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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, RenderGraphSystems, 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::Linear,
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(
223                RenderGraph,
224                image_copy_driver.after(RenderGraphSystems::Submit),
225            );
226    }
227}
228
229/// Setups render target and cpu image for saving, changes scene state into render mode
230fn setup_render_target(
231    commands: &mut Commands,
232    images: &mut ResMut<Assets<Image>>,
233    render_device: &Res<RenderDevice>,
234    scene_controller: &mut ResMut<SceneController>,
235    pre_roll_frames: u32,
236    scene_name: String,
237) -> RenderTarget {
238    let size = Extent3d {
239        width: scene_controller.width,
240        height: scene_controller.height,
241        ..Default::default()
242    };
243
244    // This is the texture that will be rendered to.
245    let mut render_target_image =
246        Image::new_target_texture(size.width, size.height, TextureFormat::Rgba8UnormSrgb, None);
247    render_target_image.texture_descriptor.usage |= TextureUsages::COPY_SRC;
248    let render_target_image_handle = images.add(render_target_image);
249
250    // This is the texture that will be copied to.
251    let cpu_image =
252        Image::new_target_texture(size.width, size.height, TextureFormat::Rgba8UnormSrgb, None);
253    let cpu_image_handle = images.add(cpu_image);
254
255    commands.spawn(ImageCopier::new(
256        render_target_image_handle.clone(),
257        size,
258        render_device,
259    ));
260
261    commands.spawn(ImageToSave(cpu_image_handle));
262
263    scene_controller.state = SceneState::Render(pre_roll_frames);
264    scene_controller.name = scene_name;
265    RenderTarget::Image(render_target_image_handle.into())
266}
267
268/// Setups image saver
269pub struct CaptureFramePlugin;
270impl Plugin for CaptureFramePlugin {
271    fn build(&self, app: &mut App) {
272        info!("Adding CaptureFramePlugin");
273        app.add_systems(PostUpdate, update);
274    }
275}
276
277/// `ImageCopier` aggregator in `RenderWorld`
278#[derive(Clone, Default, Resource, Deref, DerefMut)]
279struct ImageCopiers(pub Vec<ImageCopier>);
280
281/// Used by `ImageCopyDriver` for copying from render target to buffer
282#[derive(Clone, Component)]
283struct ImageCopier {
284    buffer: Buffer,
285    enabled: Arc<AtomicBool>,
286    src_image: Handle<Image>,
287}
288
289impl ImageCopier {
290    pub fn new(
291        src_image: Handle<Image>,
292        size: Extent3d,
293        render_device: &RenderDevice,
294    ) -> ImageCopier {
295        let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(size.width as usize * 4);
296        let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
297            label: None,
298            size: padded_bytes_per_row as u64 * size.height as u64,
299            usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
300            mapped_at_creation: false,
301        });
302
303        ImageCopier {
304            buffer: cpu_buffer,
305            src_image,
306            enabled: Arc::new(AtomicBool::new(true)),
307        }
308    }
309
310    pub fn enabled(&self) -> bool {
311        self.enabled.load(Ordering::Relaxed)
312    }
313}
314
315/// Extracting `ImageCopier`s into render world, because `ImageCopyDriver` accesses them
316fn image_copy_extract(mut commands: Commands, image_copiers: Extract<Query<&ImageCopier>>) {
317    commands.insert_resource(ImageCopiers(
318        image_copiers.iter().cloned().collect::<Vec<ImageCopier>>(),
319    ));
320}
321
322// Copies image content from render target to buffer
323fn image_copy_driver(
324    render_context: RenderContext,
325    image_copiers: Res<ImageCopiers>,
326    render_queue: Res<RenderQueue>,
327    gpu_images: Res<RenderAssets<bevy::render::texture::GpuImage>>,
328) {
329    for image_copier in image_copiers.iter() {
330        if !image_copier.enabled() {
331            continue;
332        }
333
334        let src_image = gpu_images.get(&image_copier.src_image).unwrap();
335
336        let mut encoder = render_context
337            .render_device()
338            .create_command_encoder(&CommandEncoderDescriptor::default());
339
340        let block_dimensions = src_image.texture_descriptor.format.block_dimensions();
341        let block_size = src_image
342            .texture_descriptor
343            .format
344            .block_copy_size(None)
345            .unwrap();
346
347        // Calculating correct size of image row because
348        // copy_texture_to_buffer can copy image only by rows aligned wgpu::COPY_BYTES_PER_ROW_ALIGNMENT
349        // That's why image in buffer can be little bit wider
350        // This should be taken into account at copy from buffer stage
351        let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
352            (src_image.texture_descriptor.size.width as usize / block_dimensions.0 as usize)
353                * block_size as usize,
354        );
355
356        encoder.copy_texture_to_buffer(
357            src_image.texture.as_image_copy(),
358            TexelCopyBufferInfo {
359                buffer: &image_copier.buffer,
360                layout: TexelCopyBufferLayout {
361                    offset: 0,
362                    bytes_per_row: Some(
363                        std::num::NonZero::<u32>::new(padded_bytes_per_row as u32)
364                            .unwrap()
365                            .into(),
366                    ),
367                    rows_per_image: None,
368                },
369            },
370            src_image.texture_descriptor.size,
371        );
372
373        render_queue.submit(std::iter::once(encoder.finish()));
374    }
375}
376
377/// runs in render world after Render stage to send image from buffer via channel (receiver is in main world)
378fn receive_image_from_buffer(
379    image_copiers: Res<ImageCopiers>,
380    render_device: Res<RenderDevice>,
381    sender: Res<RenderWorldSender>,
382) {
383    for image_copier in image_copiers.0.iter() {
384        if !image_copier.enabled() {
385            continue;
386        }
387
388        // Finally time to get our data back from the gpu.
389        // First we get a buffer slice which represents a chunk of the buffer (which we
390        // can't access yet).
391        // We want the whole thing so use unbounded range.
392        let buffer_slice = image_copier.buffer.slice(..);
393
394        // Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
395        // or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
396        // flipping ownership of the buffer over to the CPU and making access legal. We do this
397        // with `BufferSlice::map_async`.
398        //
399        // The problem is that map_async is not an async function so we can't await it. What
400        // we need to do instead is pass in a closure that will be executed when the slice is
401        // either mapped or the mapping has failed.
402        //
403        // The problem with this is that we don't have a reliable way to wait in the main
404        // code for the buffer to be mapped and even worse, calling get_mapped_range or
405        // get_mapped_range_mut prematurely will cause a panic, not return an error.
406        //
407        // Using channels solves this as awaiting the receiving of a message from
408        // the passed closure will force the outside code to wait. It also doesn't hurt
409        // if the closure finishes before the outside code catches up as the message is
410        // buffered and receiving will just pick that up.
411        //
412        // It may also be worth noting that although on native, the usage of asynchronous
413        // channels is wholly unnecessary, for the sake of portability to Wasm
414        // we'll use async channels that work on both native and Wasm.
415
416        let (s, r) = crossbeam_channel::bounded(1);
417
418        // Maps the buffer so it can be read on the cpu
419        buffer_slice.map_async(MapMode::Read, move |r| match r {
420            // This will execute once the gpu is ready, so after the call to poll()
421            Ok(r) => s.send(r).expect("Failed to send map update"),
422            Err(err) => panic!("Failed to map buffer {err}"),
423        });
424
425        // In order for the mapping to be completed, one of three things must happen.
426        // One of those can be calling `Device::poll`. This isn't necessary on the web as devices
427        // are polled automatically but natively, we need to make sure this happens manually.
428        // `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
429
430        // This blocks until the gpu is done executing everything
431        render_device
432            .poll(PollType::wait_indefinitely())
433            .expect("Failed to poll device for map async");
434
435        // This blocks until the buffer is mapped
436        r.recv().expect("Failed to receive the map_async message");
437
438        // This could fail on app exit, if Main world clears resources (including receiver) while Render world still renders
439        let _ = sender.send(buffer_slice.get_mapped_range().unwrap().to_vec());
440
441        // We need to make sure all `BufferView`'s are dropped before we do what we're about
442        // to do.
443        // Unmap so that we can copy to the staging buffer in the next iteration.
444        image_copier.buffer.unmap();
445    }
446}
447
448/// CPU-side image for saving
449#[derive(Component, Deref, DerefMut)]
450struct ImageToSave(Handle<Image>);
451
452// Takes from channel image content sent from render world and saves it to disk
453fn update(
454    images_to_save: Query<&ImageToSave>,
455    receiver: Res<MainWorldReceiver>,
456    mut images: ResMut<Assets<Image>>,
457    mut scene_controller: ResMut<SceneController>,
458    mut app_exit_writer: MessageWriter<AppExit>,
459    mut file_number: Local<u32>,
460) {
461    if let SceneState::Render(n) = scene_controller.state {
462        if n < 1 {
463            // We don't want to block the main world on this,
464            // so we use try_recv which attempts to receive without blocking
465            let mut image_data = Vec::new();
466            while let Ok(data) = receiver.try_recv() {
467                // image generation could be faster than saving to fs,
468                // that's why use only last of them
469                image_data = data;
470            }
471            if !image_data.is_empty() {
472                for image in images_to_save.iter() {
473                    // Fill correct data from channel to image
474                    let mut img_bytes = images.get_mut(image.id()).unwrap();
475
476                    // We need to ensure that this works regardless of the image dimensions
477                    // If the image became wider when copying from the texture to the buffer,
478                    // then the data is reduced to its original size when copying from the buffer to the image.
479                    let row_bytes = img_bytes.width() as usize
480                        * img_bytes.texture_descriptor.format.pixel_size().unwrap();
481                    let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
482                    if row_bytes == aligned_row_bytes {
483                        img_bytes.data.as_mut().unwrap().clone_from(&image_data);
484                    } else {
485                        // shrink data to original image size
486                        img_bytes.data = Some(
487                            image_data
488                                .chunks(aligned_row_bytes)
489                                .take(img_bytes.height() as usize)
490                                .flat_map(|row| &row[..row_bytes.min(row.len())])
491                                .cloned()
492                                .collect(),
493                        );
494                    }
495
496                    // Create RGBA Image Buffer
497                    let img = match img_bytes.clone().try_into_dynamic() {
498                        Ok(img) => img.to_rgba8(),
499                        Err(e) => panic!("Failed to create image buffer {e:?}"),
500                    };
501
502                    // Prepare directory for images, test_images in bevy folder is used here for example
503                    // You should choose the path depending on your needs
504                    let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
505                    info!("Saving image to: {images_dir:?}");
506                    std::fs::create_dir_all(&images_dir).unwrap();
507
508                    // Choose filename starting from 000.png
509                    let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
510                    *file_number.deref_mut() += 1;
511
512                    // Finally saving image to file, this heavy blocking operation is kept here
513                    // for example simplicity, but in real app you should move it to a separate task
514                    if let Err(e) = img.save(image_path) {
515                        panic!("Failed to save image: {e}");
516                    };
517                }
518                if scene_controller.single_image {
519                    app_exit_writer.write(AppExit::Success);
520                }
521            }
522        } else {
523            // clears channel for skipped frames
524            while receiver.try_recv().is_ok() {}
525            scene_controller.state = SceneState::Render(n - 1);
526        }
527    }
528}