Passing pointer as function parameter will now mean that it is possible
to pass `nullptr`. Some code examples now look like the parameter is
copied instead of referenced, which is misleading. Updated the
documentation to reflect that more clearly.
Makes some cases less consistent (and some convenience shortcuts
impossible), but goes well with the attitude "don't use pointer when it
can't be null".
Inspired in STL, base templated class is renamed to BasicColor{3,4} and
typedef'd with Float type to Color{3, 4}. It is much nicer to write
this:
Color3(1.0f)
Color3::fromHSV(25.0_degf, 0.5f, 0.9f);
instead of this:
Color3<>(1.0f);
Color3<>::fromHSV(25.0_degf, 0.5f, 0.9f);
Avoids some nullptr-related errors and leads to simpler implementation,
as we need to only handle ImageReference and BufferImage types. All
other Image classes are implicitly convertible to ImageReference and
implicit conversion works only with references, not with pointers. The
usage might be clumsy at this point, as Trade::*Importer classes return
pointer to Trade::ImageData which then needs to be dereferenced.
Hopefully introducing C++14's std::optional (or equivalent) might help
solve that issue.
Also removed "convenience" overloads for setting e.g. 2D subdata of 3D
texture. The convenience overload doesn't cover all subdata cases (only
XY plane, not YZ or XZ ones) and overly complicates the implementation.
This can be done in the future in Image classes themselves.
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.
If ARB_invalidate_subdata is not available, these functions do nothing,
instead of crashing on null pointer dereference. It results in more
convenient usage, enabling users to call them whenever they want,
improving performance on implementations which supports that.
It prevents unwanted implicit conversions from e.g. nullptr to Camera,
Vector2 to Physics::Point etc. By making all the constructors explicit
it is easier to routinely add the keyword to all new classes instead of
thinking about cases when to add and when not to.
Now whole Magnum, Magnum::SceneGraph and Magnum::Math namespaces are
fully documented -- each class has at least "getting started"
documentation, larger modules are documented on separate pages.
Allows simple and convenient call with one value for all axes instead of
that unholy mess:
texture.setWrapping(Texture2D::Wrapping::ClampToEdge);
Previous way (for entertainment purposes):
textute.setWrapping(Math::Vector2<Texture2D::Wrapping>(
Texture2D::Wrapping::ClampToEdge));
Thanks to DimensionTraits it is now possible to e.g. conveniently access
components by name or pass size as combination of vector and scalar:
GLsizei width = image.size().x();
image.setData({xy, 1}, ...);
Instead of previous inconvenient ways:
GLsizei width = image.size()[0];
Math::Vector2<GLsizei> size(xy, 1);
image.setData(size, ...);
Not using the specialized type for internal functions and storage, as it
wouldn't cause any other improvements. This way it is virtually possible
to forward-declare the specialized types without including them in the
headers.
It only caused another maintenance burden and was confusing to users.
Now when scene graph is in SceneGraph namespace there is no need for
another grouping. Namespaces are (and should be) sufficient.
This reverts commit 79945ab6fc.
Conflicts:
src/BufferedImage.h
src/BufferedTexture.h
src/Framebuffer.h
src/Query.h
src/SceneGraph/Scene.h
Desktop OpenGL and OpenGL ES 2 support can be switched using CMake
TARGET_GLES option. All functionality not supported in ES is marked in
documentation.
If targetting OpenGL ES, GLES2/gl2.h is included instead of GLEW.
Mesh class now uses VAOs only in desktop OpenGL, in ES the buffers are
bound on each draw call.
According to OpenGL specification the sampler uniform takes only texture
layer and not any particular texture. In OpenGL 4.2 it is possible to
explicitly specify desired texture layer in the uniform, so I suppose
it's desired to have shader with fixed texture layers and on the other
hand be able to bind texture to any layer, not only one -- the exact
opposite of how it was in Magnum before.
The shader should now specify in its public API which texture is on
which layer and explicitly set the layer uniforms upon construction. All
setUniform() functions taking textures as argument were thus removed, as
they confuse things a lot.
The textures now have bind() function which takes layer as argument, so
it's now sufficient to only bind the texture before drawing the mesh
without messing with sampler uniform.
While namespaces act for hierarchy, modules are something like "tags" -
usable when you want to check related classes of e.g. CubeMapTexture.
Not sure how to name module for Math and Physics namespaces and
Contexts/Trade, though.
Fixed a few typos in extension names, fixed BPTC texture compression
typos. Removed redundant EXT_framebuffer_object from functions as the
Framebuffer class itself has it.