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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()
def make_script(shader_code):
# code copied and fixed(escaping single quotes to double quotes!!!) from https://webglfundamentals.org/webgl/webgl-shadertoy.html
script = ("""
<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>WebGL - Shadertoy</title>
<link type="text/css" href="https://webglfundamentals.org/webgl/resources/webgl-tutorials.css" rel="stylesheet" />
<style>
.divcanvas {
position: relative;
display: inline-block;
}
canvas {
display: block;
}
.playpause {
position: absolute;
left: 10px;
top: 10px;
width: 100%;
height: 100%;
font-size: 60px;
justify-content: center;
align-items: center;
color: rgba(255, 255, 255, 0.3);
transition: opacity 0.2s ease-in-out;
}
.playpausehide,
.playpause:hover {
opacity: 0;
}
.iframe .divcanvas {
display: block;
}
</style>
</head>
<body>
<div class="divcanvas">
<canvas id="canvas"></canvas>
<div class="playpause">▶</div>
</div>
blank canvas here indicates that some of the shadertoy specific functions are not yet supported with this implementation (like #define I believe). you can always copy and paste the code into a shadertoy.com window to try.
</body>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code thats the same in every sample.
See https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script>
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
const canvas = document.querySelector("#canvas");
const gl = canvas.getContext("webgl");
if (!gl) {
return;
}
const vs = `
// an attribute will receive data from a buffer
attribute vec4 a_position;
// all shaders have a main function
void main() {
// gl_Position is a special variable a vertex shader
// is responsible for setting
gl_Position = a_position;
}
`;
const fs = `
precision highp float;
uniform vec2 iResolution;
uniform vec2 iMouse;
uniform float iTime;
""" + shader_code + """
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
`;
// setup GLSL program
const program = webglUtils.createProgramFromSources(gl, [vs, fs]);
// look up where the vertex data needs to go.
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
// look up uniform locations
const resolutionLocation = gl.getUniformLocation(program, "iResolution");
const mouseLocation = gl.getUniformLocation(program, "iMouse");
const timeLocation = gl.getUniformLocation(program, "iTime");
// Create a buffer to put three 2d clip space points in
const positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// fill it with a 2 triangles that cover clipspace
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, // first triangle
1, -1,
-1, 1,
-1, 1, // second triangle
1, -1,
1, 1,
]), gl.STATIC_DRAW);
const playpauseElem = document.querySelector(".playpause");
const inputElem = document.querySelector(".divcanvas");
inputElem.addEventListener("mouseover", requestFrame);
inputElem.addEventListener("mouseout", cancelFrame);
let mouseX = 0;
let mouseY = 0;
function setMousePosition(e) {
const rect = inputElem.getBoundingClientRect();
mouseX = e.clientX - rect.left;
mouseY = rect.height - (e.clientY - rect.top) - 1; // bottom is 0 in WebGL
}
inputElem.addEventListener("mousemove", setMousePosition);
inputElem.addEventListener("touchstart", (e) => {
e.preventDefault();
playpauseElem.classList.add("playpausehide");
requestFrame();
}, {passive: false});
inputElem.addEventListener("touchmove", (e) => {
e.preventDefault();
setMousePosition(e.touches[0]);
}, {passive: false});
inputElem.addEventListener("touchend", (e) => {
e.preventDefault();
playpauseElem.classList.remove("playpausehide");
cancelFrame();
}, {passive: false});
let requestId;
function requestFrame() {
if (!requestId) {
requestId = requestAnimationFrame(render);
}
}
function cancelFrame() {
if (requestId) {
cancelAnimationFrame(requestId);
requestId = undefined;
}
}
let then = 0;
let time = 0;
function render(now) {
requestId = undefined;
now *= 0.001; // convert to seconds
const elapsedTime = Math.min(now - then, 0.1);
time += elapsedTime;
then = now;
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
gl.vertexAttribPointer(
positionAttributeLocation,
2, // 2 components per iteration
gl.FLOAT, // the data is 32bit floats
false, // dont normalize the data
0, // 0 = move forward size * sizeof(type) each iteration to get the next position
0, // start at the beginning of the buffer
);
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
gl.uniform2f(mouseLocation, mouseX, mouseY);
gl.uniform1f(timeLocation, time);
gl.drawArrays(
gl.TRIANGLES,
0, // offset
6, // num vertices to process
);
requestFrame();
}
requestFrame();
requestAnimationFrame(cancelFrame);
}
main();
</script>
</html>
""")
return script
def make_iframe(shader_code): #keep a single function?
script = make_script(shader_code)
return f"""<iframe width="640" height="512" srcdoc=\'{script}\' allowfullscreen></iframe>"""
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.
## TODO:
- [x] use embedded Shadertoy for reference/attribution (done, but some errors)
- [] working render implementation on CPU only space (use the browser for WebGPU?, maybe via an iFrame too?) freespace uses lavapipe which works on really simple stuff.
- [~] generate variations of return statements [ShaderEval task1](https://huggingface.co/spaces/Vipitis/ShaderEval) (needs to be reworked using the other parts)
- [] generation history stating which function and orig/generated returns. (use State ??). do it as comments in the code?
- [x] generate whole functions (seems to work quite well)
- [] display errros/issues to the user
- [] generate whole shaders (via prompts?)
- [] accordion with generation parameters (as pipeline_kwargs?)
"""
passes_dataset = datasets.load_dataset("Vipitis/Shadertoys")
single_passes = passes_dataset.filter(lambda x: not x["has_inputs"] and x["num_passes"] == 1) #could also include shaders with no extra functions.
all_single_passes = datasets.concatenate_datasets([single_passes["train"], single_passes["test"]])
num_samples = len(all_single_passes)
import tree_sitter
from tree_sitter import Language, Parser
Language.build_library("./build/my-languages.so", ['tree-sitter-glsl'])
GLSL_LANGUAGE = Language('./build/my-languages.so', 'glsl')
parser = Parser()
parser.set_language(GLSL_LANGUAGE)
async def get_image(code, time= 0.0, resolution=(512, 420)):
tree = parser.parse(bytes(code, "utf8"))
if tree.root_node.has_error:
print("ERROR in the tree, aborting.")
raise gr.Error("the code seems to have issues")
return None
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"]
source_iframe = construct_embed(sample_source)
print(f"{source_iframe=}")
# sample_funcs = _parse_functions(sample_code)
# funcs = _parse_functions(sample_code)
# func_identifiers = [f"{idx:2d}: {n.child_by_field_name('declarator').text.decode()}" for idx, n in enumerate(funcs)]
# print(f"updating drop down to:{func_identifiers}")
return sample_pass, sample_code, source_iframe, funcs#, gr.Dropdown.update(choices=func_identifiers) #, sample_title, sample_auhtor
def _parse_functions(in_code):
"""
returns all functions in the code as their actual nodes.
"""
tree = parser.parse(bytes(in_code, "utf8"))
funcs = [n for n in tree.root_node.children if n.type == "function_definition"]
return funcs
PIPE = None
def _make_pipeline(model_cp = "Vipitis/santacoder-finetuned-Shadertoys-fine"): #bad default model for testing
tokenizer = AutoTokenizer.from_pretrained(model_cp, trust_remote_code=True)
model = AutoModelForCausalLM.from_pretrained(model_cp, trust_remote_code=True)
pipe = pipeline("text-generation", model=model, tokenizer=tokenizer, trust_remote_code=True)
PIPE = pipe # set the global?
print(f"loaded model {model_cp} as a pipline")
return pipe
def process_retn(retn):
return retn.split(";")[0].strip()
def get_full_replacement(orig_code, retn_start_idx, retn_end_idx, prediction) -> str:
"""
Batches the generated return statement into the code and returns the full altered code.
"""
print(f"{orig_code[retn_start_idx:retn_end_idx]=}")
generated = process_retn(prediction)
print(f"{generated=}")
variation = orig_code[:retn_start_idx] + generated + orig_code[retn_end_idx:]
return variation
def alter_return(orig_code, func_idx=0, pipeline=PIPE): #default pipeline can't be passed as gloabl?
"""
Replaces the return statement of a function with a generated one.
Args:
orig_code (str): The original code.
func_idx (int): The index of the function to replace the return statement of.
pipeline (Pipeline): The pipeline to use for generation.
Returns:
str: The altered code.
"""
if pipeline is None:
print("no pipeline found, loading default one")
pipeline = _make_pipeline()
retrns = []
retrn_start_idx = orig_code.find("return")
while retrn_start_idx != -1:
retrn_end_idx = orig_code.find(";", retrn_start_idx)
retrns.append((retrn_start_idx, retrn_end_idx))
retrn_start_idx = orig_code.find("return", retrn_end_idx)
num_returns = len(retrns)
if num_returns == 0:
print("no return statement found, returning original code")
return orig_code
func_idx = int(max(0, min(func_idx, num_returns - 1))) #clamp to valid range, cast to int as a bodge.
retrn_start_idx, retrn_end_idx = retrns[func_idx]
model_context = orig_code[:retrn_start_idx] #TODO: maximal context?
model_inp = model_context + "return"
new_toks = (retrn_end_idx - retrn_start_idx) * 2 #TODO: approximation, we do have early stopping? maybe also use a number instead?
pipe_generation = pipeline(model_inp, max_new_tokens=new_toks, return_full_text=False)[0]["generated_text"] #pipeline kwargs are missing?!
altered_code = get_full_replacement(orig_code, retrn_start_idx+7, retrn_end_idx, pipe_generation)
return altered_code
def _line_chr2char(text, line_idx, chr_idx):
"""
returns the character index at the given line and character index.
"""
lines = text.split("\n")
char_idx = 0
for i in range(line_idx):
char_idx += len(lines[i]) + 1
char_idx += chr_idx
return char_idx
def alter_body(old_code, func_id, funcs_list, pipeline=PIPE):
"""
Replaces the body of a function with a generated one.
Args:
old_code (str): The original code.
func_node (Node): The node of the function to replace the body of.
pipeline (Pipeline): The pipeline to use for generation.
Returns:
str: The altered code.
"""
print(f"{func_id=}")
func_id = int(func_id.split(":")[0].strip()) #undo their string casting?
func_node = funcs_list[func_id]
print(f"using for generation: {func_node=}")
if pipeline is None:
print("no pipeline found, loading default one")
pipeline = _make_pipeline("Vipitis/santacoder-finetuned-Shadertoys-fine")
func_start_idx = _line_chr2char(old_code, func_node.start_point[0], func_node.start_point[1])
identifier_str = func_node.child_by_field_name("type").text.decode() + " " + func_node.child_by_field_name("declarator").text.decode()
body_node = func_node.child_by_field_name("body")
body_start_idx = _line_chr2char(old_code, body_node.start_point[0], body_node.start_point[1])
body_end_idx = _line_chr2char(old_code, body_node.end_point[0], body_node.end_point[1])
print(f"{old_code[body_start_idx:body_end_idx]=}")
model_context = identifier_str # just this
num_new_tokens = (body_end_idx - body_start_idx) + 10 #TODO: approximation, we do have early stopping? maybe also use a number instead?
print(f"generating up to {num_new_tokens} after {model_context!r}")
generation = pipeline(model_context, max_new_tokens=num_new_tokens, return_full_text=False)[0]["generated_text"]
print(f"{generation=}")
id_with_generation = identifier_str + generation
print(f"{id_with_generation=}")
first_gened_func = _parse_functions(id_with_generation)[0] # truncate generation to a single function?
# strip just the body.
print(f"{first_gened_func=}")
generated_body = first_gened_func.child_by_field_name("body").text.decode()
print(f"{generated_body=}")
altered_code = old_code[:body_start_idx] + generated_body + old_code[body_end_idx:]
return altered_code, pipeline
def add_history(func_id, orig_rtn, gened_rtn, history):
# is this a list? or a JSON dict?
history[func_id] = (orig_rtn, gened_rtn)
return history, history
def list_dropdown(in_code): #only used for auto update, not on sample pick?
funcs = _parse_functions(in_code)
# print(f"updating drop down to:{func_identifiers=}")
func_identifiers = [f"{idx:2d}: {n.child_by_field_name('declarator').text.decode()}" for idx, n in enumerate(funcs)]
# funcs = [n for n in funcs] #wrapped as set to avoid json issues?
print(f"updating drop down to:{func_identifiers}")
return funcs, gr.Dropdown.update(choices=func_identifiers)
def construct_embed(source_url):
shader_id = source_url.split("/")[-1]
return f'<iframe width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/{shader_id}?gui=true&t=0&paused=true&muted=true" allowfullscreen></iframe>'
with gr.Blocks() as site:
text_md = gr.Markdown(text)
model_cp = gr.Textbox(value="Vipitis/santacoder-finetuned-Shadertoys-fine", label="Model Checkpoint (Enter to load!)", interactive=True)
sample_idx = gr.Slider(minimum=0, maximum=num_samples, value=3211, label="pick sample from dataset", step=1.0)
func_dropdown = gr.Dropdown(label="chose a function to modify") #breaks if I add a string in before that?
with gr.Row():
gen_return_button = gr.Button("generate a alternate return statement", label="generate return")
gen_func_button = gr.Button("generate an alternate function body", label="generate function")
# update_funcs_button = gr.Button("update functions", label="update functions")
render_button = gr.Button("render frame0 (can carsh the sapce on invalid shadercode)",label="render frame")
time_slider = gr.Slider(minimum=0, maximum=10, value=0, label="time (update on release, also used to pick other functions as a bodge)", step=0.02)
with gr.Row():
with gr.Column():
source_embed = gr.HTML('<iframe width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/WsBcWV?gui=true&t=0&paused=true&muted=true" allowfullscreen></iframe>', label="How this shader originally renders")
rendered_frame = gr.Image(shape=(512, 420), label=f"rendered frame preview", type="pil") #colors are messed up?
our_embed = gr.HTML(label="glsl render of the current code")
sample_code = gr.Code(label="Current Code (will update changes you generate)", language=None)
sample_pass = gr.State(value={})
pipe = gr.State(value=PIPE)
funcs = gr.State(value=[])
# hist_state = gr.State(Value={})
# history_table = gr.JSON()
model_cp.submit(fn=_make_pipeline, inputs=[model_cp], outputs=[pipe])
sample_idx.release(fn=grab_sample, inputs=[sample_idx], outputs=[sample_pass, sample_code, source_embed])
# sample_idx.release(fn=list_dropdown, inputs=[sample_code], outputs=[funcs, func_dropdown]) #use multiple event handles to call other functions! seems to not work really well. always messes up
gen_return_button.click(fn=alter_return, inputs=[sample_code, time_slider, pipe], outputs=[sample_code])
gen_func_button.click(fn=alter_body, inputs=[sample_code, func_dropdown, funcs, pipe], outputs=[sample_code, pipe])
# run_button.click(fn=add_history, inputs=[time_slider, sample_pass, sample_code, hist_state], outputs=[history_table, hist_state])
# sample_idx.release(fn=construct_embed, inputs=[sample_idx], outputs=[source_embed]) #twice to make have different outputs?
sample_code.change(fn=list_dropdown, inputs=[sample_code], outputs=[funcs, func_dropdown]) # to update this after generation, so spans aren't messed up
sample_code.change(fn=make_iframe, inputs=[sample_code], outputs=[our_embed]) #twice could cause issues, find better ways.
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()
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