//! This example illustrates how to make headless renderer //! derived from: //! 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, }, }; 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>); /// This will send asynchronously any data to the main world #[derive(Resource, Deref)] struct RenderWorldSender(Sender>); // 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()) // Do not create a window on startup. .set(WindowPlugin { primary_window: None, exit_condition: bevy::window::ExitCondition::DontExit, close_when_requested: false, }), ) .add_plugins(ImageCopyPlugin) // headless frame capture .add_plugins(CaptureFramePlugin) .add_plugins(ScheduleRunnerPlugin::run_loop( // Run 60 times per second. Duration::from_secs_f64(1.0 / 60.0), )) .init_resource::() .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>, mut materials: ResMut>, mut images: ResMut>, mut scene_controller: ResMut, render_device: Res, ) { 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::(); 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>, render_device: &Res, scene_controller: &mut ResMut, pre_roll_frames: u32, scene_name: String, ) -> RenderTarget { let size = Extent3d { width: scene_controller.width, height: scene_controller.height, ..Default::default() }; // This is the texture that will be rendered to. let mut render_target_image = Image::new_fill( size, TextureDimension::D2, &[0; 4], TextureFormat::bevy_default(), RenderAssetUsages::default(), ); render_target_image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING; let render_target_image_handle = images.add(render_target_image); // This is the texture that will be copied to. let cpu_image = Image::new_fill( size, TextureDimension::D2, &[0; 4], TextureFormat::bevy_default(), RenderAssetUsages::default(), ); let cpu_image_handle = images.add(cpu_image); commands.spawn(ImageCopier::new( render_target_image_handle.clone(), size, render_device, )); commands.spawn(ImageToSave(cpu_image_handle)); scene_controller.state = SceneState::Render(pre_roll_frames); scene_controller.name = scene_name; RenderTarget::Image(render_target_image_handle) } /// Setups image saver pub struct CaptureFramePlugin; impl Plugin for CaptureFramePlugin { fn build(&self, app: &mut App) { info!("Adding CaptureFramePlugin"); app.add_systems(PostUpdate, update); } } /// `ImageCopier` aggregator in `RenderWorld` #[derive(Clone, Default, Resource, Deref, DerefMut)] struct ImageCopiers(pub Vec); /// Used by `ImageCopyDriver` for copying from render target to buffer #[derive(Clone, Component)] struct ImageCopier { buffer: Buffer, enabled: Arc, src_image: Handle, } impl ImageCopier { pub fn new( src_image: Handle, 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>) { commands.insert_resource(ImageCopiers( image_copiers.iter().cloned().collect::>(), )); } /// `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::().unwrap(); let gpu_images = world .get_resource::>() .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.x as usize / block_dimensions.0 as usize) * block_size as usize, ); let texture_extent = Extent3d { width: src_image.size.x, height: src_image.size.y, depth_or_array_layers: 1, }; encoder.copy_texture_to_buffer( src_image.texture.as_image_copy(), ImageCopyBuffer { buffer: &image_copier.buffer, layout: ImageDataLayout { offset: 0, bytes_per_row: Some( std::num::NonZero::::new(padded_bytes_per_row as u32) .unwrap() .into(), ), rows_per_image: None, }, }, texture_extent, ); let render_queue = world.get_resource::().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, render_device: Res, sender: Res, ) { 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); // Takes from channel image content sent from render world and saves it to disk fn update( images_to_save: Query<&ImageToSave>, receiver: Res, mut images: ResMut>, mut scene_controller: ResMut, mut app_exit_writer: EventWriter, mut file_number: Local, ) { 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); } } }