Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Run Bevy in web worker context #8278

Draft
wants to merge 9 commits into
base: main
Choose a base branch
from
Prev Previous commit
Next Next commit
Add example
  • Loading branch information
MDeiml authored and haibane-tenshi committed Mar 29, 2023
commit ed98f893aa153bc5896dff34016b4986078a5a02
7 changes: 7 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -1900,6 +1900,13 @@ path = "tests/window/minimising.rs"
[package.metadata.example.minimising]
hidden = true

[[example]]
name = "virtual"
path = "examples/window/virtual.rs"

[package.metadata.example.virtual]
hidden = true

[[example]]
name = "window_resizing"
path = "examples/window/window_resizing.rs"
Expand Down
211 changes: 211 additions & 0 deletions examples/window/virtual.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,211 @@
//! Uses two windows to visualize a 3D model from different angles.

use std::f32::consts::PI;

use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::*,
render::{
camera::RenderTarget,
extract_resource::{ExtractResource, ExtractResourcePlugin},
render_asset::{PrepareAssetLabel, RenderAssets},
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::{ExtractedWindows, RenderLayers, WindowSystem},
RenderApp, RenderStage,
},
window::{PresentMode, WindowId},
};

#[derive(Clone, Resource)]
struct WindowTexture {
window_id: WindowId,
render_texture: Handle<Image>,
}

impl ExtractResource for WindowTexture {
type Source = WindowTexture;

fn extract_resource(source: &WindowTexture) -> Self {
source.clone()
}
}

fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(bevy::window::close_on_esc)
.add_plugin(ExtractResourcePlugin::<WindowTexture>::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.add_system_to_stage(
RenderStage::Prepare,
prepare_window_texture
.after(PrepareAssetLabel::AssetPrepare)
.before(WindowSystem::Prepare),
);
}
app.run();
}

fn prepare_window_texture(
window_texture: Res<WindowTexture>,
gpu_images: Res<RenderAssets<Image>>,
mut extracted_windows: ResMut<ExtractedWindows>,
) {
if let Some(window) = extracted_windows.get_mut(&window_texture.window_id) {
window.swap_chain_texture = Some(
gpu_images
.get(&window_texture.render_texture)
.unwrap()
.texture_view
.clone(),
);
}
}

fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
mut windows: ResMut<Windows>,
) {
let window_id = WindowId::new();
windows.add(Window::new_virtual(
window_id,
&WindowDescriptor {
width: 800.,
height: 600.,
present_mode: PresentMode::AutoNoVsync,
title: "Second window".to_string(),
..default()
},
800,
600,
1.0,
None,
));

let size = Extent3d {
width: 800,
height: 600,
..default()
};

// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
},
..default()
};

// fill image.data with zeroes
image.resize(size);

let image_handle = images.add(image);
commands.insert_resource(WindowTexture {
window_id,
render_texture: image_handle.clone(),
});

let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
let cube_material_handle = materials.add(StandardMaterial {
base_color: Color::rgb(0.8, 0.7, 0.6),
reflectance: 0.02,
unlit: false,
..default()
});

// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
let first_pass_layer = RenderLayers::layer(1);

// The cube that will be rendered to the texture.
commands.spawn((
PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
..default()
},
first_pass_layer,
));

// Light
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
commands.spawn(PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
});

commands.spawn((
Camera3dBundle {
camera_3d: Camera3d {
clear_color: ClearColorConfig::Custom(Color::WHITE),
..default()
},
camera: Camera {
// render before the "main pass" camera
priority: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
first_pass_layer,
));

let cube_size = 4.0;
let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));

// This material has the texture that has been rendered.
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(image_handle),
reflectance: 0.02,
unlit: false,
..default()
});

// Main pass cube, with material containing the rendered first pass texture.
commands.spawn(PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});

// The main pass camera.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});

let window_id = WindowId::new();
windows.add(Window::new_virtual(
window_id,
&WindowDescriptor {
width: 800.,
height: 600.,
present_mode: PresentMode::AutoNoVsync,
title: "Second window".to_string(),
..default()
},
800,
600,
1.0,
None,
));
}