2024-05-08 14:26:26 +00:00
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//! This example illustrates how to make headless renderer
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//! derived from: <https://sotrh.github.io/learn-wgpu/showcase/windowless/#a-triangle-without-a-window>
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//! It follows this steps:
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//! 1. Render from camera to gpu-image render target
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2024-05-12 22:01:49 +00:00
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//! 2. Copy from gpu image to buffer using `ImageCopyDriver` node in `RenderGraph`
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2024-05-08 14:26:26 +00:00
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//! 3. Copy from buffer to channel using `receive_image_from_buffer` after `RenderSet::Render`
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//! 4. Save from channel to random named file using `scene::update` at `PostUpdate` in `MainWorld`
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//! 5. Exit if `single_image` setting is set
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use bevy::{
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app::{AppExit, ScheduleRunnerPlugin},
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core_pipeline::tonemapping::Tonemapping,
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prelude::*,
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render::{
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camera::RenderTarget,
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2024-05-19 00:15:15 +00:00
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render_asset::{RenderAssetUsages, RenderAssets},
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2024-05-08 14:26:26 +00:00
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render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, RenderLabel},
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render_resource::{
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Buffer, BufferDescriptor, BufferUsages, CommandEncoderDescriptor, Extent3d,
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ImageCopyBuffer, ImageDataLayout, Maintain, MapMode, TextureDimension, TextureFormat,
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TextureUsages,
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},
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renderer::{RenderContext, RenderDevice, RenderQueue},
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2024-05-19 00:15:15 +00:00
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texture::{BevyDefault, TextureFormatPixelInfo},
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2024-05-08 14:26:26 +00:00
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Extract, Render, RenderApp, RenderSet,
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},
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fix: removed WinitPlugin from headless_renderer example (#15818)
# Objective
The `headless_renderer` example is meant to showcase running bevy as a
headless renderer, but if run without a display server (for example,
over an SSH connection), a panic occurs in `bevy_winit` despite never
creating a window:
```rust
bevy_winit-0.14.1/src/lib.rs:132:14:
winit-0.30.5/src/platform_impl/linux/mod.rs:
neither WAYLAND_DISPLAY nor WAYLAND_SOCKET nor DISPLAY is set.
```
This example should run successfully in situations without an available
display server, as although the GPU is used for rendering, no window is
ever created.
## Solution
Disabling WinitPlugin, where the above panic occurs, allows the example
to run in a fully headless environment.
## Testing
- I tested this change in normal circumstances with a display server (on
macOS Sequoia and Asahi Linux) and behavior was normal.
- I tested with no display server by connecting via SSH, and running the
example (on Asahi Linux). Previously this panics, but with this change
it runs normally.
## Considerations
- One could argue that ultimately the user should not need to remove
`WinitPlugin`, and instead bevy should only throw the above panic when
the application first attempts to create a window.
2024-10-28 22:08:20 +00:00
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winit::WinitPlugin,
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2024-05-08 14:26:26 +00:00
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};
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use crossbeam_channel::{Receiver, Sender};
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use std::{
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ops::{Deref, DerefMut},
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path::PathBuf,
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sync::{
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atomic::{AtomicBool, Ordering},
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Arc,
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},
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time::Duration,
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};
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// To communicate between the main world and the render world we need a channel.
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// Since the main world and render world run in parallel, there will always be a frame of latency
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// between the data sent from the render world and the data received in the main world
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//
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// frame n => render world sends data through the channel at the end of the frame
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// frame n + 1 => main world receives the data
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//
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// Receiver and Sender are kept in resources because there is single camera and single target
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// That's why there is single images role, if you want to differentiate images
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// from different cameras, you should keep Receiver in ImageCopier and Sender in ImageToSave
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// or send some id with data
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/// This will receive asynchronously any data sent from the render world
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#[derive(Resource, Deref)]
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struct MainWorldReceiver(Receiver<Vec<u8>>);
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/// This will send asynchronously any data to the main world
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#[derive(Resource, Deref)]
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struct RenderWorldSender(Sender<Vec<u8>>);
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// Parameters of resulting image
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struct AppConfig {
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width: u32,
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height: u32,
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single_image: bool,
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}
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fn main() {
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let config = AppConfig {
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width: 1920,
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height: 1080,
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single_image: true,
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};
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// setup frame capture
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App::new()
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.insert_resource(SceneController::new(
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config.width,
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config.height,
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config.single_image,
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))
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.insert_resource(ClearColor(Color::srgb_u8(0, 0, 0)))
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.add_plugins(
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DefaultPlugins
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.set(ImagePlugin::default_nearest())
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fix: removed WinitPlugin from headless_renderer example (#15818)
# Objective
The `headless_renderer` example is meant to showcase running bevy as a
headless renderer, but if run without a display server (for example,
over an SSH connection), a panic occurs in `bevy_winit` despite never
creating a window:
```rust
bevy_winit-0.14.1/src/lib.rs:132:14:
winit-0.30.5/src/platform_impl/linux/mod.rs:
neither WAYLAND_DISPLAY nor WAYLAND_SOCKET nor DISPLAY is set.
```
This example should run successfully in situations without an available
display server, as although the GPU is used for rendering, no window is
ever created.
## Solution
Disabling WinitPlugin, where the above panic occurs, allows the example
to run in a fully headless environment.
## Testing
- I tested this change in normal circumstances with a display server (on
macOS Sequoia and Asahi Linux) and behavior was normal.
- I tested with no display server by connecting via SSH, and running the
example (on Asahi Linux). Previously this panics, but with this change
it runs normally.
## Considerations
- One could argue that ultimately the user should not need to remove
`WinitPlugin`, and instead bevy should only throw the above panic when
the application first attempts to create a window.
2024-10-28 22:08:20 +00:00
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// Not strictly necessary, as the inclusion of ScheduleRunnerPlugin below
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// replaces the bevy_winit app runner and so a window is never created.
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2024-05-08 14:26:26 +00:00
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.set(WindowPlugin {
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primary_window: None,
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fix: removed WinitPlugin from headless_renderer example (#15818)
# Objective
The `headless_renderer` example is meant to showcase running bevy as a
headless renderer, but if run without a display server (for example,
over an SSH connection), a panic occurs in `bevy_winit` despite never
creating a window:
```rust
bevy_winit-0.14.1/src/lib.rs:132:14:
winit-0.30.5/src/platform_impl/linux/mod.rs:
neither WAYLAND_DISPLAY nor WAYLAND_SOCKET nor DISPLAY is set.
```
This example should run successfully in situations without an available
display server, as although the GPU is used for rendering, no window is
ever created.
## Solution
Disabling WinitPlugin, where the above panic occurs, allows the example
to run in a fully headless environment.
## Testing
- I tested this change in normal circumstances with a display server (on
macOS Sequoia and Asahi Linux) and behavior was normal.
- I tested with no display server by connecting via SSH, and running the
example (on Asahi Linux). Previously this panics, but with this change
it runs normally.
## Considerations
- One could argue that ultimately the user should not need to remove
`WinitPlugin`, and instead bevy should only throw the above panic when
the application first attempts to create a window.
2024-10-28 22:08:20 +00:00
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..default()
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})
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// WinitPlugin will panic in environments without a display server.
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.disable::<WinitPlugin>(),
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2024-05-08 14:26:26 +00:00
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)
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.add_plugins(ImageCopyPlugin)
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// headless frame capture
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.add_plugins(CaptureFramePlugin)
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fix: removed WinitPlugin from headless_renderer example (#15818)
# Objective
The `headless_renderer` example is meant to showcase running bevy as a
headless renderer, but if run without a display server (for example,
over an SSH connection), a panic occurs in `bevy_winit` despite never
creating a window:
```rust
bevy_winit-0.14.1/src/lib.rs:132:14:
winit-0.30.5/src/platform_impl/linux/mod.rs:
neither WAYLAND_DISPLAY nor WAYLAND_SOCKET nor DISPLAY is set.
```
This example should run successfully in situations without an available
display server, as although the GPU is used for rendering, no window is
ever created.
## Solution
Disabling WinitPlugin, where the above panic occurs, allows the example
to run in a fully headless environment.
## Testing
- I tested this change in normal circumstances with a display server (on
macOS Sequoia and Asahi Linux) and behavior was normal.
- I tested with no display server by connecting via SSH, and running the
example (on Asahi Linux). Previously this panics, but with this change
it runs normally.
## Considerations
- One could argue that ultimately the user should not need to remove
`WinitPlugin`, and instead bevy should only throw the above panic when
the application first attempts to create a window.
2024-10-28 22:08:20 +00:00
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// ScheduleRunnerPlugin provides an alternative to the default bevy_winit app runner, which
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// manages the loop without creating a window.
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2024-05-08 14:26:26 +00:00
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.add_plugins(ScheduleRunnerPlugin::run_loop(
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// Run 60 times per second.
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Duration::from_secs_f64(1.0 / 60.0),
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))
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.init_resource::<SceneController>()
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.add_systems(Startup, setup)
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.run();
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}
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/// Capture image settings and state
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#[derive(Debug, Default, Resource)]
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struct SceneController {
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state: SceneState,
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name: String,
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width: u32,
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height: u32,
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single_image: bool,
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}
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impl SceneController {
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pub fn new(width: u32, height: u32, single_image: bool) -> SceneController {
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SceneController {
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state: SceneState::BuildScene,
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name: String::from(""),
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width,
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height,
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single_image,
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}
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}
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}
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/// Capture image state
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#[derive(Debug, Default)]
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enum SceneState {
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#[default]
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// State before any rendering
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BuildScene,
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// Rendering state, stores the number of frames remaining before saving the image
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Render(u32),
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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mut scene_controller: ResMut<SceneController>,
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render_device: Res<RenderDevice>,
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) {
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let render_target = setup_render_target(
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&mut commands,
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&mut images,
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&render_device,
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&mut scene_controller,
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// pre_roll_frames should be big enough for full scene render,
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// but the bigger it is, the longer example will run.
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// To visualize stages of scene rendering change this param to 0
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// and change AppConfig::single_image to false in main
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// Stages are:
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// 1. Transparent image
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// 2. Few black box images
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// 3. Fully rendered scene images
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// Exact number depends on device speed, device load and scene size
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40,
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"main_scene".into(),
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);
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// Scene example for non black box picture
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// circular base
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Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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2024-05-08 14:26:26 +00:00
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// cube
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Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
commands.spawn((
|
|
|
|
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
|
|
|
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
|
|
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
|
|
));
|
2024-05-08 14:26:26 +00:00
|
|
|
// light
|
2024-10-01 03:20:43 +00:00
|
|
|
commands.spawn((
|
|
|
|
PointLight {
|
2024-05-08 14:26:26 +00:00
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 03:20:43 +00:00
|
|
|
Transform::from_xyz(4.0, 8.0, 4.0),
|
|
|
|
));
|
2024-05-08 14:26:26 +00:00
|
|
|
|
2024-10-05 01:59:52 +00:00
|
|
|
commands.spawn((
|
|
|
|
Camera3d::default(),
|
|
|
|
Camera {
|
2024-05-08 14:26:26 +00:00
|
|
|
// render to image
|
|
|
|
target: render_target,
|
|
|
|
..default()
|
|
|
|
},
|
2024-10-05 01:59:52 +00:00
|
|
|
Tonemapping::None,
|
|
|
|
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
));
|
2024-05-08 14:26:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Plugin for Render world part of work
|
|
|
|
pub struct ImageCopyPlugin;
|
|
|
|
impl Plugin for ImageCopyPlugin {
|
|
|
|
fn build(&self, app: &mut App) {
|
|
|
|
let (s, r) = crossbeam_channel::unbounded();
|
|
|
|
|
|
|
|
let render_app = app
|
|
|
|
.insert_resource(MainWorldReceiver(r))
|
|
|
|
.sub_app_mut(RenderApp);
|
|
|
|
|
|
|
|
let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
|
|
|
|
graph.add_node(ImageCopy, ImageCopyDriver);
|
|
|
|
graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
|
|
|
|
|
|
|
|
render_app
|
|
|
|
.insert_resource(RenderWorldSender(s))
|
|
|
|
// Make ImageCopiers accessible in RenderWorld system and plugin
|
|
|
|
.add_systems(ExtractSchedule, image_copy_extract)
|
|
|
|
// Receives image data from buffer to channel
|
|
|
|
// so we need to run it after the render graph is done
|
|
|
|
.add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Setups render target and cpu image for saving, changes scene state into render mode
|
|
|
|
fn setup_render_target(
|
|
|
|
commands: &mut Commands,
|
|
|
|
images: &mut ResMut<Assets<Image>>,
|
|
|
|
render_device: &Res<RenderDevice>,
|
|
|
|
scene_controller: &mut ResMut<SceneController>,
|
|
|
|
pre_roll_frames: u32,
|
|
|
|
scene_name: String,
|
|
|
|
) -> RenderTarget {
|
|
|
|
let size = Extent3d {
|
|
|
|
width: scene_controller.width,
|
|
|
|
height: scene_controller.height,
|
|
|
|
..Default::default()
|
|
|
|
};
|
|
|
|
|
|
|
|
// This is the texture that will be rendered to.
|
|
|
|
let mut render_target_image = Image::new_fill(
|
|
|
|
size,
|
|
|
|
TextureDimension::D2,
|
|
|
|
&[0; 4],
|
|
|
|
TextureFormat::bevy_default(),
|
|
|
|
RenderAssetUsages::default(),
|
|
|
|
);
|
|
|
|
render_target_image.texture_descriptor.usage |=
|
|
|
|
TextureUsages::COPY_SRC | TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING;
|
|
|
|
let render_target_image_handle = images.add(render_target_image);
|
|
|
|
|
|
|
|
// This is the texture that will be copied to.
|
|
|
|
let cpu_image = Image::new_fill(
|
|
|
|
size,
|
|
|
|
TextureDimension::D2,
|
|
|
|
&[0; 4],
|
|
|
|
TextureFormat::bevy_default(),
|
|
|
|
RenderAssetUsages::default(),
|
|
|
|
);
|
|
|
|
let cpu_image_handle = images.add(cpu_image);
|
|
|
|
|
|
|
|
commands.spawn(ImageCopier::new(
|
|
|
|
render_target_image_handle.clone(),
|
|
|
|
size,
|
|
|
|
render_device,
|
|
|
|
));
|
|
|
|
|
|
|
|
commands.spawn(ImageToSave(cpu_image_handle));
|
|
|
|
|
|
|
|
scene_controller.state = SceneState::Render(pre_roll_frames);
|
|
|
|
scene_controller.name = scene_name;
|
|
|
|
RenderTarget::Image(render_target_image_handle)
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Setups image saver
|
|
|
|
pub struct CaptureFramePlugin;
|
|
|
|
impl Plugin for CaptureFramePlugin {
|
|
|
|
fn build(&self, app: &mut App) {
|
|
|
|
info!("Adding CaptureFramePlugin");
|
|
|
|
app.add_systems(PostUpdate, update);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// `ImageCopier` aggregator in `RenderWorld`
|
|
|
|
#[derive(Clone, Default, Resource, Deref, DerefMut)]
|
|
|
|
struct ImageCopiers(pub Vec<ImageCopier>);
|
|
|
|
|
|
|
|
/// Used by `ImageCopyDriver` for copying from render target to buffer
|
|
|
|
#[derive(Clone, Component)]
|
|
|
|
struct ImageCopier {
|
|
|
|
buffer: Buffer,
|
|
|
|
enabled: Arc<AtomicBool>,
|
|
|
|
src_image: Handle<Image>,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl ImageCopier {
|
|
|
|
pub fn new(
|
|
|
|
src_image: Handle<Image>,
|
|
|
|
size: Extent3d,
|
|
|
|
render_device: &RenderDevice,
|
|
|
|
) -> ImageCopier {
|
|
|
|
let padded_bytes_per_row =
|
|
|
|
RenderDevice::align_copy_bytes_per_row((size.width) as usize) * 4;
|
|
|
|
|
|
|
|
let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
|
|
|
|
label: None,
|
|
|
|
size: padded_bytes_per_row as u64 * size.height as u64,
|
|
|
|
usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
|
|
|
|
mapped_at_creation: false,
|
|
|
|
});
|
|
|
|
|
|
|
|
ImageCopier {
|
|
|
|
buffer: cpu_buffer,
|
|
|
|
src_image,
|
|
|
|
enabled: Arc::new(AtomicBool::new(true)),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn enabled(&self) -> bool {
|
|
|
|
self.enabled.load(Ordering::Relaxed)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Extracting `ImageCopier`s into render world, because `ImageCopyDriver` accesses them
|
|
|
|
fn image_copy_extract(mut commands: Commands, image_copiers: Extract<Query<&ImageCopier>>) {
|
|
|
|
commands.insert_resource(ImageCopiers(
|
|
|
|
image_copiers.iter().cloned().collect::<Vec<ImageCopier>>(),
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
/// `RenderGraph` label for `ImageCopyDriver`
|
|
|
|
#[derive(Debug, PartialEq, Eq, Clone, Hash, RenderLabel)]
|
|
|
|
struct ImageCopy;
|
|
|
|
|
|
|
|
/// `RenderGraph` node
|
|
|
|
#[derive(Default)]
|
|
|
|
struct ImageCopyDriver;
|
|
|
|
|
|
|
|
// Copies image content from render target to buffer
|
|
|
|
impl render_graph::Node for ImageCopyDriver {
|
|
|
|
fn run(
|
|
|
|
&self,
|
|
|
|
_graph: &mut RenderGraphContext,
|
|
|
|
render_context: &mut RenderContext,
|
|
|
|
world: &World,
|
|
|
|
) -> Result<(), NodeRunError> {
|
|
|
|
let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
|
|
|
|
let gpu_images = world
|
|
|
|
.get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
for image_copier in image_copiers.iter() {
|
|
|
|
if !image_copier.enabled() {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
let src_image = gpu_images.get(&image_copier.src_image).unwrap();
|
|
|
|
|
|
|
|
let mut encoder = render_context
|
|
|
|
.render_device()
|
|
|
|
.create_command_encoder(&CommandEncoderDescriptor::default());
|
|
|
|
|
|
|
|
let block_dimensions = src_image.texture_format.block_dimensions();
|
|
|
|
let block_size = src_image.texture_format.block_copy_size(None).unwrap();
|
|
|
|
|
2024-05-19 00:15:15 +00:00
|
|
|
// Calculating correct size of image row because
|
|
|
|
// copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
|
|
|
|
// That's why image in buffer can be little bit wider
|
|
|
|
// This should be taken into account at copy from buffer stage
|
2024-05-08 14:26:26 +00:00
|
|
|
let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
|
|
|
|
(src_image.size.x as usize / block_dimensions.0 as usize) * block_size as usize,
|
|
|
|
);
|
|
|
|
|
|
|
|
let texture_extent = Extent3d {
|
|
|
|
width: src_image.size.x,
|
|
|
|
height: src_image.size.y,
|
|
|
|
depth_or_array_layers: 1,
|
|
|
|
};
|
|
|
|
|
|
|
|
encoder.copy_texture_to_buffer(
|
|
|
|
src_image.texture.as_image_copy(),
|
|
|
|
ImageCopyBuffer {
|
|
|
|
buffer: &image_copier.buffer,
|
|
|
|
layout: ImageDataLayout {
|
|
|
|
offset: 0,
|
|
|
|
bytes_per_row: Some(
|
2024-08-30 02:37:47 +00:00
|
|
|
std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
|
2024-05-08 14:26:26 +00:00
|
|
|
.unwrap()
|
|
|
|
.into(),
|
|
|
|
),
|
|
|
|
rows_per_image: None,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
texture_extent,
|
|
|
|
);
|
|
|
|
|
|
|
|
let render_queue = world.get_resource::<RenderQueue>().unwrap();
|
|
|
|
render_queue.submit(std::iter::once(encoder.finish()));
|
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// runs in render world after Render stage to send image from buffer via channel (receiver is in main world)
|
|
|
|
fn receive_image_from_buffer(
|
|
|
|
image_copiers: Res<ImageCopiers>,
|
|
|
|
render_device: Res<RenderDevice>,
|
|
|
|
sender: Res<RenderWorldSender>,
|
|
|
|
) {
|
|
|
|
for image_copier in image_copiers.0.iter() {
|
|
|
|
if !image_copier.enabled() {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Finally time to get our data back from the gpu.
|
|
|
|
// First we get a buffer slice which represents a chunk of the buffer (which we
|
|
|
|
// can't access yet).
|
|
|
|
// We want the whole thing so use unbounded range.
|
|
|
|
let buffer_slice = image_copier.buffer.slice(..);
|
|
|
|
|
|
|
|
// Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
|
|
|
|
// or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
|
|
|
|
// flipping ownership of the buffer over to the CPU and making access legal. We do this
|
|
|
|
// with `BufferSlice::map_async`.
|
|
|
|
//
|
|
|
|
// The problem is that map_async is not an async function so we can't await it. What
|
|
|
|
// we need to do instead is pass in a closure that will be executed when the slice is
|
|
|
|
// either mapped or the mapping has failed.
|
|
|
|
//
|
|
|
|
// The problem with this is that we don't have a reliable way to wait in the main
|
|
|
|
// code for the buffer to be mapped and even worse, calling get_mapped_range or
|
|
|
|
// get_mapped_range_mut prematurely will cause a panic, not return an error.
|
|
|
|
//
|
|
|
|
// Using channels solves this as awaiting the receiving of a message from
|
|
|
|
// the passed closure will force the outside code to wait. It also doesn't hurt
|
|
|
|
// if the closure finishes before the outside code catches up as the message is
|
|
|
|
// buffered and receiving will just pick that up.
|
|
|
|
//
|
|
|
|
// It may also be worth noting that although on native, the usage of asynchronous
|
2024-07-31 21:16:05 +00:00
|
|
|
// channels is wholly unnecessary, for the sake of portability to Wasm
|
|
|
|
// we'll use async channels that work on both native and Wasm.
|
2024-05-08 14:26:26 +00:00
|
|
|
|
|
|
|
let (s, r) = crossbeam_channel::bounded(1);
|
|
|
|
|
|
|
|
// Maps the buffer so it can be read on the cpu
|
|
|
|
buffer_slice.map_async(MapMode::Read, move |r| match r {
|
|
|
|
// This will execute once the gpu is ready, so after the call to poll()
|
|
|
|
Ok(r) => s.send(r).expect("Failed to send map update"),
|
|
|
|
Err(err) => panic!("Failed to map buffer {err}"),
|
|
|
|
});
|
|
|
|
|
|
|
|
// In order for the mapping to be completed, one of three things must happen.
|
|
|
|
// One of those can be calling `Device::poll`. This isn't necessary on the web as devices
|
|
|
|
// are polled automatically but natively, we need to make sure this happens manually.
|
|
|
|
// `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
|
|
|
|
|
|
|
|
// This blocks until the gpu is done executing everything
|
|
|
|
render_device.poll(Maintain::wait()).panic_on_timeout();
|
|
|
|
|
|
|
|
// This blocks until the buffer is mapped
|
|
|
|
r.recv().expect("Failed to receive the map_async message");
|
|
|
|
|
|
|
|
// This could fail on app exit, if Main world clears resources (including receiver) while Render world still renders
|
|
|
|
let _ = sender.send(buffer_slice.get_mapped_range().to_vec());
|
|
|
|
|
|
|
|
// We need to make sure all `BufferView`'s are dropped before we do what we're about
|
|
|
|
// to do.
|
|
|
|
// Unmap so that we can copy to the staging buffer in the next iteration.
|
|
|
|
image_copier.buffer.unmap();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// CPU-side image for saving
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
|
|
struct ImageToSave(Handle<Image>);
|
|
|
|
|
|
|
|
// Takes from channel image content sent from render world and saves it to disk
|
|
|
|
fn update(
|
|
|
|
images_to_save: Query<&ImageToSave>,
|
|
|
|
receiver: Res<MainWorldReceiver>,
|
|
|
|
mut images: ResMut<Assets<Image>>,
|
|
|
|
mut scene_controller: ResMut<SceneController>,
|
|
|
|
mut app_exit_writer: EventWriter<AppExit>,
|
|
|
|
mut file_number: Local<u32>,
|
|
|
|
) {
|
|
|
|
if let SceneState::Render(n) = scene_controller.state {
|
|
|
|
if n < 1 {
|
|
|
|
// We don't want to block the main world on this,
|
|
|
|
// so we use try_recv which attempts to receive without blocking
|
|
|
|
let mut image_data = Vec::new();
|
|
|
|
while let Ok(data) = receiver.try_recv() {
|
|
|
|
// image generation could be faster than saving to fs,
|
|
|
|
// that's why use only last of them
|
|
|
|
image_data = data;
|
|
|
|
}
|
|
|
|
if !image_data.is_empty() {
|
|
|
|
for image in images_to_save.iter() {
|
|
|
|
// Fill correct data from channel to image
|
|
|
|
let img_bytes = images.get_mut(image.id()).unwrap();
|
2024-05-19 00:15:15 +00:00
|
|
|
|
|
|
|
// We need to ensure that this works regardless of the image dimensions
|
|
|
|
// If the image became wider when copying from the texture to the buffer,
|
|
|
|
// then the data is reduced to its original size when copying from the buffer to the image.
|
|
|
|
let row_bytes = img_bytes.width() as usize
|
|
|
|
* img_bytes.texture_descriptor.format.pixel_size();
|
|
|
|
let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
|
|
|
|
if row_bytes == aligned_row_bytes {
|
|
|
|
img_bytes.data.clone_from(&image_data);
|
|
|
|
} else {
|
|
|
|
// shrink data to original image size
|
|
|
|
img_bytes.data = image_data
|
|
|
|
.chunks(aligned_row_bytes)
|
|
|
|
.take(img_bytes.height() as usize)
|
|
|
|
.flat_map(|row| &row[..row_bytes.min(row.len())])
|
|
|
|
.cloned()
|
|
|
|
.collect();
|
|
|
|
}
|
2024-05-08 14:26:26 +00:00
|
|
|
|
|
|
|
// Create RGBA Image Buffer
|
|
|
|
let img = match img_bytes.clone().try_into_dynamic() {
|
|
|
|
Ok(img) => img.to_rgba8(),
|
|
|
|
Err(e) => panic!("Failed to create image buffer {e:?}"),
|
|
|
|
};
|
|
|
|
|
|
|
|
// Prepare directory for images, test_images in bevy folder is used here for example
|
|
|
|
// You should choose the path depending on your needs
|
|
|
|
let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
|
|
|
|
info!("Saving image to: {images_dir:?}");
|
|
|
|
std::fs::create_dir_all(&images_dir).unwrap();
|
|
|
|
|
|
|
|
// Choose filename starting from 000.png
|
|
|
|
let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
|
|
|
|
*file_number.deref_mut() += 1;
|
|
|
|
|
|
|
|
// Finally saving image to file, this heavy blocking operation is kept here
|
|
|
|
// for example simplicity, but in real app you should move it to a separate task
|
|
|
|
if let Err(e) = img.save(image_path) {
|
2024-09-03 23:35:49 +00:00
|
|
|
panic!("Failed to save image: {e}");
|
2024-05-08 14:26:26 +00:00
|
|
|
};
|
|
|
|
}
|
|
|
|
if scene_controller.single_image {
|
|
|
|
app_exit_writer.send(AppExit::Success);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// clears channel for skipped frames
|
|
|
|
while receiver.try_recv().is_ok() {}
|
|
|
|
scene_controller.state = SceneState::Render(n - 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|