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headless_renderer/
headless_renderer.rs

1//! This example illustrates how to make a headless renderer.
2//! Derived from: <https://sotrh.github.io/learn-wgpu/showcase/windowless/#a-triangle-without-a-window>
3//! It follows these steps:
4//!
5//! 1. Render from camera to gpu-image render target
6//! 2. Copy from gpu image to buffer using `ImageCopyDriver` node in `RenderGraph`
7//! 3. Copy from buffer to channel using `receive_image_from_buffer` after `RenderSystems::Render`
8//! 4. Save from channel to random named file using `scene::update` at `PostUpdate` in `MainWorld`
9//! 5. Exit if `single_image` setting is set
10//!
11//! If your goal is to capture a single “screenshot” as opposed to every single rendered frame
12//! without gaps, it is simpler to use [`bevy::render::view::window::screenshot::Screenshot`]
13//! than this approach.
14
15use bevy::{
16    app::{AppExit, ScheduleRunnerPlugin},
17    camera::RenderTarget,
18    core_pipeline::tonemapping::Tonemapping,
19    image::TextureFormatPixelInfo,
20    prelude::*,
21    render::{
22        render_asset::RenderAssets,
23        render_resource::{
24            Buffer, BufferDescriptor, BufferUsages, CommandEncoderDescriptor, Extent3d, MapMode,
25            PollType, TexelCopyBufferInfo, TexelCopyBufferLayout, TextureFormat, TextureUsages,
26        },
27        renderer::{RenderContext, RenderDevice, RenderGraph, RenderQueue},
28        Extract, Render, RenderApp, RenderSystems,
29    },
30    window::ExitCondition,
31    winit::WinitPlugin,
32};
33use crossbeam_channel::{Receiver, Sender};
34use std::{
35    ops::{Deref, DerefMut},
36    path::PathBuf,
37    sync::{
38        atomic::{AtomicBool, Ordering},
39        Arc,
40    },
41    time::Duration,
42};
43// To communicate between the main world and the render world we need a channel.
44// Since the main world and render world run in parallel, there will always be a frame of latency
45// between the data sent from the render world and the data received in the main world
46//
47// frame n => render world sends data through the channel at the end of the frame
48// frame n + 1 => main world receives the data
49//
50// Receiver and Sender are kept in resources because there is single camera and single target
51// That's why there is single images role, if you want to differentiate images
52// from different cameras, you should keep Receiver in ImageCopier and Sender in ImageToSave
53// or send some id with data
54
55/// This will receive asynchronously any data sent from the render world
56#[derive(Resource, Deref)]
57struct MainWorldReceiver(Receiver<Vec<u8>>);
58
59/// This will send asynchronously any data to the main world
60#[derive(Resource, Deref)]
61struct RenderWorldSender(Sender<Vec<u8>>);
62
63// Parameters of resulting image
64struct AppConfig {
65    width: u32,
66    height: u32,
67    single_image: bool,
68}
69
70fn main() {
71    let config = AppConfig {
72        width: 1920,
73        height: 1080,
74        single_image: true,
75    };
76
77    // setup frame capture
78    App::new()
79        .insert_resource(SceneController::new(
80            config.width,
81            config.height,
82            config.single_image,
83        ))
84        .insert_resource(ClearColor(Color::srgb_u8(0, 0, 0)))
85        .add_plugins(
86            DefaultPlugins
87                .set(ImagePlugin::default_nearest())
88                // Not strictly necessary, as the inclusion of ScheduleRunnerPlugin below
89                // replaces the bevy_winit app runner and so a window is never created.
90                .set(WindowPlugin {
91                    primary_window: None,
92                    // Don’t automatically exit due to having no windows.
93                    // Instead, the code in `update()` will explicitly produce an `AppExit` event.
94                    exit_condition: ExitCondition::DontExit,
95                    ..default()
96                })
97                // WinitPlugin will panic in environments without a display server.
98                .disable::<WinitPlugin>(),
99        )
100        .add_plugins(ImageCopyPlugin)
101        // headless frame capture
102        .add_plugins(CaptureFramePlugin)
103        // ScheduleRunnerPlugin provides an alternative to the default bevy_winit app runner, which
104        // manages the loop without creating a window.
105        .add_plugins(ScheduleRunnerPlugin::run_loop(
106            // Run 60 times per second.
107            Duration::from_secs_f64(1.0 / 60.0),
108        ))
109        .init_resource::<SceneController>()
110        .add_systems(Startup, setup)
111        .run();
112}
113
114/// Capture image settings and state
115#[derive(Debug, Default, Resource)]
116struct SceneController {
117    state: SceneState,
118    name: String,
119    width: u32,
120    height: u32,
121    single_image: bool,
122}
123
124impl SceneController {
125    pub fn new(width: u32, height: u32, single_image: bool) -> SceneController {
126        SceneController {
127            state: SceneState::BuildScene,
128            name: String::from(""),
129            width,
130            height,
131            single_image,
132        }
133    }
134}
135
136/// Capture image state
137#[derive(Debug, Default)]
138enum SceneState {
139    #[default]
140    // State before any rendering
141    BuildScene,
142    // Rendering state, stores the number of frames remaining before saving the image
143    Render(u32),
144}
145
146fn setup(
147    mut commands: Commands,
148    mut meshes: ResMut<Assets<Mesh>>,
149    mut materials: ResMut<Assets<StandardMaterial>>,
150    mut images: ResMut<Assets<Image>>,
151    mut scene_controller: ResMut<SceneController>,
152    render_device: Res<RenderDevice>,
153) {
154    let render_target = setup_render_target(
155        &mut commands,
156        &mut images,
157        &render_device,
158        &mut scene_controller,
159        // pre_roll_frames should be big enough for full scene render,
160        // but the bigger it is, the longer example will run.
161        // To visualize stages of scene rendering change this param to 0
162        // and change AppConfig::single_image to false in main
163        // Stages are:
164        // 1. Transparent image
165        // 2. Few black box images
166        // 3. Fully rendered scene images
167        // Exact number depends on device speed, device load and scene size
168        40,
169        "main_scene".into(),
170    );
171
172    // Scene example for non black box picture
173    // circular base
174    commands.spawn((
175        Mesh3d(meshes.add(Circle::new(4.0))),
176        MeshMaterial3d(materials.add(Color::WHITE)),
177        Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
178    ));
179    // cube
180    commands.spawn((
181        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
182        MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
183        Transform::from_xyz(0.0, 0.5, 0.0),
184    ));
185    // light
186    commands.spawn((
187        PointLight {
188            shadow_maps_enabled: true,
189            ..default()
190        },
191        Transform::from_xyz(4.0, 8.0, 4.0),
192    ));
193
194    commands.spawn((
195        Camera3d::default(),
196        render_target,
197        Tonemapping::None,
198        Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
199    ));
200}
201
202/// Plugin for Render world part of work
203pub struct ImageCopyPlugin;
204impl Plugin for ImageCopyPlugin {
205    fn build(&self, app: &mut App) {
206        let (s, r) = crossbeam_channel::unbounded();
207
208        let render_app = app
209            .insert_resource(MainWorldReceiver(r))
210            .sub_app_mut(RenderApp);
211
212        render_app
213            .insert_resource(RenderWorldSender(s))
214            // Make ImageCopiers accessible in RenderWorld system and plugin
215            .add_systems(ExtractSchedule, image_copy_extract)
216            // Receives image data from buffer to channel
217            // so we need to run it after the render graph is done
218            .add_systems(
219                Render,
220                receive_image_from_buffer.after(RenderSystems::Render),
221            )
222            .add_systems(RenderGraph, image_copy_driver);
223    }
224}
225
226/// Setups render target and cpu image for saving, changes scene state into render mode
227fn setup_render_target(
228    commands: &mut Commands,
229    images: &mut ResMut<Assets<Image>>,
230    render_device: &Res<RenderDevice>,
231    scene_controller: &mut ResMut<SceneController>,
232    pre_roll_frames: u32,
233    scene_name: String,
234) -> RenderTarget {
235    let size = Extent3d {
236        width: scene_controller.width,
237        height: scene_controller.height,
238        ..Default::default()
239    };
240
241    // This is the texture that will be rendered to.
242    let mut render_target_image =
243        Image::new_target_texture(size.width, size.height, TextureFormat::Rgba8UnormSrgb, None);
244    render_target_image.texture_descriptor.usage |= TextureUsages::COPY_SRC;
245    let render_target_image_handle = images.add(render_target_image);
246
247    // This is the texture that will be copied to.
248    let cpu_image =
249        Image::new_target_texture(size.width, size.height, TextureFormat::Rgba8UnormSrgb, None);
250    let cpu_image_handle = images.add(cpu_image);
251
252    commands.spawn(ImageCopier::new(
253        render_target_image_handle.clone(),
254        size,
255        render_device,
256    ));
257
258    commands.spawn(ImageToSave(cpu_image_handle));
259
260    scene_controller.state = SceneState::Render(pre_roll_frames);
261    scene_controller.name = scene_name;
262    RenderTarget::Image(render_target_image_handle.into())
263}
264
265/// Setups image saver
266pub struct CaptureFramePlugin;
267impl Plugin for CaptureFramePlugin {
268    fn build(&self, app: &mut App) {
269        info!("Adding CaptureFramePlugin");
270        app.add_systems(PostUpdate, update);
271    }
272}
273
274/// `ImageCopier` aggregator in `RenderWorld`
275#[derive(Clone, Default, Resource, Deref, DerefMut)]
276struct ImageCopiers(pub Vec<ImageCopier>);
277
278/// Used by `ImageCopyDriver` for copying from render target to buffer
279#[derive(Clone, Component)]
280struct ImageCopier {
281    buffer: Buffer,
282    enabled: Arc<AtomicBool>,
283    src_image: Handle<Image>,
284}
285
286impl ImageCopier {
287    pub fn new(
288        src_image: Handle<Image>,
289        size: Extent3d,
290        render_device: &RenderDevice,
291    ) -> ImageCopier {
292        let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(size.width as usize * 4);
293        let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
294            label: None,
295            size: padded_bytes_per_row as u64 * size.height as u64,
296            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
297            mapped_at_creation: false,
298        });
299
300        ImageCopier {
301            buffer: cpu_buffer,
302            src_image,
303            enabled: Arc::new(AtomicBool::new(true)),
304        }
305    }
306
307    pub fn enabled(&self) -> bool {
308        self.enabled.load(Ordering::Relaxed)
309    }
310}
311
312/// Extracting `ImageCopier`s into render world, because `ImageCopyDriver` accesses them
313fn image_copy_extract(mut commands: Commands, image_copiers: Extract<Query<&ImageCopier>>) {
314    commands.insert_resource(ImageCopiers(
315        image_copiers.iter().cloned().collect::<Vec<ImageCopier>>(),
316    ));
317}
318
319// Copies image content from render target to buffer
320fn image_copy_driver(
321    render_context: RenderContext,
322    image_copiers: Res<ImageCopiers>,
323    render_queue: Res<RenderQueue>,
324    gpu_images: Res<RenderAssets<bevy::render::texture::GpuImage>>,
325) {
326    for image_copier in image_copiers.iter() {
327        if !image_copier.enabled() {
328            continue;
329        }
330
331        let src_image = gpu_images.get(&image_copier.src_image).unwrap();
332
333        let mut encoder = render_context
334            .render_device()
335            .create_command_encoder(&CommandEncoderDescriptor::default());
336
337        let block_dimensions = src_image.texture_descriptor.format.block_dimensions();
338        let block_size = src_image
339            .texture_descriptor
340            .format
341            .block_copy_size(None)
342            .unwrap();
343
344        // Calculating correct size of image row because
345        // copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
346        // That's why image in buffer can be little bit wider
347        // This should be taken into account at copy from buffer stage
348        let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
349            (src_image.texture_descriptor.size.width as usize / block_dimensions.0 as usize)
350                * block_size as usize,
351        );
352
353        encoder.copy_texture_to_buffer(
354            src_image.texture.as_image_copy(),
355            TexelCopyBufferInfo {
356                buffer: &image_copier.buffer,
357                layout: TexelCopyBufferLayout {
358                    offset: 0,
359                    bytes_per_row: Some(
360                        std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
361                            .unwrap()
362                            .into(),
363                    ),
364                    rows_per_image: None,
365                },
366            },
367            src_image.texture_descriptor.size,
368        );
369
370        render_queue.submit(std::iter::once(encoder.finish()));
371    }
372}
373
374/// runs in render world after Render stage to send image from buffer via channel (receiver is in main world)
375fn receive_image_from_buffer(
376    image_copiers: Res<ImageCopiers>,
377    render_device: Res<RenderDevice>,
378    sender: Res<RenderWorldSender>,
379) {
380    for image_copier in image_copiers.0.iter() {
381        if !image_copier.enabled() {
382            continue;
383        }
384
385        // Finally time to get our data back from the gpu.
386        // First we get a buffer slice which represents a chunk of the buffer (which we
387        // can't access yet).
388        // We want the whole thing so use unbounded range.
389        let buffer_slice = image_copier.buffer.slice(..);
390
391        // Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
392        // or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
393        // flipping ownership of the buffer over to the CPU and making access legal. We do this
394        // with `BufferSlice::map_async`.
395        //
396        // The problem is that map_async is not an async function so we can't await it. What
397        // we need to do instead is pass in a closure that will be executed when the slice is
398        // either mapped or the mapping has failed.
399        //
400        // The problem with this is that we don't have a reliable way to wait in the main
401        // code for the buffer to be mapped and even worse, calling get_mapped_range or
402        // get_mapped_range_mut prematurely will cause a panic, not return an error.
403        //
404        // Using channels solves this as awaiting the receiving of a message from
405        // the passed closure will force the outside code to wait. It also doesn't hurt
406        // if the closure finishes before the outside code catches up as the message is
407        // buffered and receiving will just pick that up.
408        //
409        // It may also be worth noting that although on native, the usage of asynchronous
410        // channels is wholly unnecessary, for the sake of portability to Wasm
411        // we'll use async channels that work on both native and Wasm.
412
413        let (s, r) = crossbeam_channel::bounded(1);
414
415        // Maps the buffer so it can be read on the cpu
416        buffer_slice.map_async(MapMode::Read, move |r| match r {
417            // This will execute once the gpu is ready, so after the call to poll()
418            Ok(r) => s.send(r).expect("Failed to send map update"),
419            Err(err) => panic!("Failed to map buffer {err}"),
420        });
421
422        // In order for the mapping to be completed, one of three things must happen.
423        // One of those can be calling `Device::poll`. This isn't necessary on the web as devices
424        // are polled automatically but natively, we need to make sure this happens manually.
425        // `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
426
427        // This blocks until the gpu is done executing everything
428        render_device
429            .poll(PollType::wait_indefinitely())
430            .expect("Failed to poll device for map async");
431
432        // This blocks until the buffer is mapped
433        r.recv().expect("Failed to receive the map_async message");
434
435        // This could fail on app exit, if Main world clears resources (including receiver) while Render world still renders
436        let _ = sender.send(buffer_slice.get_mapped_range().to_vec());
437
438        // We need to make sure all `BufferView`'s are dropped before we do what we're about
439        // to do.
440        // Unmap so that we can copy to the staging buffer in the next iteration.
441        image_copier.buffer.unmap();
442    }
443}
444
445/// CPU-side image for saving
446#[derive(Component, Deref, DerefMut)]
447struct ImageToSave(Handle<Image>);
448
449// Takes from channel image content sent from render world and saves it to disk
450fn update(
451    images_to_save: Query<&ImageToSave>,
452    receiver: Res<MainWorldReceiver>,
453    mut images: ResMut<Assets<Image>>,
454    mut scene_controller: ResMut<SceneController>,
455    mut app_exit_writer: MessageWriter<AppExit>,
456    mut file_number: Local<u32>,
457) {
458    if let SceneState::Render(n) = scene_controller.state {
459        if n < 1 {
460            // We don't want to block the main world on this,
461            // so we use try_recv which attempts to receive without blocking
462            let mut image_data = Vec::new();
463            while let Ok(data) = receiver.try_recv() {
464                // image generation could be faster than saving to fs,
465                // that's why use only last of them
466                image_data = data;
467            }
468            if !image_data.is_empty() {
469                for image in images_to_save.iter() {
470                    // Fill correct data from channel to image
471                    let mut img_bytes = images.get_mut(image.id()).unwrap();
472
473                    // We need to ensure that this works regardless of the image dimensions
474                    // If the image became wider when copying from the texture to the buffer,
475                    // then the data is reduced to its original size when copying from the buffer to the image.
476                    let row_bytes = img_bytes.width() as usize
477                        * img_bytes.texture_descriptor.format.pixel_size().unwrap();
478                    let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
479                    if row_bytes == aligned_row_bytes {
480                        img_bytes.data.as_mut().unwrap().clone_from(&image_data);
481                    } else {
482                        // shrink data to original image size
483                        img_bytes.data = Some(
484                            image_data
485                                .chunks(aligned_row_bytes)
486                                .take(img_bytes.height() as usize)
487                                .flat_map(|row| &row[..row_bytes.min(row.len())])
488                                .cloned()
489                                .collect(),
490                        );
491                    }
492
493                    // Create RGBA Image Buffer
494                    let img = match img_bytes.clone().try_into_dynamic() {
495                        Ok(img) => img.to_rgba8(),
496                        Err(e) => panic!("Failed to create image buffer {e:?}"),
497                    };
498
499                    // Prepare directory for images, test_images in bevy folder is used here for example
500                    // You should choose the path depending on your needs
501                    let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
502                    info!("Saving image to: {images_dir:?}");
503                    std::fs::create_dir_all(&images_dir).unwrap();
504
505                    // Choose filename starting from 000.png
506                    let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
507                    *file_number.deref_mut() += 1;
508
509                    // Finally saving image to file, this heavy blocking operation is kept here
510                    // for example simplicity, but in real app you should move it to a separate task
511                    if let Err(e) = img.save(image_path) {
512                        panic!("Failed to save image: {e}");
513                    };
514                }
515                if scene_controller.single_image {
516                    app_exit_writer.write(AppExit::Success);
517                }
518            }
519        } else {
520            // clears channel for skipped frames
521            while receiver.try_recv().is_ok() {}
522            scene_controller.state = SceneState::Render(n - 1);
523        }
524    }
525}