bevy/examples/app/headless_renderer.rs
Martin Svanberg 39f9e07b5f
Support scale factor for image render targets (#16796)
# Objective

I have something of a niche use case. I have a camera rendering pixel
art with a scale factor set, and another camera that renders to an
off-screen texture which is supposed to match the main camera exactly.
However, when computing camera target info, Bevy [hardcodes a scale
factor of
1.0](116c2b02fe/crates/bevy_render/src/camera/camera.rs (L828))
for image targets which means that my main camera and my image target
camera get different `OrthographicProjections` calculated.

## Solution

This PR adds an `ImageRenderTarget` struct which allows scale factors to
be specified.

## Testing

I tested the affected examples on macOS and they still work. This is an
additive change and should not break any existing code, apart from what
is trivially fixable by following compiler error messages.

---

## Migration Guide

`RenderTarget::Image` now takes an `ImageRenderTarget` instead of a
`Handle<Image>`. You can call `handle.into()` to construct an
`ImageRenderTarget` using the same settings as before.
2024-12-17 20:21:40 +00:00

546 lines
20 KiB
Rust

//! This example illustrates how to make headless renderer
//! derived from: <https://sotrh.github.io/learn-wgpu/showcase/windowless/#a-triangle-without-a-window>
//! It follows this steps:
//! 1. Render from camera to gpu-image render target
//! 2. Copy from gpu image to buffer using `ImageCopyDriver` node in `RenderGraph`
//! 3. Copy from buffer to channel using `receive_image_from_buffer` after `RenderSet::Render`
//! 4. Save from channel to random named file using `scene::update` at `PostUpdate` in `MainWorld`
//! 5. Exit if `single_image` setting is set
use bevy::{
app::{AppExit, ScheduleRunnerPlugin},
core_pipeline::tonemapping::Tonemapping,
image::TextureFormatPixelInfo,
prelude::*,
render::{
camera::RenderTarget,
render_asset::{RenderAssetUsages, RenderAssets},
render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, RenderLabel},
render_resource::{
Buffer, BufferDescriptor, BufferUsages, CommandEncoderDescriptor, Extent3d,
ImageCopyBuffer, ImageDataLayout, Maintain, MapMode, TextureDimension, TextureFormat,
TextureUsages,
},
renderer::{RenderContext, RenderDevice, RenderQueue},
Extract, Render, RenderApp, RenderSet,
},
winit::WinitPlugin,
};
use crossbeam_channel::{Receiver, Sender};
use std::{
ops::{Deref, DerefMut},
path::PathBuf,
sync::{
atomic::{AtomicBool, Ordering},
Arc,
},
time::Duration,
};
// To communicate between the main world and the render world we need a channel.
// Since the main world and render world run in parallel, there will always be a frame of latency
// between the data sent from the render world and the data received in the main world
//
// frame n => render world sends data through the channel at the end of the frame
// frame n + 1 => main world receives the data
//
// Receiver and Sender are kept in resources because there is single camera and single target
// That's why there is single images role, if you want to differentiate images
// from different cameras, you should keep Receiver in ImageCopier and Sender in ImageToSave
// or send some id with data
/// This will receive asynchronously any data sent from the render world
#[derive(Resource, Deref)]
struct MainWorldReceiver(Receiver<Vec<u8>>);
/// This will send asynchronously any data to the main world
#[derive(Resource, Deref)]
struct RenderWorldSender(Sender<Vec<u8>>);
// Parameters of resulting image
struct AppConfig {
width: u32,
height: u32,
single_image: bool,
}
fn main() {
let config = AppConfig {
width: 1920,
height: 1080,
single_image: true,
};
// setup frame capture
App::new()
.insert_resource(SceneController::new(
config.width,
config.height,
config.single_image,
))
.insert_resource(ClearColor(Color::srgb_u8(0, 0, 0)))
.add_plugins(
DefaultPlugins
.set(ImagePlugin::default_nearest())
// Not strictly necessary, as the inclusion of ScheduleRunnerPlugin below
// replaces the bevy_winit app runner and so a window is never created.
.set(WindowPlugin {
primary_window: None,
..default()
})
// WinitPlugin will panic in environments without a display server.
.disable::<WinitPlugin>(),
)
.add_plugins(ImageCopyPlugin)
// headless frame capture
.add_plugins(CaptureFramePlugin)
// ScheduleRunnerPlugin provides an alternative to the default bevy_winit app runner, which
// manages the loop without creating a window.
.add_plugins(ScheduleRunnerPlugin::run_loop(
// Run 60 times per second.
Duration::from_secs_f64(1.0 / 60.0),
))
.init_resource::<SceneController>()
.add_systems(Startup, setup)
.run();
}
/// Capture image settings and state
#[derive(Debug, Default, Resource)]
struct SceneController {
state: SceneState,
name: String,
width: u32,
height: u32,
single_image: bool,
}
impl SceneController {
pub fn new(width: u32, height: u32, single_image: bool) -> SceneController {
SceneController {
state: SceneState::BuildScene,
name: String::from(""),
width,
height,
single_image,
}
}
}
/// Capture image state
#[derive(Debug, Default)]
enum SceneState {
#[default]
// State before any rendering
BuildScene,
// Rendering state, stores the number of frames remaining before saving the image
Render(u32),
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
mut scene_controller: ResMut<SceneController>,
render_device: Res<RenderDevice>,
) {
let render_target = setup_render_target(
&mut commands,
&mut images,
&render_device,
&mut scene_controller,
// pre_roll_frames should be big enough for full scene render,
// but the bigger it is, the longer example will run.
// To visualize stages of scene rendering change this param to 0
// and change AppConfig::single_image to false in main
// Stages are:
// 1. Transparent image
// 2. Few black box images
// 3. Fully rendered scene images
// Exact number depends on device speed, device load and scene size
40,
"main_scene".into(),
);
// Scene example for non black box picture
// circular base
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
// cube
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),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Camera3d::default(),
Camera {
// render to image
target: render_target,
..default()
},
Tonemapping::None,
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
/// 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.into())
}
/// 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();
// 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
let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
(src_image.size.width as usize / block_dimensions.0 as usize) * block_size as usize,
);
encoder.copy_texture_to_buffer(
src_image.texture.as_image_copy(),
ImageCopyBuffer {
buffer: &image_copier.buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: Some(
std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
.unwrap()
.into(),
),
rows_per_image: None,
},
},
src_image.size,
);
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
// channels is wholly unnecessary, for the sake of portability to Wasm
// we'll use async channels that work on both native and Wasm.
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();
// 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);
}
}
}