#include "../global.h" void image_to_depth_node_button(i32 node_id) { ui_node_canvas_t *canvas = ui_nodes_get_canvas(true); ui_node_t *node = ui_get_node(canvas->nodes, node_id); char *node_name = parser_material_node_name(node, NULL); ui_handle_t *h = ui_handle(node_name); string_array_t *models = any_array_create_from_raw( (void *[]){ "Marigold", }, 1); i32 model = ui_combo(ui_nest(h, 0), models, tr("Model"), false, UI_ALIGN_LEFT, true); if (neural_node_button(node, models->buffer[model])) { ui_node_t *from_node = neural_from_node(node->inputs->buffer[0], 0); gpu_texture_t *input = ui_nodes_get_node_preview_image(from_node); if (input != NULL) { char *dir = neural_node_dir(); #ifdef IRON_BGRA buffer_t *input_buf = buffer_bgra_swap(gpu_get_texture_pixels(input)); // Vulkan non-rt textures need a flip #else buffer_t *input_buf = gpu_get_texture_pixels(input); #endif iron_write_png(string("%s%sinput.png", dir, PATH_SEP), input_buf, input->width, input->height, 0); string_array_t *argv = any_array_create_from_raw( (void *[]){ string("%s/%s", dir, neural_node_sd_bin()), "-m", string("%s/marigold-depth-v1-1.q8_0.gguf", dir), "--sampling-method", "ddim_trailing", "--steps", "10", "-s", "-1", "-W", "768", "-H", "768", "-p", "_height", "-i", string("%s/input.png", dir), "-o", string("%s/output.png", dir), NULL, }, 20); iron_exec_async(argv->buffer[0], argv->buffer); sys_notify_on_update(neural_node_check_result, node); } } } void image_to_depth_node_init() { ui_node_t *image_to_depth_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Image to Depth"), .type = "NEURAL_IMAGE_TO_DEPTH", .x = 0, .y = 0, .color = 0xff4982a0, .inputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Color"), .type = "RGBA", .color = 0xffc7c729, .default_value = f32_array_create_xyzw(0.0, 0.0, 0.0, 1.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), }, 1), .outputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Depth"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(1.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), }, 1), .buttons = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_button_t, {.name = "image_to_depth_node_button", .type = "CUSTOM", .output = -1, .default_value = f32_array_create_x(0), .data = NULL, .min = 0.0, .max = 1.0, .precision = 100, .height = 2}), }, 1), .width = 0, .flags = 0}); any_array_push(nodes_material_neural, image_to_depth_node_def); any_map_set(parser_material_node_values, "NEURAL_IMAGE_TO_DEPTH", neural_node_value); any_map_set(ui_nodes_custom_buttons, "image_to_depth_node_button", image_to_depth_node_button); }