Files
ryanontheinside-ComfyUI_Rea…/controls/utility_controls.py
2025-02-10 12:38:17 -05:00

272 lines
10 KiB
Python

import os
import sys
import time
import numpy as np
import cv2
import torch
import random
from ..utils import AlwaysEqualProxy
# Add package root to Python path
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from base.control_base import ControlNodeBase
from controls.similar_image_filter import SimilarImageFilter
class FPSMonitor(ControlNodeBase):
"""Generates an FPS overlay as an image and mask"""
RETURN_TYPES = ("IMAGE", "MASK")
FUNCTION = "update"
CATEGORY = "real-time/control/utility"
@classmethod
def INPUT_TYPES(cls):
inputs = super().INPUT_TYPES()
inputs["required"].update({
"width": ("INT", {
"default": 512,
"min": 64,
"max": 4096,
"step": 1
}),
"height": ("INT", {
"default": 512,
"min": 64,
"max": 4096,
"step": 1
}),
"text_color": ("INT", {
"default": 255,
"min": 0,
"max": 255,
"step": 1
}),
"text_size": ("FLOAT", {
"default": 1.0,
"min": 0.1,
"max": 5.0,
"step": 0.1
}),
"window_size": ("INT", {
"default": 60,
"min": 1,
"max": 300,
"step": 1,
"tooltip": "Number of frames to average over"
})
})
return inputs
def update(self, width: int, height: int, text_color: int, text_size: float, window_size: int, always_execute=True):
current_time = time.time()
state = self.get_state({
"last_time": current_time,
"frame_times": [],
"last_fps": 0,
"last_avg_fps": 0,
"cached_image": None,
"cached_mask": None,
"last_dims": (0, 0),
"last_color": 0,
"last_size": 0
})
# Calculate FPS
delta_time = current_time - state["last_time"]
current_fps = 1.0 / delta_time if delta_time > 0 else 0
# Update rolling window
state["frame_times"].append(delta_time)
if len(state["frame_times"]) > window_size:
state["frame_times"].pop(0)
# Calculate average FPS
avg_delta = sum(state["frame_times"]) / len(state["frame_times"])
average_fps = 1.0 / avg_delta if avg_delta > 0 else 0
# Check if we need to redraw
needs_redraw = (
abs(current_fps - state["last_fps"]) > 1.0 or # FPS changed significantly
abs(average_fps - state["last_avg_fps"]) > 0.5 or # Avg FPS changed significantly
state["last_dims"] != (width, height) or # Dimensions changed
state["last_color"] != text_color or # Color changed
state["last_size"] != text_size or # Text size changed
state["cached_image"] is None # No cache exists
)
if needs_redraw:
# Create text
fps_text = f"FPS: {current_fps:.1f} (avg: {average_fps:.1f})"
# Create image and mask using numpy/cv2
image = np.zeros((height, width, 3), dtype=np.uint8)
mask = np.zeros((height, width), dtype=np.uint8)
# Position text in top-left with padding
padding = 10
pos = (padding, padding + 20) # Add vertical offset for cv2's text positioning
# Draw text - much simpler with cv2!
cv2.putText(image, fps_text, pos, cv2.FONT_HERSHEY_SIMPLEX, text_size, (text_color, text_color, text_color), 1)
cv2.putText(mask, fps_text, pos, cv2.FONT_HERSHEY_SIMPLEX, text_size, 255, 1)
# Convert to float32 and normalize
image = image.astype(np.float32) / 255.0
mask = mask.astype(np.float32) / 255.0
# Convert to torch tensors with correct shapes
state["cached_image"] = torch.from_numpy(image[None, ...]) # BHWC
state["cached_mask"] = torch.from_numpy(mask[None, ...]) # BHW
# Update cache parameters
state["last_fps"] = current_fps
state["last_avg_fps"] = average_fps
state["last_dims"] = (width, height)
state["last_color"] = text_color
state["last_size"] = text_size
state["last_time"] = current_time
self.set_state(state)
return (state["cached_image"], state["cached_mask"])
class SimilarityFilter(ControlNodeBase):
DESCRIPTION = "Filters out similar consecutive images and outputs a signal to control downstream execution."
@classmethod
def INPUT_TYPES(s):
return {
"required": {
"image": ("IMAGE", {
"tooltip": "Input image to compare with previous frame"
}),
"always_execute": ("BOOLEAN", {
"default": False,
}),
"threshold": ("FLOAT", {
"default": 0.98,
"min": 0.0,
"max": 1.0,
"step": 0.01,
"tooltip": "Similarity threshold (0-1). Higher values mean more frames are considered similar"
}),
"max_skip_frames": ("INT", {
"default": 10,
"min": 1,
"max": 100,
"step": 1,
"tooltip": "Maximum number of consecutive frames to skip before forcing execution"
}),
}
}
RETURN_TYPES = ("IMAGE", "BOOLEAN")
RETURN_NAMES = ("image", "should_execute")
FUNCTION = "update"
CATEGORY = "real-time/control/utility"
def __init__(self):
super().__init__()
self._similarity_filter = SimilarImageFilter()
def update(self, image, threshold=0.98, max_skip_frames=10, always_execute=False):
print(f"[DEBUG] Input image object: {hex(id(image))}, shape: {image.shape}, device: {image.device}")
# Get state with defaults
state = self.get_state({
"prev_image": None,
"skip_count": 0
})
# First frame case
if state["prev_image"] is None:
state["prev_image"] = image.detach().clone()
state["skip_count"] = 0
self.set_state(state)
return (image, True) # Always execute first frame
# Update filter parameters
self._similarity_filter.set_threshold(threshold)
self._similarity_filter.set_max_skip_frame(max_skip_frames)
# Use filter to check similarity
result = self._similarity_filter(image)
should_execute = result is not None
# If we should skip (probability check)
if not should_execute:
# Check if we've skipped too many frames
if state["skip_count"] >= max_skip_frames:
state["prev_image"] = image.detach().clone()
state["skip_count"] = 0
self.set_state(state)
return (image, True) # Force execution after max skips
# Skip frame - return previous image and False for execution
state["skip_count"] += 1
self.set_state(state)
return (state["prev_image"], False)
# Frame is different enough - process it
state["prev_image"] = image.detach().clone()
state["skip_count"] = 0
self.set_state(state)
return (image, True)
class LazyCondition(ControlNodeBase):
DESCRIPTION = "Uses lazy evaluation to truly skip execution of unused paths. Maintains state of the last value to circumvent feedback loops."
@classmethod
def INPUT_TYPES(s):
return {
"required": {
"condition": (AlwaysEqualProxy("*"), {
"tooltip": "When truthy (non-zero, non-empty, non-None), evaluates and returns if_true path. When falsy, returns either fallback or previous state of if_true.",
"forceInput": True,
}),
"if_true": (AlwaysEqualProxy("*"), {
"lazy": True,
"tooltip": "The path that should only be evaluated when condition is truthy"
}),
"fallback": (AlwaysEqualProxy("*"), {
"tooltip": "Alternative value to use when condition is falsy or no previous state of if_true"
}),
"use_fallback": ("BOOLEAN", {
"default": False,
"tooltip": "When False, uses last successful if_true result (if one exists). When True, uses fallback value"
}),
}
}
RETURN_TYPES = (AlwaysEqualProxy("*"),)
FUNCTION = "update"
CATEGORY = "real-time/control/utility"
def check_lazy_status(self, condition, if_true, fallback, use_fallback):
"""Only evaluate the if_true path if condition is truthy."""
needed = ["fallback"] # Always need the fallback value
if condition:
needed.append("if_true")
return needed
def update(self, condition, if_true, fallback, use_fallback):
"""Route to either if_true output or fallback value, maintaining state of last if_true."""
state = self.get_state({
"prev_output": None
})
if condition: # Let Python handle truthiness
# Update last state when we run if_true path
state["prev_output"] = if_true if if_true is not None else fallback
if hasattr(if_true, 'detach'):
state["prev_output"] = if_true.detach().clone()
self.set_state(state)
return (if_true,)
else:
if use_fallback or state["prev_output"] is None:
return (fallback,)
else:
return (state["prev_output"],)