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AiliaAdainSample.cs
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AiliaAdainSample.cs
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/* AILIA Unity Plugin Detector Sample */
/* Copyright 2018-2019 AXELL CORPORATION */
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using ailia;
namespace ailiaSDK
{
public class AiliaAdainSample : MonoBehaviour
{
//Settings
public bool gpu_mode = false;
public ComputeShader inputDataProcessingShader = null;
public ComputeShader adainDataProcessingShader = null;
public ComputeShader outputDataToTextureShader = null;
public GameObject UICanvas = null;
public bool oneshot = true;
//Result
RawImage raw_image = null;
Text label_text = null;
Text mode_text = null;
// compute shader id
int computeShaderWeightId;
int computeShaderBiasId;
int computeShaderWidthId;
int computeShaderHeightId;
int computeShaderTextureId;
int computeShaderResultId;
int computeShaderInputBufferId;
int computeShaderResultTextureId;
int computeShaderContentBufferId;
int computeShaderStyleBufferId;
int computeShaderAdainAlphaId;
int channelFirstKernel;
int channelFirstUpsideDownKernel;
int AdaptiveInstanceNormalizationKernelId;
int OutputToTextureKernelId;
//AILIA
AiliaModel ailiaModelVgg;
AiliaModel ailiaModelDecoder;
// Input source
AiliaImageSource ContentImageSource;
AiliaImageSource StyleImageSource;
// shader
Material blendMaterial;
int mainTexId;
int blendTexId;
int blendFlagId;
int mainVFlipId;
int blendVFlipId;
int InputWidth;
int InputHeight;
int InputChannel;
int OutputWidth;
int OutputHeight;
int OutputChannel;
RenderTexture resultRenderTexture;
Texture2D contentTexture;
Texture2D styleTexture;
Vector2 rawImageSize;
float[] vggContentOutput;
float[] vggStyleOutput;
float[] decoderInput;
float[] output;
float[] contentImage;
float[] styleImage;
bool modelPrepared;
void Start()
{
UISetup();
// for Rendering
blendMaterial = new Material(Shader.Find("Ailia/AlphaBlending2Tex"));
mainTexId = Shader.PropertyToID("_MainTex");
blendTexId = Shader.PropertyToID("_BlendTex");
blendFlagId = Shader.PropertyToID("blendFlag");
mainVFlipId = Shader.PropertyToID("mainVFlip");
blendVFlipId = Shader.PropertyToID("blendVFlip");
raw_image.material = blendMaterial;
rawImageSize = raw_image.rectTransform.sizeDelta;
// for data processing
computeShaderWeightId = Shader.PropertyToID("weight");
computeShaderBiasId = Shader.PropertyToID("bias");
computeShaderWidthId = Shader.PropertyToID("width");
computeShaderHeightId = Shader.PropertyToID("height");
computeShaderTextureId = Shader.PropertyToID("texure");
computeShaderResultId = Shader.PropertyToID("result_buffer");
computeShaderInputBufferId = Shader.PropertyToID("input_buffer");
computeShaderResultTextureId = Shader.PropertyToID("result_texure");
computeShaderContentBufferId = Shader.PropertyToID("content_buffer");
computeShaderStyleBufferId = Shader.PropertyToID("style_buffer");
computeShaderAdainAlphaId = Shader.PropertyToID("adainAlpha");
channelFirstKernel = inputDataProcessingShader.FindKernel("ChannelFirst");
channelFirstUpsideDownKernel = inputDataProcessingShader.FindKernel("ChannelFirstUpsideDown");
AdaptiveInstanceNormalizationKernelId = adainDataProcessingShader.FindKernel("AdaptiveInstanceNormalization");
OutputToTextureKernelId = outputDataToTextureShader.FindKernel("ChannelFirstToTexture");
AiliaInit();
}
void AiliaInit()
{
// Create Ailia
ailiaModelVgg = new AiliaModel();
ailiaModelDecoder = new AiliaModel();
CreateAdainNet(ailiaModelVgg, ailiaModelDecoder, gpu_mode);
// Load sample image
ContentImageSource = gameObject.AddComponent<AiliaImageSource>();
StyleImageSource = gameObject.AddComponent<AiliaImageSource>();
ContentImageSource.CreateSource("file://" + Application.dataPath + "/AXIP/AILIA-MODELS/StyleTransfer/SampleImage/cornell.jpg");
StyleImageSource.CreateSource("file://" + Application.dataPath + "/AXIP/AILIA-MODELS/StyleTransfer/SampleImage/woman_with_hat_matisse.jpg");
}
void UISetup()
{
Debug.Assert(UICanvas != null, "UICanvas is null");
label_text = UICanvas.transform.Find("LabelText").GetComponent<Text>();
mode_text = UICanvas.transform.Find("ModeLabel").GetComponent<Text>();
raw_image = UICanvas.transform.Find("RawImage").GetComponent<RawImage>();
raw_image.gameObject.SetActive(false);
mode_text.text = "ailia Adain\nSpace key down to switch image (<color=#f66>result</color> -> style -> original)";
}
int previewMode = 0;
void Update()
{
if (!ContentImageSource.IsPrepared || !StyleImageSource.IsPrepared || !modelPrepared)
{
return;
}
if (vggContentOutput == null)
{
float rawImageRatio = rawImageSize.x / rawImageSize.y;
float ratio = ContentImageSource.Width / (float)ContentImageSource.Height;
raw_image.rectTransform.sizeDelta = new Vector2(ratio / rawImageRatio * rawImageSize.x, rawImageSize.y);
SetShape();
// texture & buffer allocate
resultRenderTexture = new RenderTexture(OutputWidth, OutputHeight, 0, RenderTextureFormat.ARGBFloat);
resultRenderTexture.enableRandomWrite = true;
resultRenderTexture.Create();
contentTexture = ContentImageSource.GetTexture(AiliaImageUtil.Crop.No);
styleTexture = StyleImageSource.GetTexture(AiliaImageUtil.Crop.No);
ContentImageSource.Resize(InputWidth, InputHeight);
StyleImageSource.Resize(InputWidth, InputHeight);
}
if (oneshot)
{
oneshot = false;
// Make input data
long start_time = DateTime.UtcNow.Ticks / TimeSpan.TicksPerMillisecond;
InputDataPocessing(ContentImageSource.GetTexture(AiliaImageUtil.Crop.No), contentImage, true);
InputDataPocessing(StyleImageSource.GetTexture(AiliaImageUtil.Crop.No), styleImage, true);
long end_time = DateTime.UtcNow.Ticks / TimeSpan.TicksPerMillisecond;
// Predict
long start_time2 = DateTime.UtcNow.Ticks / TimeSpan.TicksPerMillisecond;
bool result = ailiaModelVgg.Predict(vggContentOutput, contentImage);
result = ailiaModelVgg.Predict(vggStyleOutput, styleImage);
MiddleDataPocessing(vggContentOutput, vggStyleOutput, decoderInput);
result = ailiaModelDecoder.Predict(output, decoderInput);
// convert result to image
OutputDataProcessing(output, resultRenderTexture);
long end_time2 = DateTime.UtcNow.Ticks / TimeSpan.TicksPerMillisecond;
if (label_text != null)
{
label_text.text = ((end_time - start_time) + (end_time2 - start_time2)).ToString() + "ms\n" + ailiaModelVgg.EnvironmentName();
}
// for viewer
raw_image.texture = contentTexture;
blendMaterial.SetTexture(mainTexId, contentTexture);
blendMaterial.SetTexture(blendTexId, resultRenderTexture);
blendMaterial.SetFloat(mainVFlipId, 0);
blendMaterial.SetFloat(blendVFlipId, 1);
blendMaterial.SetFloat(blendFlagId, 1);
raw_image.gameObject.SetActive(true);
}
// When space key down, draw original image
if (Input.GetKeyDown(KeyCode.Space))
{
previewMode++;
if (previewMode > 2) previewMode = 0;
float rawImageRatio;
float ratio;
switch (previewMode)
{
case 0:
rawImageRatio = rawImageSize.x / rawImageSize.y;
ratio = contentTexture.width / (float)contentTexture.height;
raw_image.rectTransform.sizeDelta = new Vector2(ratio / rawImageRatio * rawImageSize.x, rawImageSize.y);
blendMaterial.SetFloat(blendFlagId, 1);
blendMaterial.SetFloat(blendVFlipId, 1);
blendMaterial.SetTexture(blendTexId, resultRenderTexture);
mode_text.text = "ailia Adain\nSpace key down to switch image (<color=#f66>result</color> -> style -> original)";
break;
case 1:
rawImageRatio = rawImageSize.x / rawImageSize.y;
ratio = styleTexture.width / (float)styleTexture.height;
raw_image.rectTransform.sizeDelta = new Vector2(ratio / rawImageRatio * rawImageSize.x, rawImageSize.y);
blendMaterial.SetFloat(blendVFlipId, 0);
blendMaterial.SetTexture(blendTexId, styleTexture);
mode_text.text = "ailia Adain\nSpace key down to switch image (result -> <color=#f66>style</color> -> original)";
break;
case 2:
rawImageRatio = rawImageSize.x / rawImageSize.y;
ratio = contentTexture.width / (float)contentTexture.height;
raw_image.rectTransform.sizeDelta = new Vector2(ratio / rawImageRatio * rawImageSize.x, rawImageSize.y);
blendMaterial.SetFloat(blendFlagId, 0);
blendMaterial.SetFloat(blendVFlipId, 1);
mode_text.text = "ailia Adain\nSpace key down to switch image (result -> style -> <color=#f66>original</color>)";
break;
}
}
}
// Download models and Create ailiaModel
void CreateAdainNet(AiliaModel ailiaModelVgg, AiliaModel ailiaModelDecoder, bool gpu_mode = true)
{
string asset_path = Application.temporaryCachePath;
string serverFolderName = "adain";
if (gpu_mode)
{
// call before OpenFile
ailiaModelVgg.Environment(Ailia.AILIA_ENVIRONMENT_TYPE_GPU);
ailiaModelDecoder.Environment(Ailia.AILIA_ENVIRONMENT_TYPE_GPU);
}
AiliaDownload ailia_download = new AiliaDownload();
ailia_download.DownloaderProgressPanel = UICanvas.transform.Find("DownloaderProgressPanel").gameObject;
var urlList = new List<ModelDownloadURL>();
urlList.Add(new ModelDownloadURL() { folder_path = serverFolderName, file_name = "adain-vgg.onnx.prototxt" });
urlList.Add(new ModelDownloadURL() { folder_path = serverFolderName, file_name = "adain-vgg.onnx" });
urlList.Add(new ModelDownloadURL() { folder_path = serverFolderName, file_name = "adain-decoder.onnx.prototxt" });
urlList.Add(new ModelDownloadURL() { folder_path = serverFolderName, file_name = "adain-decoder.onnx" });
StartCoroutine(ailia_download.DownloadWithProgressFromURL(urlList, () =>
{
modelPrepared = ailiaModelVgg.OpenFile(asset_path + "/adain-vgg.onnx.prototxt", asset_path + "/adain-vgg.onnx") &
ailiaModelDecoder.OpenFile(asset_path + "/adain-decoder.onnx.prototxt", asset_path + "/adain-decoder.onnx");
}));
}
void SetShape()
{
var shape = ailiaModelVgg.GetInputShape();
InputWidth = (int)shape.x;
InputHeight = (int)shape.y;
InputChannel = (int)shape.z;
contentImage = new float[InputWidth * InputHeight * InputChannel];
styleImage = new float[InputWidth * InputHeight * InputChannel];
shape = ailiaModelVgg.GetOutputShape();
vggContentOutput = new float[shape.x * shape.y * shape.z];
vggStyleOutput = new float[shape.x * shape.y * shape.z];
shape = ailiaModelDecoder.GetInputShape();
decoderInput = new float[shape.x * shape.y * shape.z];
shape = ailiaModelDecoder.GetOutputShape();
OutputWidth = (int)shape.x;
OutputHeight = (int)shape.y;
OutputChannel = (int)shape.z;
output = new float[OutputWidth * OutputHeight * OutputChannel];
}
ComputeBuffer inputCBuffer;
void InputDataPocessing(Texture inputImage, float[] processedInputBuffer, bool upsideDown = false)
{
if (inputCBuffer == null || inputCBuffer.count != processedInputBuffer.Length)
{
if (inputCBuffer != null) inputCBuffer.Release();
inputCBuffer = new ComputeBuffer(processedInputBuffer.Length, sizeof(float));
}
int kernelIndex;
if (upsideDown) kernelIndex = channelFirstUpsideDownKernel;
else kernelIndex = channelFirstKernel;
inputDataProcessingShader.SetFloat(computeShaderWeightId, 1);
inputDataProcessingShader.SetFloat(computeShaderBiasId, 0);
inputDataProcessingShader.SetInt(computeShaderWidthId, inputImage.width);
inputDataProcessingShader.SetInt(computeShaderHeightId, inputImage.height);
inputDataProcessingShader.SetTexture(kernelIndex, computeShaderTextureId, inputImage);
inputDataProcessingShader.SetBuffer(kernelIndex, computeShaderResultId, inputCBuffer);
inputDataProcessingShader.Dispatch(kernelIndex, inputImage.width / 32 + 1, inputImage.height / 32 + 1, 1);
inputCBuffer.GetData(processedInputBuffer);
}
ComputeBuffer[] middleCBuffer = new ComputeBuffer[3];
void MiddleDataPocessing(float[] content, float[] style, float[] decoderInput)
{
if (middleCBuffer[0] == null || middleCBuffer[0].count != style.Length)
{
if (middleCBuffer[0] != null) middleCBuffer[0].Release();
middleCBuffer[0] = new ComputeBuffer(content.Length, sizeof(float));
}
if (middleCBuffer[1] == null || middleCBuffer[1].count != style.Length)
{
if (middleCBuffer[1] != null) middleCBuffer[1].Release();
middleCBuffer[1] = new ComputeBuffer(style.Length, sizeof(float));
}
if (middleCBuffer[2] == null || middleCBuffer[2].count != decoderInput.Length)
{
if (middleCBuffer[2] != null) middleCBuffer[2].Release();
middleCBuffer[2] = new ComputeBuffer(decoderInput.Length, sizeof(float));
}
middleCBuffer[0].SetData(content);
middleCBuffer[1].SetData(style);
adainDataProcessingShader.SetFloat(computeShaderAdainAlphaId, 1);
adainDataProcessingShader.SetBuffer(AdaptiveInstanceNormalizationKernelId, computeShaderContentBufferId, middleCBuffer[0]);
adainDataProcessingShader.SetBuffer(AdaptiveInstanceNormalizationKernelId, computeShaderStyleBufferId, middleCBuffer[1]);
adainDataProcessingShader.SetBuffer(AdaptiveInstanceNormalizationKernelId, computeShaderResultId, middleCBuffer[2]);
adainDataProcessingShader.Dispatch(AdaptiveInstanceNormalizationKernelId, 32, 1, 1);
middleCBuffer[2].GetData(decoderInput);
}
ComputeBuffer outputCbuffer;
void OutputDataProcessing(float[] outputData, RenderTexture resultTexture)
{
if (outputCbuffer == null || outputCbuffer.count != outputData.Length)
{
if (outputCbuffer != null) outputCbuffer.Release();
outputCbuffer = new ComputeBuffer(outputData.Length, sizeof(float));
}
outputCbuffer.SetData(outputData);
outputDataToTextureShader.SetInt(computeShaderWidthId, resultTexture.width);
outputDataToTextureShader.SetInt(computeShaderHeightId, resultTexture.height);
outputDataToTextureShader.SetBuffer(OutputToTextureKernelId, computeShaderInputBufferId, outputCbuffer);
outputDataToTextureShader.SetTexture(OutputToTextureKernelId, computeShaderResultTextureId, resultTexture);
outputDataToTextureShader.Dispatch(OutputToTextureKernelId, resultTexture.width / 32 + 1, resultTexture.height / 32 + 1, 1);
}
void OnApplicationQuit()
{
DestroyAiliaDetector();
}
void OnDestroy()
{
DestroyAiliaDetector();
}
void DestroyAiliaDetector()
{
ailiaModelVgg.Close();
ailiaModelDecoder.Close();
if (inputCBuffer != null) inputCBuffer.Release();
if (outputCbuffer != null) outputCbuffer.Release();
for(int i = 0; i < 3; i++)
{
if (middleCBuffer[i] != null) middleCBuffer[i].Release();
}
}
}
}