forked from cgvr/DeltaVR
replaced demo boxes with microphone stand and buttons, in archery range
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@@ -0,0 +1,86 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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public class ArcheryRangeModelGenerationController : MonoBehaviour
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{
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public MicrophoneStand microphoneStand;
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public PushableButton imageGenerationButton;
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public PushableButton modelGenerationButton;
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public string imageGenerationPromptSuffix = ", single object, front and side fully visible, realistic style, plain neutral background, clear details, soft studio lighting, true-to-scale";
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public Texture2D GeneratedTexture { get; private set; }
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public Image imageDisplay;
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public Transform modelSpawnPoint;
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public GameObject GeneratedModel { get; private set; }
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// Start is called before the first frame update
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void Start()
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{
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imageGenerationButton.OnButtonPressed += InvokeImageGeneration;
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modelGenerationButton.OnButtonPressed += InvokeModelGeneration;
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}
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// Update is called once per frame
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void Update()
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{
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}
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private async void InvokeImageGeneration()
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{
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string inputPrompt = microphoneStand.GetTextOutput();
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string refinedPrompt = inputPrompt + imageGenerationPromptSuffix;
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byte[] imageBytes = await InvokeAiClient.Instance.GenerateImage(refinedPrompt);
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GeneratedTexture = CreateTexture(imageBytes);
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Sprite sprite = CreateSprite(GeneratedTexture);
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imageDisplay.sprite = sprite;
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imageGenerationButton.MoveButtonUp();
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}
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private async void InvokeModelGeneration()
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{
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string encodedTexture = Convert.ToBase64String(GeneratedTexture.EncodeToJPG());
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byte[] encodedModel = await TrellisClient.Instance.GenerateModel(encodedTexture);
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GameObject spawnedObject = await PipelineManager.Instance.SpawnModel(encodedModel);
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spawnedObject.AddComponent<Rigidbody>();
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spawnedObject.transform.parent = modelSpawnPoint;
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spawnedObject.transform.position = modelSpawnPoint.position;
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GeneratedModel = spawnedObject;
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modelGenerationButton.MoveButtonUp();
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}
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private Texture2D CreateTexture(byte[] imageBytes)
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{
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var tex = new Texture2D(2, 2, TextureFormat.RGBA32, false);
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// ImageConversion.LoadImage returns bool (true = success)
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if (!ImageConversion.LoadImage(tex, imageBytes, markNonReadable: false))
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{
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Destroy(tex);
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throw new InvalidOperationException("Failed to decode image bytes into Texture2D.");
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}
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tex.filterMode = FilterMode.Bilinear;
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tex.wrapMode = TextureWrapMode.Clamp;
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return tex;
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}
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private Sprite CreateSprite(Texture2D tex)
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{
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var sprite = Sprite.Create(
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tex,
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new Rect(0, 0, tex.width, tex.height),
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new Vector2(0.5f, 0.5f),
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pixelsPerUnit: 100f
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);
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return sprite;
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}
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}
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