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https://github.com/storytold/storyteller-bevy.git
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Bootstrap Image Generator application (#53)
This PR begins scaffolding the Stable Diffusion Turbo application (title
TBD), which is a separate frontend for Storyteller Engine which focuses
on image generation.
### Design Overview
* The application renders a "split-screen" view, with Storyteller Studio
on the left, and the Stable Diffusion Turbo output on the right
* When changes are made in the Studio editor:
- A screenshot is taken from the Bevy application
- Screenshot is piped into Stable Diffusion Turbo model
- Model output is rendered to the screen
* This all happens in as close to real-time as possible
### Work completed in this PR
* The `studio-frontend` project has been (somewhat crudely) refactored
to split most of its components into reusable libraries
- `studio-ui` is a use-case-agnostic design system library for core UI
components. These are "dumb" components which are controlled
via `@property` inputs and send `CustomEvent`s in response to user
input.
- `studio-frontend` is a collection of reusable Storyteller Studio
widgets. These are "smart" components which depend on
`@storyteller/studio` directly, manage their own state, and require very
little configuration or styling. They are designed to be drop-in
building blocks that can be reused between various frontends.
* The new application has been bootstrapped as `image-generator-demo`
- Currently, this simply grabs screenshots from the Bevy application and
renders those screenshots on the right side of the split-screen view. A
future PR will wire up to the Storyteller.ai backend to pipe these
screenshots through Stable Diffusion Turbo, and render that model's
output instead.
### Testing
* Install dependencies as described in the repo's README
* Run `npx nx serve image-generator-demo`
* Open [localhost:4200](http://localhost:4200) in your browser
- Use the camera controller in the left side of the view to manipulate
the Bevy scene
- Verify the right side of the view updates with a fresh screenshot at a
rate of ~5 fps
* Toggle the "Realtime Capture" checkbox
- Verify the right side view no longer updates while the user is
actively manipulating the editor
- This should allow the app to run smoother on lower-spec hardware
---------
Co-authored-by: Danny McGee <dannymcgee@gmail.com>
This commit is contained in:
@@ -10,7 +10,7 @@ use crate::{
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interaction::Selected,
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math::{
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Easing, InterpPosition, InterpVelocity, Interpolation, InterpolationSystem, NearlyEq,
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Velocity,
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NearlyZero, Velocity,
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},
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};
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@@ -78,9 +78,6 @@ fn camera_control_kinematic(
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return;
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}
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let (mut controller, mut xform, proj) = q_camera.single_mut();
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let mut window = q_window.single_mut();
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let mut any_ongoing = false;
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let mut any_started = false;
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let mut any_stopped = false;
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@@ -92,7 +89,8 @@ fn camera_control_kinematic(
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)
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}) {
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if let InputAction(lifecycle, Action::Camera(motion)) = action {
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use CameraMotion::*;
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let (mut controller, mut xform, proj) = q_camera.single_mut();
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let window = q_window.single();
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match lifecycle {
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Lifecycle::Start => any_started = true,
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@@ -100,20 +98,21 @@ fn camera_control_kinematic(
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Lifecycle::Stop => any_stopped = true,
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}
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use CameraMotion::*;
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match motion {
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Pan(delta) => do_pan(proj, &window, *delta, &mut xform, &mut controller),
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Zoom(delta) => do_zoom(&window, *delta, &mut xform, &mut controller),
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Orbit(delta) => do_orbit(&window, *delta, *lifecycle, &mut xform, &mut controller),
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Rotate(delta) => do_rotate(&window, *delta, &mut xform, &mut controller),
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Pan(delta) => do_pan(proj, window, *delta, &mut xform, &mut controller),
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Zoom(delta) => do_zoom(window, *delta, &mut xform, &mut controller),
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Orbit(delta) => do_orbit(window, *delta, *lifecycle, &mut xform, &mut controller),
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Rotate(delta) => do_rotate(window, *delta, &mut xform, &mut controller),
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_ => {}
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}
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}
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}
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if any_started {
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capture_pointer(&mut window);
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capture_pointer(&mut q_window.single_mut());
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} else if any_stopped && !any_ongoing {
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release_pointer(&mut window);
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release_pointer(&mut q_window.single_mut());
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}
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}
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@@ -215,12 +214,16 @@ fn process_focus_inputs(
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}
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fn camera_control_physical(
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mut q_camera: Query<(&mut CameraController, &mut Transform, &Velocity)>,
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mut q_camera: Query<(Entity, &mut CameraController, &Velocity)>,
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mut q_xforms: Query<&mut Transform>,
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) {
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for (mut controller, mut xform, velocity) in q_camera.iter_mut() {
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let delta_pos = xform.rotation * (**velocity);
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xform.translation += delta_pos;
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controller.focus += delta_pos;
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for (ent, mut controller, velocity) in q_camera.iter_mut() {
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if !velocity.nearly_zero() {
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let mut xform = q_xforms.get_mut(ent).unwrap();
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let delta_pos = xform.rotation * (**velocity);
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xform.translation += delta_pos;
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controller.focus += delta_pos;
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}
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}
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}
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