mirror of
https://github.com/storytold/storyteller-bevy.git
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d51eec52c3
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>
78 lines
2.0 KiB
Rust
78 lines
2.0 KiB
Rust
use bevy::prelude::*;
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pub struct ChangeTrackingPlugin;
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impl Plugin for ChangeTrackingPlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<EntityChangedEvent>();
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// Add more of these systems for each component that we want to track
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app.add_systems(Update, send_change_events::<Transform>);
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#[cfg(feature = "wasm")]
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app.add_systems(
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Update,
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wasm::send_change_events::<Transform>.map(bevy::utils::error),
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);
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}
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}
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#[derive(Component, Debug)]
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pub struct ChangeTracker;
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fn send_change_events<T: Component>(
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query: Query<Entity, (Changed<T>, With<ChangeTracker>)>,
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mut entity_change_writer: EventWriter<EntityChangedEvent>,
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) {
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for entity in query.iter() {
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entity_change_writer.send(EntityChangedEvent(entity));
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}
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}
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#[derive(Event, Deref)]
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pub struct EntityChangedEvent(pub Entity);
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#[cfg(feature = "wasm")]
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mod wasm {
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use bevy::{prelude::*, window::PrimaryWindow};
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use wasm_bindgen::prelude::wasm_bindgen;
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use crate::wasm;
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use super::ChangeTracker;
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#[wasm_bindgen(typescript_custom_section)]
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const ENTITY_CHANGES_EVENT: &str = r#"
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export interface EntityChangesEvent extends CustomEvent {
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type: "entity-changes";
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detail: string[];
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}
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declare global {
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export interface GlobalEventHandlersEventMap {
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"entity-changes": EntityChangesEvent;
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}
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}
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"#;
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pub(super) fn send_change_events<T: Component>(
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q_changed_ents: Query<Entity, (Changed<T>, With<ChangeTracker>)>,
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q_window: Query<&Window, With<PrimaryWindow>>,
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) -> Result<(), String> {
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if q_changed_ents.is_empty() {
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return Ok(());
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}
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let Ok(window) = q_window.get_single() else {
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return Ok(());
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};
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let entities = q_changed_ents
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.iter()
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.map(|ent| format!("{ent:?}"))
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.collect::<Vec<_>>();
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wasm::dispatch_to_js(window, "entity-changes", &entities)
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}
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}
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