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Parent(s): da69e87
Configure Space to run ComfyUI with custom nodes and auto-GPU/CPU detection
Browse files- Dockerfile +46 -42
- app.py +44 -250
Dockerfile
CHANGED
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@@ -1,42 +1,46 @@
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FROM python:3.10-slim
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# Install system dependencies
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RUN apt-get update && apt-get install -y \
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git \
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wget \
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FROM python:3.10-slim
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# Install system dependencies
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RUN apt-get update && apt-get install -y \
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git \
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wget \
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curl \
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libgl1 \
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libglib2.0-0 \
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build-essential \
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&& rm -rf /var/lib/apt/lists/*
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# Set working directory
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WORKDIR /app
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# Clone ComfyUI into /app
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RUN git clone https://github.com/comfyanonymous/ComfyUI.git .
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# Install ComfyUI requirements
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RUN pip install --no-cache-dir torch torchvision --extra-index-url https://download.pytorch.org/whl/cu121
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RUN pip install --no-cache-dir -r requirements.txt
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# Install extra requirements for custom nodes
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RUN pip install --no-cache-dir \
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gradio \
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spaces \
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diffusers \
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transformers \
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accelerate \
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safetensors \
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pillow \
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opencv-python-headless \
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scipy
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# Copy custom launcher script
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COPY app.py /app/app.py
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# Copy custom nodes and workflows
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COPY custom_nodes/ /app/custom_nodes/
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COPY workflows/ /app/workflows/
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# Expose port
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EXPOSE 7860
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# Run the launcher app
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CMD ["python", "app.py"]
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app.py
CHANGED
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@@ -1,250 +1,44 @@
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print("
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try:
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with _pipeline_lock:
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if _pipeline is not None:
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return _pipeline
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# Use v1-5 for general purpose (Terrain + Char)
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model_id = "runwayml/stable-diffusion-v1-5"
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_pipeline = StableDiffusionImg2ImgPipeline.from_pretrained(
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model_id,
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torch_dtype=torch.float16 if torch.cuda.is_available() else torch.float32,
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safety_checker=None,
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requires_safety_checker=False
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)
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if torch.cuda.is_available():
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_pipeline = _pipeline.to("cuda")
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return _pipeline
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@spaces.GPU(duration=60)
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def enhance_image_gpu(
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image: Image.Image,
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prompt: str,
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negative_prompt: str,
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strength: float = 0.65,
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guidance_scale: float = 7.5,
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num_inference_steps: int = 25,
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seed: int = -1
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) -> Image.Image:
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if not DIFFUSERS_AVAILABLE:
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return image
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pipe = get_pipeline()
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if torch.cuda.is_available():
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pipe = pipe.to("cuda")
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if image.mode != "RGB":
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image = image.convert("RGB")
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# Resize Logic (Maintain aspect, Power of 8)
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w, h = image.size
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w = (w // 8) * 8
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h = (h // 8) * 8
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image = image.resize((w, h), Image.Resampling.LANCZOS)
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generator = None
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if seed >= 0:
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generator = torch.Generator(device="cuda" if torch.cuda.is_available() else "cpu")
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generator.manual_seed(seed)
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result = pipe(
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prompt=prompt,
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image=image,
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strength=strength,
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guidance_scale=guidance_scale,
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num_inference_steps=num_inference_steps,
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negative_prompt=negative_prompt,
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generator=generator
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).images[0]
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return result
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# --- CHARACTER LOGIC ---
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def enhance_nwn_character(input_image, character_type, denoise, steps, seed):
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if input_image is None: return None
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prompt = f"photorealistic {character_type}, highly detailed, 8k, cinematic lighting"
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neg = "blurry, low quality, low poly, bad anatomy, watermark, text"
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return enhance_image_gpu(input_image, prompt, neg, denoise, 7.5, steps, seed)
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CHARACTER_PRESETS = [
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"female elf paladin in ornate silver armor",
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"male human warrior in plate armor",
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"female human mage in flowing robes"
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]
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# --- TERRAIN LOGIC ---
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def generate_noise_map(resolution=512, seed=-1):
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if seed >= 0:
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np.random.seed(seed)
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# Simple fractal noise approximation
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noise = np.random.rand(resolution, resolution).astype(np.float32)
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# Blur to create "hills"
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noise = cv2.GaussianBlur(noise, (101, 101), 0)
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noise = (noise - noise.min()) / (noise.max() - noise.min())
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return noise
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def erosion_sim(heightmap, iterations=10):
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# Fast blur-based erosion
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for _ in range(iterations):
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blurred = cv2.GaussianBlur(heightmap, (3, 3), 0)
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# Mix: Enhance valleys, sharpen peaks?
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# Simple: H_new = H - (H - Blur) * strength
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heightmap = heightmap - (heightmap - blurred) * 0.1
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return heightmap
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def generate_terrain(seed, erosion_steps, ai_strength):
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# 1. Base Noise
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res = 512
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h_map = generate_noise_map(res, seed)
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# 2. Convert to Image for AI
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img_pil = Image.fromarray((h_map * 255).astype(np.uint8)).convert("RGB")
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# 3. AI Enhancement (Hallucinate details)
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prompt = "high altitude aerial view of realistic mountain terrain heightmap, grayscale, erosion, geological details, 8k"
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neg = "color, trees, water, buildings, roads, text, map overlay"
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enhanced = enhance_image_gpu(
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img_pil, prompt, neg, strength=ai_strength, seed=seed
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)
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# 4. Post-Process (16-bit conversion)
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enhanced_np = np.array(enhanced.convert("L")).astype(np.float32) / 255.0
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# 5. Erosion on AI result
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eroded = erosion_sim(enhanced_np, erosion_steps)
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# 6. Save as 16-bit
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h_16 = (eroded * 65535).clip(0, 65535).astype(np.uint16)
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out_path = "output_terrain.png"
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cv2.imwrite(out_path, h_16)
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# Return 8-bit preview and file path
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preview = (eroded * 255).astype(np.uint8)
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return Image.fromarray(preview), out_path
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def generate_courtyard_blueprint(seed, style, detail_level):
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# 1. Create a base layout (Top-down blueprint style)
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res = 512
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# Create white canvas
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canvas = np.ones((res, res, 3), dtype=np.uint8) * 255
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if seed >= 0:
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np.random.seed(seed)
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# Draw a basic courtyard rectangle in center
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cx, cy = res // 2, res // 2
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w, h = 300, 200
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cv2.rectangle(canvas, (cx - w//2, cy - h//2), (cx + w//2, cy + h//2), (0, 0, 0), 2)
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# Draw a gate gap at south
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cv2.rectangle(canvas, (cx - 30, cy + h//2 - 5), (cx + 30, cy + h//2 + 5), (255, 255, 255), -1)
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# Draw central feature circle
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cv2.circle(canvas, (cx, cy), 20, (50, 50, 50), -1)
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# Add some "blueprint" details via OpenCV
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# Grid lines
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for i in range(0, res, 50):
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cv2.line(canvas, (i, 0), (i, res), (220, 220, 220), 1)
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cv2.line(canvas, (0, i), (res, i), (220, 220, 220), 1)
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# Text labels
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cv2.putText(canvas, f"STYLE: {style.upper()}", (10, 30), cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 0, 0), 1)
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cv2.putText(canvas, f"SEED: {seed}", (10, 50), cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 0, 0), 1)
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cv2.putText(canvas, "TARGET: COURTYARD RECONSTRUCTION", (10, 70), cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 0, 0), 1)
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return Image.fromarray(canvas)
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# --- APP UI ---
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with gr.Blocks(title="DGG Suite (Zero GPU)", theme=gr.themes.Soft()) as demo:
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gr.Markdown("# 🛠️ DGG Content Suite")
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with gr.Tabs():
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# TAB 1: CHARACTERS
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with gr.Tab("Character Enhancer"):
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with gr.Row():
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with gr.Column():
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c_in = gr.Image(type="pil", label="Input")
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c_type = gr.Dropdown(CHARACTER_PRESETS, label="Type", value=CHARACTER_PRESETS[0], allow_custom_value=True)
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c_str = gr.Slider(0.3, 1.0, 0.65, label="Strength")
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c_seed = gr.Number(-1, label="Seed")
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c_btn = gr.Button("Enhance", variant="primary")
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with gr.Column():
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c_out = gr.Image(label="Result")
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c_btn.click(enhance_nwn_character, [c_in, c_type, c_str, gr.Number(25, visible=False), c_seed], c_out)
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# TAB 2: TERRAIN
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with gr.Tab("Terrain Builder"):
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gr.Markdown("Generate 16-bit Heightmaps for UE5")
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with gr.Row():
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with gr.Column():
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t_seed = gr.Number(-1, label="Seed")
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t_iter = gr.Slider(0, 50, 10, label="Erosion Steps")
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t_ai = gr.Slider(0.0, 1.0, 0.5, label="AI Upscale Strength")
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t_btn = gr.Button("Generate Heightmap", variant="primary")
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with gr.Column():
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t_prev = gr.Image(label="Preview (8-bit)")
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t_file = gr.File(label="Download 16-bit PNG")
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t_btn.click(generate_terrain, [t_seed, t_iter, t_ai], [t_prev, t_file])
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# TAB 3: COURTYARD
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with gr.Tab("Courtyard Architect"):
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gr.Markdown("Generate blueprint reference for AI construction")
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with gr.Row():
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with gr.Column():
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cy_seed = gr.Number(-1, label="Seed")
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cy_style = gr.Dropdown(["Gothic", "Ancient", "Cybernetic", "Natural"], label="Style", value="Gothic")
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cy_detail = gr.Radio(["Low", "Medium", "High"], label="Detail Level", value="Medium")
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cy_btn = gr.Button("Generate Blueprint", variant="primary")
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with gr.Column():
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cy_out = gr.Image(label="Blueprint Reference")
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cy_btn.click(generate_courtyard_blueprint, [cy_seed, cy_style, cy_detail], cy_out, api_name="generate_courtyard_blueprint")
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if __name__ == "__main__":
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demo.launch(server_name="0.0.0.0", server_port=7860)
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import os
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import subprocess
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import urllib.request
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import torch
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def download_file(url, dest):
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print(f"Downloading {url} to {dest}...")
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os.makedirs(os.path.dirname(dest), exist_ok=True)
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# Simple console progress log
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last_reported = -10
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def progress(count, block_size, total_size):
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nonlocal last_reported
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if total_size <= 0:
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return
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percent = int(count * block_size * 100 / total_size)
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if percent >= last_reported + 10:
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print(f"Download progress: {percent}%")
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last_reported = percent
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urllib.request.urlretrieve(url, dest, reporthook=progress)
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print("Download complete!")
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# Check/download SD 1.5 model if missing
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checkpoint_path = "models/checkpoints/v1-5-pruned-emaonly.safetensors"
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if not os.path.exists(checkpoint_path):
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sd15_url = "https://huggingface.co/runwayml/stable-diffusion-v1-5/resolve/main/v1-5-pruned-emaonly.safetensors"
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try:
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download_file(sd15_url, checkpoint_path)
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except Exception as e:
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print(f"Error downloading checkpoint: {e}")
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# Detect CPU vs GPU
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cuda_available = torch.cuda.is_available()
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cmd = ["python", "main.py", "--listen", "0.0.0.0", "--port", "7860"]
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if not cuda_available:
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print("CUDA not available. Running ComfyUI in CPU mode...")
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cmd.append("--cpu")
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else:
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print("CUDA available. Running ComfyUI with GPU acceleration!")
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# Start ComfyUI
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print(f"Launching ComfyUI: {' '.join(cmd)}")
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subprocess.run(cmd)
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