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/)
Added new root CMakeLists.txt file, the old include paths are used only
if MAGNUM_BUILD_DEPRECATED is set, thus it can now compile and install
only if deprecated build is enabled.
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.
It was needed for running some tests with graceful assert, but is not
needed anymore. This should also fix issues with CMake-generated XCode 5
project. Also fixed a few oddities:
* Setting CMAKE_SHARED_LIBRARY_CXX_FLAGS only if it's really needed.
* Don't add -DGLLoadGen_EXPORTS when building Math library, as it is
not needed at all.
There will be many places (e.g. all
Platform::*Application::Configuration classes) where Version will be
used without Context (and all GL stuff brought with it).
Causes failure of DebugToolsCylinderRendererTest without any warning,
only in release build, any attempt to add debug print results in issue
disappearing. Not an issue on Clang or GCC < 4.8.
Previously this was done in DebugMarker only via GREMEDY_string_marker
on desktop and EXT_debug_marker on ES, now supporting both three on
desktop and KHR/EXT version on ES. The old DebugMarker is now only a
thin wrapper around DebugMessage, is marked as deprecated and will be
removed in future release.
Can't test EXT_debug_label, as that is apparently OSX 10.9-only. Added
GL tests for all implemented objects. KHR_debug is selected first, if
that is not available, fall back to EXT_debug_label. If neither is
available, the functions are no-op.
I hope EXT_debug_label gets replaced by KHR_debug later, thus it is now
only "emulated" through KHR_debug enums.
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.
Use CORRADE_PLUGINMANAGER_LIBRARIES instead of
CORRADE_PLUGINMANAGER_LIBRARY when linking core Magnum library.
This reverts commit 80263eb318 and
6dbe31f0f0.
All the functionality is moved to Math::swizzle() and the result is
casted to given type only if its header is included. Thus it is possible
to remove include dependency on Color. The original swizzle() is now
just an alias marked as deprecated and will be removed in future
release.
Caused linker problems mainly on Windows, where every symbol would need
to be exported manually, on Linux this was done implicitly (or with
`-fvisibility=default`). I now maintain glLoadGen fork at
https://github.com/mosra/glloadgen.git containing changes needed for
Magnum.
The `ogl_*()` functions are used only internally, various global
variables for extension queries are not used at all and thus they don't
need to be exported. I thus enabled `-fvisibility=hidden`.
Fixes#16.
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.
Solves another trivial choice (similar to the one with TextureFormat
etc. in 7de45c98b1), less typing and also
preparation for ARB_sampler_objects extension.
Advantages:
* The enums were large (600-800 lines) and they polluted the header,
now they are in separate files (except for BufferTexture, which has
the enum small enough to be left in the same file).
* Image classes now don't need to include OpenGL headers, as they were
needed only for the enum values. With advantage of C++11's forward
enum declarations there is no need to include the enum headers
anywhere in implementation, only when particular values are needed.
* The values are now less verbose:
AbstractTexture::InternalFormat::RGB8 // before
TextureFormat::RGB8 // now
* Resolved another "trivial choice" problem (thanks @JanDupal for
introducing this term to me): how to specify the format if there are
ten ways to do it (some being massively confusing):
Image2D::Format f = AbstractImage::Format::RGB; // too long...
Image2D::Format f = Image3D::Format::RGBA; // why 3D? this works?
Image2D::Format f = BufferImage1D::Format::RGBA; // wat?
It is even worse (and more verbose) with textures:
Texture2D::InternalFormat f =
CubeMapTextureArray::InternalFormat::RGB8; // this is allowed?
To have consistent naming this change was done also with
BufferTexture::InternalFormat (now BufferTextureFormat), although there
were no trivial choice issues and the enum isn't too large. But at least
it is now less typing.
Moved all instantiation into instantiation.cpp and removed the rest
(~200 lines of mainly license headers). Saves another ~3 seconds (4:06
before, 4:03 now). I'm done with these micro-optimizations for now.
Four tests (SceneGraph::Animable, Mesh, MeshTools::Tipsify,
TextureTools::Atlas) however fail, not sure what the cause is, as they
fail somewhere deep long after exiting from main().
* They are now deinlined into source files, as most of the classes have
either heavy members (std::vector) or virtual methods.
* All of them are explicit now (that should be already done, don't know
why not).
* Passing huge classes by value and using move constructors to avoid
unnecessary copying.
Moved them to `OpenGL/` subdirectory, allowing them to be included
explicitly with e.g. <OpenGL/GLES2/gl2ext.h> overriding the system
<GLES2/gl2ext.h> header. Our versions of the headers are thus now
explicitly included in `OpenGL.h`, but they can be also included using
no-prefix path if no system version is available. It might break some ES
platforms, they will be fixed when found.
The headers are now installed into `Magnum/OpenGL` (not into any
artificial `external` directory). Now also installing GLES2 headers for
OpenGL ES 2 (previously ES3 headers were installed for both ES2 and
ES3).
The compiler doesn't like list-initialization of array of classes
(RectangularMatrix constructors). It is perfectly legal C++11 and both
GCC 4.7 and Clang accept it without notice.
* Calling enable_testing() only in root path.
* Using CORRADE_CXX_FLAGS instead of our own set to make things easier
to maintain.
* Various cleanup and reorganization.
OpenGL includes are ~35k lines together and it is a waste of
compilation time to include them even if they are not needed at all
(e.g. whole SceneGraph and Physics libraries). Saves ~10s of compilation
time (6:46 before, now 6:35).
It seems like a bad idea, but it will:
* Improve portability, as `Int` will be always 32bit.
* Improve readability, as `std::int32_t` is just plain ugly and too
complicated to write.
* Improve consistency and reduce confusion, as it's not good to mix
`int`, `std::int32_t`, `GLint`, `khronos_int_t` and whatnot in one
codebase.
* Possibly reduce compilation time, because including all ~35k lines
worth of GL headers just for one GLfloat typedef is even worse than
now forbidden #include <iostream> in headers.