Font and text layouting is now abstracted out from its implementation.
Font class is renamed to FreeTypeFont and all the work can be done
through AbstractFont and AbstractLayouter interface.
The coordinate is always 0 and Mesh can be configured to add it
implicitly. The code is now nearly the same for 2D and 3D, will redo it
without templates later.
* Merged constExpressions() into other test cases, reducing duplicates
and simplifying the checks.
* Fixed old-and-forgotten operator[] overload in Matrix subclasses, it
was reinterpret_cast on T* array, it is now sufficient to do only
static_cast. Constexpr operator[] overload returns const copy to make
constexpr operations working even on returned value, e.g.:
constexpr Matrix4 a;
constexpr Vector3 b = a[2].xyz();
* Merged constExpressions() into other test cases, simplified the test
a lot and removing duplicate code.
* Fixed Vector3::xy(), Vector3::xy() and Vector3::xyz() constexpr
overloads, they now return copy instead of reinterpret_cast
reference. The copy is const to make constexpr operations working
even on returned subclass, e.g.:
constexpr Vector4 a;
constexpr Float b = a.xyz().y();
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.