# Objective
- bump naga_oil to 0.10
- update shader imports to use rusty syntax
## Migration Guide
naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:
- use rust-style imports
```
#import bevy_pbr::{
pbr_functions::{alpha_discard as discard, apply_pbr_lighting},
mesh_bindings,
}
```
- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`
- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```
- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.
- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.
- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
# Objective
- When adding/removing bindings in large binding lists, git would
generate very difficult-to-read diffs
## Solution
- Move the `@group(X) @binding(Y)` into the same line as the binding
type declaration
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
See commit message.
I noticed I couldn't use `globals.time` when using `Material2d`.
I copied the solution from 8073362039 , and now `Material2d` works for me.
Perhaps some of these struct definitions could be shared in the future, but for now I've just copy pasted it (it looked like the `View` struct was done that way).
Ping @IceSentry , I saw a comment on the linked commit that you intended to do this work at some point in the future.
# Objective
- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.
---
## Changelog
- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`
## Migration Guide
- In shaders for 3D meshes:
- `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
- `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
- NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
- `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
- `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
- NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.