They don't have anything specific to DistanceFieldGlyphCacheGL and on
the other hand contain special-casing for Luminance vs Red on ES2 that's
specific to GlyphCacheGL internals.
Additionally, in DistanceFieldGlyphCacheGL the code could assume that
the pixel format is either R8 with EXT_texture_rg present or RGBA8
without, here it has to check for EXT_texture_rg presence as
GlyphCacheGL can use R8 even without EXT_texture_rg.
Like with TextureTools::DistanceField, to make room for non-GL
implementations. Old names are deprecated aliases, same for headers. The
only remaining bit in the Text library is the Renderer class, but for
that one I first need to invent a non-shitty API so I can just deprecate
the old thing as a whole and create something reasonable from scratch in
RendererGL.
Along with the bits in Text library this is one of the last things that
still assume OpenGL present by default.
As usual, the old name and header is now a deprecated typedef.
The internal GL texture format (especially the R8 vs Luminance mess on
ES2) is now considered an implementation detail and shouldn't affect
common use in any way.
The format is now required always, in order to prepare for use cases
where colored glyphs are a thing as well. Additionally, to match the
recent change in AbstractGlyphCache, the processed format is specified
separately, allowing the input and processed formats to be decoupled.
Which ultimately fixes the regression on ES2 and WebGL 1 where it was no
longer possible to call font.fillyGlyphCache() on a
DistanceFieldGlyphCache.
Also, as there's now a generic format on input, another ES2-specific
issue is now fixed as well, in particular a case where a GL error
would be emitted on drivers with EXT_texture_storage because an unsized
format is passed to setStorage(). This was a problem since a long time
ago, but I ignored it because it didn't affect WebGL 1 and all drivers
that exposed EXT_texture_storage exposed EXT_texture_rg, effectively
circumventing this issue. Or so I think, at least.
The constructors taking either a GL::TextureFormat or no format at all
are now deprecated aliases to the new functionality.
RGB was a hopeful intention that never really worked in practice. Or, if
it worked, it couldn't be queried back, and the driver used RGBA
internally anyway.
The refactor in 6707534ce6 somehow didn't
account for the need to have a different pixel format for the input and
the processed texture, which is needed on ES2 / WebGL 1 because there's
no renderable single-channel format. Which means distance field text
rendering was broken since then.
This commit is the first part of fixing that regression. It makes the
AbstractGlyphCache aware of the processing being done, decoupling the
input and processed format and size. Which also allows the base
implementation to provide interfaces that so far were only limited to
DistanceFieldGlyphCache, thus eventually making it possible for font
plugins to supply a pregenerated distance field image through
fillGlyphCache() and not just through createGlyphCache().
The two DistanceFieldGlyphCache APIs that are now directly on the
AbstractGlyphCache are now deprecated aliases to the new functionality.
The actual fix for the ES2 / WebGL 1 regression will come in the next
commit, as it's pretty much a separate step that involves updating the
GlyphCache as well.
Want to construct them without a GL context present, and Optional is too
wasteful. Also adding it to the AbstractGlyphCache base, where it skips
also allocating the internal PIMPL state, because it's not going to get
used for anything in a NoCreate'd instance anyway.
Otherwise the assertion from TextureTools::DistanceField fires only
later during image upload, which can cause great confusion, not being
sure what's to blame, etc.
Such as is the case with fillGlyphCache(), which just maintains the
union of all glyph rectangles. Sorry for having that temporarily broken.
Also I don't really like the solution here, but was the best I could
come up with, after a bunch of failed attempts to try to do this
directly in the TextureTools::DistanceField.
The class now supports incremental filling, multiple fonts, texture
arrays, removes all reliance on STL containers and is finally properly
documented.
To avoid complete breakage of every use, as much as possible was kept as
deprecated APIs -- in particular the reserve() with the nasty
std::vectors, the insert() that assumes a 2D cache and a single font
and textureSize() that returns a 2D vector. Those behave the same as
before, but will assert if the cache is an array or contains more than
one font.
On the other hand, begin() / end() access with std::unordered_map iterators
(ew!) was removed as the internals simply aren't a hashmap anymore. The
image() that returned an Image2D is now used to fill the glyph cache
instead of querying its potentially processed contents, and returns a
MutableImageView3D. I considered keeping it and adding sourceImage()
instead, but such naming turned out to be too inconsistent. For querying
processed image data (such as with the distance field cache) there's a
new processedImage() query, guarded by new GlyphCacheFeature bits -- if
both ImageProcessing and ProcessedImageDownload is set, it can be used
to retrieve the processed image (so, similar as ImageDownload was
before), and if neither is set, the cache contents are queryable
directly through image(), without needing any special support from
the GPU API.
Existing code is updated only in the minimal way possible to ensure that
no serious breakage was introduced by reimplementing the deprecated APIs
on top of the new backend. Porting away from deprecated APIs will be
done in next commits. The GlyphCache and DistanceFieldGlyphCache have
their public API kept intact for now, as a similar rework will be needed
for them as well.
Additionally, the MagnumFont and MagnumFontConverter plugins aren't
compiling yet as they require substantial changes to deal with the new
glyph cache features. That is not the case with other plugins in the
magnum-plugins repository tho, for those the backwards compatibility
"just works". On the other hand, since layout of the AbstractGlyphChange
changed, I'm bumping the AbstractFont plugin interface version to
force-trigger a rebuild of dependent projects. Because I ran a stale
magnum-player binary, it worked without crashing or GL errors but just
didn't show ANY text whatsoever due to ABI differences, and I wasted
some precious minutes before realizing that a simple rebuild would fix
it.
Not that C++ STL and exceptions would be anything to take inspiration
from, but there's std::out_of_range. Python IndexError is also specified
as "index out of range", not "bounds".
About time this got done. This also has an XFAIL for the case where a
distance field image is processed with an offset, have to fix the
underlying issue in TextureTools first.
Also added a range assertion for the distance field image setter to
match what the abstract base does, together with a corresponding getter.
Allows the Font and FontConverter plugins be built without TARGET_GL
enabled. That was the last piece missing for making the magnum-plugins
repo completely GL-free.
103% of use cases use the returned value directly without checking, so
we might as well do the check ourselves. Added new function hasCurrent()
and added deprecated backward-compatibility conversion and -> operators.
Wow, that creeped to a lot of places.
Last dinosaur from the pointer age.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
With pixel pack/unpack support it will be possible to create views onto
sub-images, renamed the class to reflect that.
The old Magnum/ImageReference.h and ImageReference types are now aliases
to ImageView.h and ImageView types, are marked as deprecated and will be
removed in future release.
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.
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).
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.
Operators that are part of Vector are operating only with the same type
as Vector itself, operators for multiplying/dividing integral vectors
with floating-point numbers and vectors are now out-of-class and enabled
only for integer vectors. It allows better control (e.g. multiplying
integer and floating-point vector will _always_ result in floating-point
one). Thoroughly tested integer/FP operations and also reworked and
tested operator and funciton reimplementations in subclasses, both for
value correctness and result type correctness.