High-level docs with examples will be written once there's corresponding
support in MeshTools::compile() *and* in importer plugins, as skinned
meshes are usually brought in from files, never set up directly.
Co-authored-by: Squareys <squareys@googlemail.com>
A considerable chunk of the docs mentioned that there has to be one
ProjectionUniform3D per draw. Probably a copypaste error from the case
where there's a combined TrannsformationProjectionUniform3D, which *is*
one per draw. Sorry for the confusion.
There was also quite a lot of documentation content referencing the old
deprecated constructors. Fixed now.
Unlike the drawId optimization before, there's no possibility to
check this anywhere, so the assumption is just documented.
On an Intel 630 this resulted in further significant reduction for the
single-draw single-material case, down to 260 from 440 in the previous
commit, about a 45% reduction compared to the original 550 ms; multidraw
case is still around the 550 there.
While it's one additional indirection (that has an extra cost on Intel
GPUs apparently, like with Phong and MeshVisualizer and
DistanceFieldVector already), with the assumption that draws usually
share the material info it allows to cram more draws into the 16/64k UBO
limit as the per-draw data are now one vec4 smaller.
For the indirection overhead I can imagine adding a new flag which makes
material mapping implicit (materialId == drawId). That seems to put the
benchmark numbers back to the original speed. Same could be done for
other shaders.
This is a -- long overdue -- breaking change to the rendering output of
this shader, finally adding support for lights that get darker over
distance. The attenuation equation is basically what's documented in
LightData, and the distinction between directional and point lights is
made using a newly added the fourth component of position (which means
the old three-component setters are all deprecated). This allows the
shader code to be practically branchless, which I find to be nice.
This breaks basically all rendering output so all existing Phong and
MeshTools::compile() test outputs had to be regenerated.
Except MeshVisualizer and VertexColor, which don't have any texturing,
so there it's not needed. In most cases the tests are reusing existing
ground truth files and only modifying transformations / flipping images.
As usual, the old APIs are still present, but marked as deprecated.
Existing code is not updated yet to ensure I didn't break anything with
this.
This way it's much more intuitive and makes the code shorter and nicer
in many cases. Shaders are now also able to hide irrelevant
draw/dispatch APIs to avoid accidents.
Should make new things more discoverable, avoid confusion when a
documented API isn't there and reduce the need for maintaining multiple
separate versions of the docs.
Slow and ugly, is here only for making quick'n'dirty alpha masked
drawing without a need for blending or depth sorting. Oh and also to
support the glTF alpha mask feature. Again, beware: *slow*.
I introduced *strong* enum with values, in a subnamespace, that have the
same name as completely unrelated typedefs. Guess what?! It breaks ALL
LINKS TO THOSE TYPEDEFS! **EVERYWHERE!!!**
Two reasons:
* documentation
* making it actually work because the rules are so complex and ever
changing that a thing I thought "just worked" in fact did not work at
all
The Vector tests now compile again.
This better reflects that the functions modify a global state instead of
a shader-local state and so rebinding may be necessary (unlike with
uniforms, which get preserved).
The old set*() functions are now inline aliases to the bind*()
functions, are marked as deprecated and will be removed in some future
release.