Originally I thought I'd save plugins some time if I just give them the
custom indices directly, without being wrapped in a SceneField /
MeshAttribute enum. But in practice that didn't really save anything,
made the interfaces more error-prone due to there being no concrete type
anymore, and all code that delegates to nested importers or converters
had to re-wrap the IDs again, which is *again* error-prone.
Bumping the interface strings because this is a breaking change for the
implementations. Not for users tho, there nothing changes.
A counterpart / inverse to Verbose, is meant to be used by plugins to
suppress all warnings.
This flag was already used by the ShaderConverter APIs. Fonts don't have
any flags (and don't have any verbose output or warnings at the moment
either), so there it isn't added; audio importers are in a maintenance
mode with no new features added as I'll be eventually merging them with
the general importer interface in Trade.
This means I (and people making their own plugins) don't need to go and
update each and every plugin once the version in the interface string
gets bumped after a (silent) ABI break. Such as when new virtual
functions get added, as those often lead to strange crashes if the
plugins don't get rebuilt after.
The plugins will now use this macro, which means they'll
automatically embed an interface string that was present in the base
class header at build time. However, when the base class updates, the
previous string is still embedded in the plugin binary, which will then
fail to load -- this being automatic doesn't mean the original purpose
is lost. Subsequently rebuilding the plugins from source will make them
pick up the updated interface string again.
It's four pointers, twice as much as what would be acceptable. Not sure
why this happened, maybe because all those cases used an ArrayView
before and so I just changed the type without considering the difference
in its size?
Unfortunately this change also means a bump in the plugin interface
string, thus all scene converter plugins have to be updated as well.
Makes a lot of use cases significantly simpler -- apart from the trivial
"convert an OBJ to a glTF" scenario, many processing steps are about
passing most data through but only doing a pass on meshes, or images, or
materials. And this simplifies that use case quite a lot.
This is only "driver" code, with no new interfaces for the plugins. For
them it still looks like all data, their names and related metadata were
added one by one.
Also, a suprisingly large amount of code for this feature.
And properly test the behavior as well. While it's rare that a batch
and immediate conversions would be mixed on a single converter instance,
if it happens by accident it should not lead to unexpected internal
state.
Initially I thought there was no reason for this to fail, but then
realized AnySceneConverter would need it. And also any other plugin
relying on something external that might fail during initialization --
there's no other moment after plugin instantiation where it could
signalize a failure, and deferring that to the first add() call,
whichever would it be, is really not a sane idea.
Wasn't really possible to split this into multiple commits, so here's
the whole thing including delegation from and to the single-mesh APIs.
What's not done here and postponed for later is:
- an ability to feed the whole importer to it, filtering away data that
aren't supported by the converter
- corresponding changes in AbstractImageConverter, where it would now
primarily accept ImageData to future-proof for arbitrary extra
key/value data
Originally I copied this over from SceneGraph template classes, where it
was used to prevent the compiler from needlessly instantiating a
template that was already available elsewhere. But this is a different
case, the extern template is not preventing any instatiation of
anything, no code is inline, so it apparently should not have been there
at all, instead of being disabled for ḾinGW GCC and clang-cl, and then
subsequently discovering it also breaks MinGW Clang.
Since I'm not testing with MinGW Clang on the CI (only with MinGW GCC),
this went unnoticed for a while -- sorry.
Consistently with changes done to Utility::Path, this enforces proper
error handling on user side. Originally I didn't want to do this and
instead wanted to have a special Array instance devoted for an error
state, but that still would allow the error state be errorneously
treated as a successful but empty array.
It's more useful if the Error class is directly referenced than saying
just "error output" -- so people can grab it, redirect it, etc. Also
drop the useless "does what it is expected to do on success" sentences
that add no value whatsoever.
As the CI only uses Linux to test non-deprecated builds, this was
unfortunately not caught -- there std::string is forward-declared in
<iosfwd>, which is included by Debug.h, which is transitively included
by Pointer. On MSVC however a full <string> has to be included always.
Co-authored-by: EhWhoAmI <zyunlam@gmail.com>
I wanted to avoid including extra stuff with the Manager.hpp split, but
this would make it even worse than having Array and String included
unconditionally. Fortunately it's enough to simply not even have the
declaration.
Interestingly enough, there were no docs whatsoever for image and scene
conversion, and neither it was mentioned what all scene data can be
imported. Sigh.
This is already done for the AbstractImporter and the new
AbstractShaderConverter, as there's a common use case of checking just
the filename for input/output path or file type detection and then
delegating to the common implementation working directly on data.
It should be input first, output second, like with all other APIs. I
remember I was trying something else here, but that didn't really make
sense in the end. Also took that opportunity to get rid of one
std::string.
The original signature is a deprecated alias to the new one and will be
removed in a future release.
There will be Flag::FlipY for images at some point, enabled by default
for compatibility with existing GL code, and so it makes sense to start
discouraging setFlags() as early as possible to avoid people resetting
the default by accident.
Also update the imageconverter, sceneconverter and shaderconverter utils
to use these instead of setFlags().