bevy/examples/shader
Daniel McNab 7b2cf98896 Make RenderStage::Extract run on the render world (#4402)
# Objective

- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.

## Solution

- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.

## Future work

It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.

## Todo
I still need to add doc comments to `Extract`.

---

## Changelog

### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
   You must use the `Extract` `SystemParam` to access the main world during the extract phase.
   Resources on the render world can now be accessed using `ResMut` during extract.

### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead

## Migration Guide

The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.

For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
    for cloud in clouds.iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
    for cloud in clouds.value().iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
-    for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+    for cloud in clouds.value().iter() {
         commands.get_or_spawn(cloud).insert(Cloud);
     }
 }
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
     *render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
..
animate_shader.rs Make RenderStage::Extract run on the render world (#4402) 2022-07-08 23:56:33 +00:00
array_texture.rs Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) 2022-06-30 23:48:46 +00:00
compute_shader_game_of_life.rs Update commented vsync code in example to use present_mode (#4926) 2022-06-04 20:00:01 +00:00
custom_vertex_attribute.rs Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) 2022-06-30 23:48:46 +00:00
post_processing.rs Add helper methods for rotating Transforms (#5151) 2022-07-01 03:58:54 +00:00
shader_defs.rs Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) 2022-06-30 23:48:46 +00:00
shader_instancing.rs Add ViewRangefinder3d to reduce boilerplate when enqueuing standard 3D PhaseItems. (#5014) 2022-07-05 06:13:39 +00:00
shader_material.rs Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) 2022-06-30 23:48:46 +00:00
shader_material_glsl.rs Update shader_material_glsl example to include texture sampling (#5215) 2022-07-08 01:14:22 +00:00
shader_material_screenspace_texture.rs Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053) 2022-06-30 23:48:46 +00:00