mirror of
https://github.com/bevyengine/bevy
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40640fdf42
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
551 lines
20 KiB
Rust
551 lines
20 KiB
Rust
//! 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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//! 2. Copy from gpu image to buffer using `ImageCopyDriver` node in `RenderGraph`
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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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image::TextureFormatPixelInfo,
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prelude::*,
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render::{
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camera::RenderTarget,
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render_asset::{RenderAssetUsages, RenderAssets},
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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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Extract, Render, RenderApp, RenderSet,
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},
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winit::WinitPlugin,
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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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// 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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.set(WindowPlugin {
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primary_window: None,
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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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)
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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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// 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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.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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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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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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commands.spawn((
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Camera3d::default(),
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Camera {
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// render to image
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target: render_target,
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..default()
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},
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Tonemapping::None,
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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/// Plugin for Render world part of work
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pub struct ImageCopyPlugin;
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impl Plugin for ImageCopyPlugin {
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fn build(&self, app: &mut App) {
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let (s, r) = crossbeam_channel::unbounded();
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let render_app = app
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.insert_resource(MainWorldReceiver(r))
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.sub_app_mut(RenderApp);
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let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
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graph.add_node(ImageCopy, ImageCopyDriver);
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graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);
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render_app
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.insert_resource(RenderWorldSender(s))
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// Make ImageCopiers accessible in RenderWorld system and plugin
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.add_systems(ExtractSchedule, image_copy_extract)
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// Receives image data from buffer to channel
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// so we need to run it after the render graph is done
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.add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
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}
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}
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/// Setups render target and cpu image for saving, changes scene state into render mode
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fn setup_render_target(
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commands: &mut Commands,
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images: &mut ResMut<Assets<Image>>,
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render_device: &Res<RenderDevice>,
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scene_controller: &mut ResMut<SceneController>,
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pre_roll_frames: u32,
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scene_name: String,
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) -> RenderTarget {
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let size = Extent3d {
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width: scene_controller.width,
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height: scene_controller.height,
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..Default::default()
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};
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// This is the texture that will be rendered to.
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let mut render_target_image = Image::new_fill(
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size,
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TextureDimension::D2,
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&[0; 4],
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TextureFormat::bevy_default(),
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RenderAssetUsages::default(),
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);
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render_target_image.texture_descriptor.usage |=
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TextureUsages::COPY_SRC | TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING;
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let render_target_image_handle = images.add(render_target_image);
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// This is the texture that will be copied to.
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let cpu_image = Image::new_fill(
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size,
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TextureDimension::D2,
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&[0; 4],
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TextureFormat::bevy_default(),
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RenderAssetUsages::default(),
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);
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let cpu_image_handle = images.add(cpu_image);
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commands.spawn(ImageCopier::new(
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render_target_image_handle.clone(),
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size,
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render_device,
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));
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commands.spawn(ImageToSave(cpu_image_handle));
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scene_controller.state = SceneState::Render(pre_roll_frames);
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scene_controller.name = scene_name;
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RenderTarget::Image(render_target_image_handle)
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}
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/// Setups image saver
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pub struct CaptureFramePlugin;
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impl Plugin for CaptureFramePlugin {
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fn build(&self, app: &mut App) {
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info!("Adding CaptureFramePlugin");
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app.add_systems(PostUpdate, update);
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}
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}
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/// `ImageCopier` aggregator in `RenderWorld`
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#[derive(Clone, Default, Resource, Deref, DerefMut)]
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struct ImageCopiers(pub Vec<ImageCopier>);
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/// Used by `ImageCopyDriver` for copying from render target to buffer
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#[derive(Clone, Component)]
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struct ImageCopier {
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buffer: Buffer,
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enabled: Arc<AtomicBool>,
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src_image: Handle<Image>,
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}
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impl ImageCopier {
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pub fn new(
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src_image: Handle<Image>,
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size: Extent3d,
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render_device: &RenderDevice,
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) -> ImageCopier {
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let padded_bytes_per_row =
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RenderDevice::align_copy_bytes_per_row((size.width) as usize) * 4;
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let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
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label: None,
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size: padded_bytes_per_row as u64 * size.height as u64,
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usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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ImageCopier {
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buffer: cpu_buffer,
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src_image,
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enabled: Arc::new(AtomicBool::new(true)),
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}
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}
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pub fn enabled(&self) -> bool {
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self.enabled.load(Ordering::Relaxed)
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}
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}
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/// Extracting `ImageCopier`s into render world, because `ImageCopyDriver` accesses them
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fn image_copy_extract(mut commands: Commands, image_copiers: Extract<Query<&ImageCopier>>) {
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commands.insert_resource(ImageCopiers(
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image_copiers.iter().cloned().collect::<Vec<ImageCopier>>(),
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));
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}
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/// `RenderGraph` label for `ImageCopyDriver`
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#[derive(Debug, PartialEq, Eq, Clone, Hash, RenderLabel)]
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struct ImageCopy;
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/// `RenderGraph` node
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#[derive(Default)]
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struct ImageCopyDriver;
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// Copies image content from render target to buffer
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impl render_graph::Node for ImageCopyDriver {
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fn run(
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&self,
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_graph: &mut RenderGraphContext,
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
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let gpu_images = world
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.get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
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.unwrap();
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for image_copier in image_copiers.iter() {
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if !image_copier.enabled() {
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continue;
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}
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let src_image = gpu_images.get(&image_copier.src_image).unwrap();
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let mut encoder = render_context
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.render_device()
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.create_command_encoder(&CommandEncoderDescriptor::default());
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let block_dimensions = src_image.texture_format.block_dimensions();
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let block_size = src_image.texture_format.block_copy_size(None).unwrap();
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// Calculating correct size of image row because
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// copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
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// That's why image in buffer can be little bit wider
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// This should be taken into account at copy from buffer stage
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let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
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(src_image.size.x as usize / block_dimensions.0 as usize) * block_size as usize,
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);
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let texture_extent = Extent3d {
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width: src_image.size.x,
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height: src_image.size.y,
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depth_or_array_layers: 1,
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};
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encoder.copy_texture_to_buffer(
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src_image.texture.as_image_copy(),
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ImageCopyBuffer {
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buffer: &image_copier.buffer,
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layout: ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(
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std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
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.unwrap()
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.into(),
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),
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rows_per_image: None,
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},
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},
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texture_extent,
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);
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let render_queue = world.get_resource::<RenderQueue>().unwrap();
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render_queue.submit(std::iter::once(encoder.finish()));
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}
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Ok(())
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}
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}
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/// runs in render world after Render stage to send image from buffer via channel (receiver is in main world)
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fn receive_image_from_buffer(
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image_copiers: Res<ImageCopiers>,
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render_device: Res<RenderDevice>,
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sender: Res<RenderWorldSender>,
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) {
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for image_copier in image_copiers.0.iter() {
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if !image_copier.enabled() {
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continue;
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}
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// Finally time to get our data back from the gpu.
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// First we get a buffer slice which represents a chunk of the buffer (which we
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// can't access yet).
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// We want the whole thing so use unbounded range.
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let buffer_slice = image_copier.buffer.slice(..);
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// Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
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// or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
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// flipping ownership of the buffer over to the CPU and making access legal. We do this
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// with `BufferSlice::map_async`.
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//
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// The problem is that map_async is not an async function so we can't await it. What
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// we need to do instead is pass in a closure that will be executed when the slice is
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// either mapped or the mapping has failed.
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//
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// The problem with this is that we don't have a reliable way to wait in the main
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// code for the buffer to be mapped and even worse, calling get_mapped_range or
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// get_mapped_range_mut prematurely will cause a panic, not return an error.
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//
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// Using channels solves this as awaiting the receiving of a message from
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// the passed closure will force the outside code to wait. It also doesn't hurt
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// if the closure finishes before the outside code catches up as the message is
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// buffered and receiving will just pick that up.
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//
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// It may also be worth noting that although on native, the usage of asynchronous
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// channels is wholly unnecessary, for the sake of portability to Wasm
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// we'll use async channels that work on both native and Wasm.
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let (s, r) = crossbeam_channel::bounded(1);
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// Maps the buffer so it can be read on the cpu
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buffer_slice.map_async(MapMode::Read, move |r| match r {
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// This will execute once the gpu is ready, so after the call to poll()
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Ok(r) => s.send(r).expect("Failed to send map update"),
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Err(err) => panic!("Failed to map buffer {err}"),
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});
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// In order for the mapping to be completed, one of three things must happen.
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// One of those can be calling `Device::poll`. This isn't necessary on the web as devices
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// are polled automatically but natively, we need to make sure this happens manually.
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// `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
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// This blocks until the gpu is done executing everything
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render_device.poll(Maintain::wait()).panic_on_timeout();
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// This blocks until the buffer is mapped
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r.recv().expect("Failed to receive the map_async message");
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// This could fail on app exit, if Main world clears resources (including receiver) while Render world still renders
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let _ = sender.send(buffer_slice.get_mapped_range().to_vec());
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// We need to make sure all `BufferView`'s are dropped before we do what we're about
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// to do.
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// Unmap so that we can copy to the staging buffer in the next iteration.
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image_copier.buffer.unmap();
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}
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}
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/// CPU-side image for saving
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#[derive(Component, Deref, DerefMut)]
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struct ImageToSave(Handle<Image>);
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|
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// Takes from channel image content sent from render world and saves it to disk
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fn update(
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images_to_save: Query<&ImageToSave>,
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receiver: Res<MainWorldReceiver>,
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mut images: ResMut<Assets<Image>>,
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mut scene_controller: ResMut<SceneController>,
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mut app_exit_writer: EventWriter<AppExit>,
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mut file_number: Local<u32>,
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) {
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if let SceneState::Render(n) = scene_controller.state {
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if n < 1 {
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// We don't want to block the main world on this,
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// so we use try_recv which attempts to receive without blocking
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let mut image_data = Vec::new();
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while let Ok(data) = receiver.try_recv() {
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// image generation could be faster than saving to fs,
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// 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();
|
|
|
|
// 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();
|
|
}
|
|
|
|
// 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) {
|
|
panic!("Failed to save image: {e}");
|
|
};
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|