Better API for handling more than one application screens (context
switching, event propagation etc.). Taken from Push The Box, updated to
current coding style and templated.
Emscripten supports some hybrid between SDL1 and SDL2. I don't want to
add Sdl1Application just for that and create more portability issues, so
I just changed some things in Sdl2Application to be compatible with what
Emscripten wants. Full SDL2 support is awaited in Emscripten, thus this
is future-proof (rather than having SDL1 support, which would be
deprecated later).
Added documentation about Emscripten usage and template HTML markup to
Sdl2Application docs, will move it somewhere else in the future when
more than one Application will be supported (e.g. GLUT).
Resolves some linker errors in Windows, removes code bloat from Platform
namespace (previously it was copied in _every_ *Application).
Originally this was in Platform namespace because I thought that it
would be possible to have one version of Magnum library for both desktop
and ES and the actual Application would determine which GL edition will
be used. Fun idea, but it would remove the static checks (e.g.
accidentaly using geometry shaders on ES), which isn't worth it.
Removed all known GLEW workarounds, added one small workaround for
missing ARB_texture_compression_bptc. I didn't want to patch glLoadGen
for just four enum values, this way it's possible to use stock one
without any patching (except for missing OpenGL 2.1 support, as stated
in external/OpenGL/GL/README.md).
As one file now replaces both `glew.h` and `glcorearb.h` and it has the
same size as `glcorearb.h` alone , it saves approximately 18k LOC,
resulting in 15 second shorter compilation time (5:03 before, 4:48 now).
Not bad.
* Explicitly set multisample attributes in all cases (so the attributes
are always properly set when creating another context).
* Do both assign and test in `if` statement.
Each implementation of *Application::Configuration will have different
methods tailored to feature set of the underlying toolkit. Currently
each windowed application's Configuration has only window title (except
NaClApplication) and window size. WindowlessGlxApplication has empty
class. More features will come later. Also created introductionary
documentation for Platform namespace.
I don't want to ditch old Intels with GL 2.1 yet. Also now the version
reported in Context is really the highest supported version, which
optimizes extension presence checks a bit.
In SDL they are only for keyboard events and there is no support
for mouse modifiers like in X. Also reordered the enum in
AbstractXApplication to make it consistent.
Because with NaCl WindowContext doesn't make sense anymore, the classes
are now renamed:
* Contexts namespace -> Platform
* *WindowContext -> Application
Hopefully this is (one of) last crazy renaming runs.
Desktop OpenGL and OpenGL ES 2 support can be switched using CMake
TARGET_GLES option. All functionality not supported in ES is marked in
documentation.
If targetting OpenGL ES, GLES2/gl2.h is included instead of GLEW.
Mesh class now uses VAOs only in desktop OpenGL, in ES the buffers are
bound on each draw call.