As with Corrade, this is not exactly backwards compatible, but for
common use case without OBJECT libraries this should not be a problem.
In any case, recreate the build dir and update your copy of all
Find*.cmake modules to avoid weird things happening.
User-facing changes:
* Documentation of all Find*.cmake modules converted to
reStructuredText to follow official CMake guidelines.
* The newfangled way to use the libraries is to link to Magnum::Shaders
instead of adding ${MAGNUM_SHADERS_INCLUDE_DIRS} to include path and
linking to ${MAGNUM_SHADERS_LIBRARIES}.
* The old ${MAGNUM_*_LIBRARIES} are deprecated and now just expand to
Magnum::* target. Use the target directly. These are also enabled
only when building with MAGNUM_BUILD_DEPRECATED.
* The old ${MAGNUM_*_INCLUDE_DIRS} are removed as the Magnum::* targets
cover these too.
Internal changes:
* Global state such as include_directories() was replaced with
target-specific settings.
103% of use cases use the returned value directly without checking, so
we might as well do the check ourselves. Added new function hasCurrent()
and added deprecated backward-compatibility conversion and -> operators.
Wow, that creeped to a lot of places.
Last dinosaur from the pointer age.
GL 3.2 has texelFetch() and layout(pixel_center_integer), which means
that we integer coordinates with no precision loss when addressing
individual pixels in the source texture. In the versions before we have
to craft floating-point coordinates for texture() to grab the value of
wanted pixel with no jumping around or interpolation.
This change improves the behavior *a bit*, but not fully. I'm postponing
this to the point when I have an unit test that compares the output with
ground truth.
For some reason this was causing the inner for cycle to loop
indefinitely on AMD cards. Not a problem or NVidia drivers, Intel
Windows drivers or Mesa. Thanks a lot to @LB-- for the investigation.
The shader code took the image size from uniform if the GL was older
than version 3.2 (GLSL 1.50). But the shader class was setting that
uniform only if the GL was older than version 3.0. Thus the distance
field converter worked only on GL 2.1 and GL >= 3.2.
This was discovered only by accident, thanks to the quite recent
attempts to create core contexts by default. Because apparently setting
explicit version requirements (core GL 3.1) on AMDwill make
wglCreateContext() stay on that version and not choosing any later
compatible version, similarly to how NVidia behaves. That's another bug
for later.
Before the application was just creating the context the old way, thus
all cards compatible with GL3 were at least on GL 3.2 and thus the
missing uniform setting did not affect anybody, thus the bug was
effectively hidden.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
Each class/function that needs to access the resources first checks
whether the group exists and the group is registered if not. Thus there
is now no difference and annoying special cases when using static build.
This was a leftover from some not-well-thought-out design decision. The
function is now used exclusively for binding for draw, as all
framebuffer reading functions (blit(), read()) are doing the read
binding internally. Moreover it required the user to be extra careful on
ES2, because in many cases there are no separate binding points for
reading and drawing.
The function is now parameter-less and always bind the framebuffer for
drawing. The logic for internal binding was also simplified and on ES2
there are separate implementations for single/separate binding points.
For *Framebuffer::checkStatus() the documentation was updated to explain
the meaning of the parameter on ES2 implementation. Also removed the
need for FramebufferTarget::ReadDraw binding, as it was rather
confusing.
Old *Framebuffer::bind(FramebufferTarget) is now just an alias to the
parameter-less function, ignoring the parameter. Along with
FramebufferTarget::ReadDraw it is marked as deprecated and will be
removed in some future release.
ARB_direct_state_access doesn't have equivalent for glTexImage*D(),
which indicates that these calls should not be used anymore. Also
removed EXT_direct_state_access code path and kept just the plain
glBindTexture() + glTexImage*D(), as I assume that all implementations
which have EXT_DSA have also ARB_texture_storage, thus this alternative
would have no use.
New in 2.8.9, much cleaner than the previous "solution". Also cleaned up
the surroundings a bit. Fixed cases where PIC was forced independently
of the settings, for plugins the PIC is now also set only when
needed/requested.
To be consistent with the rest, I don't know how did I forget about
this. Also it seems that the resource import header was never used, as
it included long-gone magnumConfigure.h. Thus I'm also not maintaining
any backwards compatibility, because it never worked in the first place.
The final release doesn't have the issue with non-explicit
default std::vector constructor. Most of the conflicts resulted from
Mesh::Primitve -> MeshPrimitive refactoring.
This reverts commit c2ad09706e.
Conflicts:
src/Magnum/Primitives/Capsule.cpp
src/Magnum/Primitives/Circle.cpp
src/Magnum/Primitives/Crosshair.cpp
src/Magnum/Primitives/Cylinder.cpp
src/Magnum/Primitives/Icosphere.cpp
src/Magnum/Primitives/Implementation/WireframeSpheroid.cpp
src/Magnum/Primitives/Line.cpp
src/Magnum/Primitives/Plane.cpp
src/Magnum/Primitives/Square.cpp
src/Magnum/Primitives/UVSphere.cpp
src/Magnum/SceneGraph/Object.hpp
src/Magnum/Text/GlyphCache.cpp
src/Magnum/TextureTools/Atlas.cpp
src/Magnum/TextureTools/Test/AtlasTest.cpp
Only one value from these two was used in the end, wasting precious
bytes. Also these two values were used to differentiate between indexed
and non-indexed mesh (instead of relying on actual index buffer being
bound), which was very confusing. This approach looks more clean. The
MeshView class is not yet updated, as the change would expose some
features that aren't possible in current implementation (base vertex
specification).
Merged Mesh::setVertexCount() and Mesh::setIndexCount() into one
Mesh::setCount(), the two original functions are now guarded aliases to
the new one, are marked as deprecated and will be removed in future
release, similarly for the getters.
In particular, if the mesh is indexed, setVertexCount() does nothing and
vertexCount() returns 0. The setIndexCount() and indexCount() do and
return the same regardless of whether the mesh is indexed or not.
Makes it possible to have both debug and release libraries installed. If
both libraries are present when finding the package, proper version is
used based on what configuration is used in depending project.
Until now the textures were bound to layers, which was rather confusing,
especially when binding layered textures to layers (gaah). Also the
wording might have implied that each texture must be in some layer in
order to make it usable in shader. This is no longer the case with (yet
unimplemented) bindless texture, so another reason to remove the
confusion.
All occurences of texture layers were replaced texture binding units to
follow OpenGL naming. It was mostly in the docs, except for
already-deprecated *Layer enums in shaders, but they will be removed
soon anyway.
Why did I do this:
* It is more clean, shorter and nice looking with method chaining,
i.e. instead of:
shader.setColor(...)
.setOtherParam(5);
texture1.bind(MyShader::Texture1Layer);
texture2.bind(MyShader::Texture2Layer);
We now have this:
shader.setColor(...)
.setOtherParam(5)
.setTexture1(texture1)
.setTexture2(texture2);
* It is now also clear which texture type is expected, the layer
constant did not say anything about type.
* Also it is possible to use new features (multi bind, bindless
textures etc.) while preserving the same public API.
The only potential disadvantage is that the textures don't stay bound
like uniform values do, but this become a non-issue with bindless
textures. As usual, the old way is now deprecated and will be removed in
some future release.
Previously the API didn't encourage the user to set up and activate
shader before drawing the meshes, leading to unintuitive behavior:
// Can I just call draw() or do I have to fully understand the
// meaning of the universe before?
mesh.draw();
Now the draw() needs the shader passed explicitly as parameter, which
should hint that the shader must be set up somehow:
// Right, so this needs just a shader and that's all. Expecting this
// I fortunately *did* configure all the uniforms before this call.
mesh.draw(shader);
It is also possible to pass the shader as rvalue, in case the drawing is
just a one-off thing and is already fully configured.
mesh.draw(MyShader{});
As usual, the original API is kept, is marked as deprecated and will be
removed in some future release.