Hah this took a while, as there was no texture scaffolding in place at
all. Thus all this had to be added and tested for the first time:
* 2D textures
* 2D texture arrays
* Texture transformation uniforms
* Texture transformation UBOs
* Instanced texture offset
This also means that MeshVisualizer can be used to visualize arbitrary
(single-channel) integer textures now, not just render meshes with
object ID textures. Yay for feature parity!
Originally the uniform wasn't present with the assumption that users
could easily adjust color map offset to achieve the same effect. That
was however unnecessarily annoying and error-prone in cases where it's
essential to have the same object IDs from multiple draws have a
matching color, and it was complicating multidraw workflows as the color
map offset was not a part of per-draw data, but rather material data.
It was rendering everything with a plain color, which is rather useless.
Moreover it wasn't consistent with TBN visualization where you might
actually want only the lines rendered and not the triangle.
This makes existing tests slightly broken, which is good (if it
wouldn't, the thresholds would be too huge). Since the addition of ES3.2
geometry shaders (which broke this) happened long before there were
rendering tests for shaders, this breakage wasn't caught until now. Of
course proper tests would include the perspective case from the previous
commit since the very beginning, but that's hard to do when you're
testing long after the code was written.
The test files are now RLE-encoded, which makes them significantly
smaller (tho I assume Git would further compress both anyway). Not
updating existing files to RLE yet to avoid repo history bloat, doing
that the next time they get changed.
Please note that in ES3 there is a behavioral change -- geometry shader
is no longer explicitly disabled, but it is enabled by default and you
have to disable it if you don't have the required extension or don't
want to use it.
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.
Rudely written to work only with fairly recent extensions and nothing
less than GLSL 3.30. It requires geometry shaders for wireframe
rendering, without it it behaves the same as Shaders::Flat.