point": "main",
                "buffers": [],
            },
            primitive={
                "topology": wgpu.PrimitiveTopology.triangle_list,
                "front_face": wgpu.FrontFace.ccw,
                "cull_mode": wgpu.CullMode.none,
            },
            depth_stencil=None,
            multisample=None,
            fragment={
                "module": frag_shader_program,
                "entry_point": "main",
                "targets": [
                    {
                        "format": wgpu.TextureFormat.bgra8unorm,
                        "blend": {
                            "color": (
                                wgpu.BlendFactor.one,
                                wgpu.BlendFactor.zero,
                                wgpu.BlendOperation.add,
                            ),
                            "alpha": (
                                wgpu.BlendFactor.one,
                                wgpu.BlendFactor.zero,
                                wgpu.BlendOperation.add,
                            ),
                        },
                    },
                ],
            },
        )
    
    def show(self, time: float = 0.0):
        self._canvas.request_draw(self._draw_frame)
        self._fun_fn()

text = """
# Welcome to the interactive shadercoding demo.
## (WIP), you can try and explore the dataset a bit right now. (frames are rendered on the fly, not part of the dataset(yet))

This gives you access to a filtered version of the [Shadertoys](https://huggingface.co/datasets/Vipitis/Shadertoys) dataset, only shaders that const of a single pass (and have at least one fuction with a return statement) are available.
In the near future there will be some buttons and sliders to generate variations of the shadercode itself, and hence get some different images. 
If I find an efficient way, the shaders might run in real time and be interactive.
"""
passes_dataset = datasets.load_dataset("Vipitis/Shadertoys")
single_passes = passes_dataset.filter(lambda x: not x["has_inputs"] and x["num_passes"] == 1 and x["code"].count("return") >= 1) #filter easier than having a custom loader script?
all_single_passes = datasets.concatenate_datasets([single_passes["train"], single_passes["test"]])
num_samples = len(all_single_passes)    

async def get_image(code, time= 0.0, resolution=(512, 420)):
    shader = ShadertoyCustom(code, resolution, OffscreenCanvas, run_offscreen) #pass offscreen canvas here.
    shader._uniform_data["time"] = time #set any time you want
    shader._canvas.request_draw(shader._draw_frame)
    # frame = shader._canvas.snapshot().data
    frame = np.asarray(shader._canvas.draw())
    img = Image.fromarray(frame)
    # remove transparent pixels 
    img = img.convert('RGB')
    return img

def grab_sample(sample_idx):
    sample_pass = all_single_passes[sample_idx]
    sample_code = sample_pass["code"]
    sample_source = sample_pass["source"]
    sample_title = sample_pass["title"]
    sample_auhtor = sample_pass["author"]
    return sample_code, sample_source #, sample_title, sample_auhtor

def _make_pipeline(model_cp):
    tokenizer = AutoTokenizer.from_pretrained(model_cp, trust_remote_code=True)
    model = AutoModelForCausalLM.from_pretrained(model_cp, trust_remote_code=True)
    return pipeline("text-generation", model=model, tokenizer=tokenizer, trust_remote_code=True)

with gr.Blocks() as site:
    text_md = gr.Markdown(text)
    model_cp = gr.Textbox(value="Vipitis/santacoder-finetuned-Shadertoys", label="Model Checkpoint", interactive=True)
    sample_idx = gr.Slider(minimum=0, maximum=num_samples, value=5, label="pick sample from dataset", step=1.0)
    # run_button = gr.Button(label="generate code")
    render_button = gr.Button("render frame0",label="render frame")
    time_slider = gr.Slider(minimum=0, maximum=10, value=0, label="time (update on release)", step=0.02)
    #output = gr.Textbox(label="Output")
    rendered_frame = gr.Image(shape=(512, 420), label=f"rendered frame preview")
    info_md = gr.Markdown(value="code_source", label="source URL for this shader", interactive=False)
    sample_code = gr.Code(label="Sample Code", language=None, readonly=True, lines=20)
    sample_pass = gr.State(value=None)
    sample_idx.release(fn=grab_sample, inputs=[sample_idx], outputs=[sample_code, info_md])
    time_slider.release(fn=lambda code, time: asyncio.run(get_image(code, time)), inputs=[sample_code, time_slider], outputs=rendered_frame)
    render_button.click(fn=lambda code: asyncio.run(get_image(code)), inputs=[sample_code], outputs=rendered_frame)
    # run_button.click(fn=print, inputs=[model_cp, sample_idx], outputs=output)
site.launch()