Based on the actual text direction (either explicitly set or detected),
these resolve to either *Left or *Right. For the Text::Renderer it's
done automatically inside (and there's no way to actually set the
direction from outside due to the API being ancient and limited), for
the align*() utils the alignment has to be explicitly resolved using a
new alignmentForDirection() utility.
Which also allows the internals to be a bit simpler / potentially more
efficient, as the implementation can now access the glyph cache contents
directly, without a getter.
The awful original STL-heavy public API is kept the same for now, it's
just the internals being now implemented using brand new APIs that are
actually usable with multiple fonts, font sizes and runs with different
scripts/languages/directions. There's also preparation for configurable
vertical text layouting, although for now the functionality asserts that
horizontal text is used.
This also makes Renderer.h header available on non-GL builds, as the new
APIs don't rely on a class full of GL objects anymore. The class will
get eventually renamed and moved to a dedicated RendererGL.h header, but
for now this partial update has to suffice.
It doesn't need to access anything else than what the base API provides,
doesn't render with it, and doesn't expose the instance via any getter
either.
Even though the Renderer is scheduled for a total rework and changing
the old API may feel like throwaway work, this change alone doesn't
break anything and allows me to test certain new corner cases.
Allows the Font and FontConverter plugins be built without TARGET_GL
enabled. That was the last piece missing for making the magnum-plugins
repo completely GL-free.
Followup to previous commit -- links to opengl.org are now redirected to
khronos.org and the extension links have the same format for both GL and
GLES. That allows me to remove some of the Doxygen aliases and use just
a single set of the functions for both GL and GLES.
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.
As we are now using absolute includes, there is no need to prefix
everything with "magnum<Namespace>" etc. All generated configuration
files are renamed to configure.h and their path is included _before_
everything else to avoid accidental collisions.
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
Fixed old references to Buffer::Usage, fixed parameter order in Image
constructor, fixed some function references. Added explicit references
to linkable stuff.
Encourages vectorization and generic usage even more. Some functions
were rewritten to make use of the new features, resulting in shorter and
more readable code. This also fixes the annoying naming collision with
WINAPI Rectangle() function.
The old Rectangle is now subclass of Range2D, is marked as deprecated
and will be removed in future release.
Buffer usage is used as parameter in many functions, e.g. in
*Framebuffer::read() and *Texture::image(), but they are rather seldom
used and including whole Buffer.h file just for one enum is just
overkill. The old Buffer::Usage is now alias to BufferUsage, it is
marked as deprecated and will be removed in future release.
All three rendering functions (separated, interleaved with upload to GPU,
interleaved with mapping to GPU) are now using common code and then they
reorder the data to fit particular requirements. The data shuffling might
slow down things a bit, but it is optimized for the most common path (we
are rendering to interleaved array, which then get unpacked if needed,
not the other way around), so it shouldn't be an issue. No premature
optimization again, please.