Files
MariusKM-ComfyUI-BadmanNodes/BadmanImage.py
T
2024-11-05 17:09:54 +01:00

248 lines
7.5 KiB
Python

import numpy as np
import torch
import torch.nn.functional as F
from PIL import Image
import math
import torchvision.transforms.functional as Ft
import comfy.utils
import comfy.model_management
class Blend:
def __init__(self):
pass
@classmethod
def INPUT_TYPES(s):
return {
"required": {
"image1": ("IMAGE",),
"image2": ("IMAGE",),
"blend_factor": ("FLOAT", {
"default": 0.5,
"min": 0.0,
"max": 1.0,
"step": 0.01
}),
"blend_mode": (["normal", "multiply", "screen", "overlay", "soft_light", "difference", "add"],),
},
}
RETURN_TYPES = ("IMAGE",)
FUNCTION = "blend_images"
CATEGORY = "Badman"
def blend_images(self, image1: torch.Tensor, image2: torch.Tensor, blend_factor: float, blend_mode: str):
image2 = image2.to(image1.device)
if image1.shape != image2.shape:
image2 = image2.permute(0, 3, 1, 2)
image2 = comfy.utils.common_upscale(image2, image1.shape[2], image1.shape[1], upscale_method='bicubic', crop='center')
image2 = image2.permute(0, 2, 3, 1)
blended_image = self.blend_mode(image1, image2, blend_mode)
blended_image = image1 * (1 - blend_factor) + blended_image * blend_factor
blended_image = torch.clamp(blended_image, 0, 1)
return (blended_image,)
def blend_mode(self, img1, img2, mode):
if mode == "normal":
return img2
elif mode == "multiply":
return img1 * img2
elif mode == "add":
return img1 + img2
elif mode == "screen":
return 1 - (1 - img1) * (1 - img2)
elif mode == "overlay":
return torch.where(img1 <= 0.5, 2 * img1 * img2, 1 - 2 * (1 - img1) * (1 - img2))
elif mode == "soft_light":
return torch.where(img2 <= 0.5, img1 - (1 - 2 * img2) * img1 * (1 - img1), img1 + (2 * img2 - 1) * (self.g(img1) - img1))
elif mode == "difference":
return img1 - img2
else:
raise ValueError(f"Unsupported blend mode: {mode}")
def g(self, x):
return torch.where(x <= 0.25, ((16 * x - 12) * x + 4) * x, torch.sqrt(x))
class HexGenerator:
def __init__(self):
pass
@classmethod
def INPUT_TYPES(s):
return {
"required": {
"r": ("FLOAT", {
"default": 0.5,
"min": 0.0,
"max": 1.0,
"step": 0.01
}),
"g": ("FLOAT", {
"default": 0.5,
"min": 0.0,
"max": 1.0,
"step": 0.01
}),
"b": ("FLOAT", {
"default": 0.5,
"min": 0.0,
"max": 1.0,
"step": 0.01
}),
"grayscale": ("BOOLEAN",),
},
}
RETURN_TYPES = ("INT",)
FUNCTION = "linear_rgb_to_int"
CATEGORY = "Badman"
def linear_rgb_to_int(self,r, g, b, grayscale=False):
"""
Converts linear RGB values to an integer color code.
Parameters:
r (float): Red value (0.0-1.0)
g (float): Green value (0.0-1.0)
b (float): Blue value (0.0-1.0)
grayscale (bool): If True, use the r value for all RGB components
Returns:
int: Integer color code in the format 0xRRGGBB
"""
if grayscale:
g = b = r
# Convert float values to int (0-255)
r_int = int(round(r * 255))
g_int = int(round(g * 255))
b_int = int(round(b * 255))
# Combine into a single integer
color_int = (r_int << 16) + (g_int << 8) + b_int
return (color_int,)
# Taken from Yancs Node pack https://github.com/ALatentPlace/ComfyUI_yanc
def permute_tt(image):
return image.permute(0, 3, 1, 2)
def permute_ft(image):
return image.permute(0, 2, 3, 1)
class Brightness:
@classmethod
def INPUT_TYPES(s):
return {"required":
{
"image": ("IMAGE",),
"brightness": ("FLOAT", {"default": 1.0, "min": 0.0, "max": 2.0, "step": 0.01}),
},
"optional":
{
"mask_opt": ("MASK",),
}
}
CATEGORY = "Badman"
RETURN_TYPES = ("IMAGE",)
RETURN_NAMES = ("image",)
FUNCTION = "do_it"
def do_it(self, image, brightness, mask_opt=None):
if mask_opt is not None:
mask = mask_opt.clone()
mask = permute_tt(mask.unsqueeze(-1))
else:
mask = torch.ones_like(image)
mask = permute_tt(mask)
img = image.clone()
img = permute_tt(img)
img = Ft.adjust_brightness(img * mask, brightness)
img = img + permute_tt(image) * Ft.invert(mask)
img = permute_ft(img)
return (img,)
# ------------------------------------------------------------------------------------------------------------------ #
import torch
import math
import random
import time
class RandomColorImageGrid:
def __init__(self, device="cpu"):
self.device = device
@classmethod
def INPUT_TYPES(s):
return {
"required": {
"width": ("INT", {"default": 1024, "min": 1}),
"height": ("INT", {"default": 1024, "min": 1}),
"batch_size": ("INT", {"default": 1, "min": 1, "max": 4096}),
"num_colors": ("INT", {"default": 4, "min": 1}),
}
}
RETURN_TYPES = ("IMAGE",)
FUNCTION = "generate"
CATEGORY = "image"
def generate(self, width, height, batch_size=1, num_colors=4):
# Seed the random number generator uniquely for each call
random.seed(time.time() + random.randint(0, 10000))
# Calculate rows and columns based on number of colors
rows = math.ceil(math.sqrt(num_colors))
cols = math.ceil(num_colors / rows)
tile_width = width // cols
tile_height = height // rows
# Create tensors for the R, G, B channels
images = []
for _ in range(batch_size):
r = torch.zeros([height, width], dtype=torch.float32, device=self.device)
g = torch.zeros([height, width], dtype=torch.float32, device=self.device)
b = torch.zeros([height, width], dtype=torch.float32, device=self.device)
# Generate random colors and fill the tiles
color_idx = 0
for i in range(rows):
for j in range(cols):
if color_idx >= num_colors:
break
color_r = random.randint(0, 255) / 255.0
color_g = random.randint(0, 255) / 255.0
color_b = random.randint(0, 255) / 255.0
x_start, x_end = j * tile_width, (j + 1) * tile_width
y_start, y_end = i * tile_height, (i + 1) * tile_height
r[y_start:y_end, x_start:x_end] = color_r
g[y_start:y_end, x_start:x_end] = color_g
b[y_start:y_end, x_start:x_end] = color_b
color_idx += 1
# Concatenate the R, G, B channels along the last dimension
image = torch.stack([r, g, b], dim=-1)
images.append(image)
# Return the batch of images
return (torch.stack(images),)