Do it always when Flag::TextureArrays is set, not inside handling of
some particular texture. Because that way it won't work when other
textures are added/tested.
Before the object ID was enabled and tested always, which may lead to
some error being undetectable. Plus this makes the test more flexible
for further additions.
In cases when specular highlights are not desired, results in 30%
speedup (on Intel) and ~25% speedup on AMD, compared to setting the
specular color to transparent black.
Testing was easy thanks to already having a ground truth image for this
case.
After several failed attempts to make UBO performance not suck on Intel
Mesa and Windows drivers, I ended up hiding the dynamic aspect under a
flag. That way it's still possible to get the proper perf in UBO
workflows that don't do light culling, and for workflows where light
culling matters the 2x slowdown might be still better than looping
through several extra lights that don't contribute anything.
"Luckily", thanks to the DRAW_COUNT=1 and MATERIAL_COUNT=1 optimizations
not everything blows up, so i don't need to skip absolutely everything,
unfortunately Phong lights are affected by this insane crapfest as well
so basically nothing from Phong UBO support is tested there. FFS.
These deliberately share the same binding (because there's very little
space), but the shader wasn't guarding that. Discovered completely by
accident when adding tests for "multidraw with all the things" -- Mesa
gives just a warning, but ANGLE straight out fails the shader
compilation, so better have an assert there.
Besides expanding the tested platform set and updating thresholds where
needed, it makes more sense to list what is tested than what is not,
because when I forget to update the list it looks like I tested while I
did not.
We're going to eventually include this class in all Application classes
(need that in order to inherit a to-be-created Configuration class) and
the <string> and <vector> would be just too much. This change caused
magnum-gl-info.wasm (WebGL 2 build) to go down from 247 to 245 kB. Not
much, but that's I guess because there's still a lot other vectors of
strings elsewhere.
There's a lot more places to clean up, will do those in separate
commits. This change is the most atomic I could do, and it introduces a
breaking change to all APIs that returned a std::vector or a
std::string. Fortunately (or as I hope) those weren't used that much, so
it shouldn't cause build breakages for that many people.
Quite a lot of the optimization ideas is borrowed from the new Vk
library -- such as "interning" the driver workaround strings to avoid
allocating their copies.
Not that either way would be more correct than the other (this is what
three.js uses I think), but it was documented everywhere to be
1/(1 + d^2)
but the calculation instead did
1/(1 + d)^2
This now also means the analytical test equation works. I should have
paid more attention to it not matching before, because that obviously
pointed to this problem.
Point lights are now significantly brighter than before, the tests were
updated to use a larger distance to avoid issues with overflows. Does
not affect the (default) directional lights in any way.
This is a -- long overdue -- breaking change to the rendering output of
this shader, finally adding support for lights that get darker over
distance. The attenuation equation is basically what's documented in
LightData, and the distinction between directional and point lights is
made using a newly added the fourth component of position (which means
the old three-component setters are all deprecated). This allows the
shader code to be practically branchless, which I find to be nice.
This breaks basically all rendering output so all existing Phong and
MeshTools::compile() test outputs had to be regenerated.
It's needed to support the new material attributes supported by glTF.
The test output is slightly different as the normal coming from
the texture wasn't normalized before.
Interestingly enough / sadly none of the tests showed a clear difference
when removing the incorrect normalization, so here's a dedicated test
case. Sigh.
Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
Except MeshVisualizer and VertexColor, which don't have any texturing,
so there it's not needed. In most cases the tests are reusing existing
ground truth files and only modifying transformations / flipping images.