In OpenGL ES 2.0 there is EXT_draw_buffers, which I overlooked somehow,
so I added it to extension list and included in the implementation. It
combines NV_draw_buffers and NV_fbo_color_attachments, so the
implementation now selects one of the two based on which extension is
supported, preferring the EXT one. Updated the documentation to be
less confusing, fixed extension links. Also the single-output
mapForDraw() is not handled separately on ES anymore and just calls
DrawBuffers implementation with single parameter, resulting in less
generated code.
EXT_draw_buffers can also be called on default framebuffer and
apparently in ES there is no way to map front framebuffer for drawing,
so I removed it from the DefaultFramebuffer::DrawAttachment enum.
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.
In the future, when I get to implement proper DSA clearing, this won't
change currently bound framebuffer and thus it might be useful to be
able to call bind() right after, e.g.:
framebuffer.clear(FramebufferClear::Color)
.bind(FramebufferTarget::ReadDraw);
I think it's better to leave the choice on the user -- whether to do
nothing (which might be slower), invalidate whole framebuffer (which
might lose data) or do scissor + clear and thus emulate the
sub-framebuffer invalidation somehow.
Also, for some weird reason I made off-by-one error in
eb32fb1c40, so the documentation for
Framebuffer::invalidate() appeared in documentation block for
Framebuffer::attachRenderbuffer(). Should be fixed now.
The documentation of ARB_invalidate_subdata mentions that all the
functions are really just a hint for the implementation to make some
performance optimizations and they are not affecting behavior at all. So
it's perfectly fine to do nothing if the extension is not supported.
I didn't do this originally as I mistakenly thought that invalidating
depth buffer would somehow behave the same as clearing it, but that's
not the case.
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.
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.
Makes the lines shorter, the conversions are mainly from strongly-typed
enums to underlying type, so nothing potentially harmful which should be
marked with static_cast.
In 1.8.5 it is now possible to reference directly to enum member.
Hooray! Also added explicit @ref here and there, fixing some referencing
bugs along the way.
Passing pointer as function parameter will now mean that it is possible
to pass `nullptr`. Some code examples now look like the parameter is
copied instead of referenced, which is misleading. Updated the
documentation to reflect that more clearly.
Makes some cases less consistent (and some convenience shortcuts
impossible), but goes well with the attitude "don't use pointer when it
can't be null".
Instead of having pair of functions for depth/stencil and color
attachments this is now solved using specialized class. It is now more
descriptive, as specifying color attachment is now done explicitly using
Framebuffer::ColorAttachment(2) instead of just `2`. Specifying "no
attachment" is now also done explicitly using
Framebuffer::DrawAttachment::None instead of `-1`.
Also updated related documentation.
Framebuffer::attach*() doesn't need the target at all (meaning the
attachment will be used for both reading and drawing), another
misunderstanding on my side.
Now the extension is used on all places where it can be used (except for
unimplemented features).
It prevents unwanted implicit conversions from e.g. nullptr to Camera,
Vector2 to Physics::Point etc. By making all the constructors explicit
it is easier to routinely add the keyword to all new classes instead of
thinking about cases when to add and when not to.