Added (now empty) AbstractCompressedImage class that inherits (now also
empty) AbstractImage class.
Added CompressedBufferImage, CompressedImage and CompressedImageView
classes, which are just copies of BufferImage, Image and ImageView
classes with format/type pair replaced by just format, but they
additionally need data size parameter.
Because of different use cases in Trade, the Trade::ImageData class now
handles both uncompressed and compressed format, checking the API
usage with runtime assertions. The reason for this is that a material
could just reference a image file by ID and we need to be able to
extract image of that ID without prior knowledge whether it is
compressed or not. Requiring prior knowledge of image format from the
user would make both the API and the usage far more complicated than
having Trade::ImageData which handles both cases.
On the other hand, the Image*/CompressedImage* distinction is done for
easier usage and type-safe APIs in all other cases.
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.
When pixel pack/unpack parameter support is done, this class will
contain only stuff that's common to both compressed and uncompressed
images. Currently that's nothing, so the class is empty.
Note the hilarious bug in both GCC and Clang: if you remove the `_dummy`
member, both of them start complaining about weird completely unrelated
stuff.
The previous AbstractShaderProgram::setUniform(Int, UnsignedInt, T*)
function is now alias to the new one, is marked as deprecated and will
be removed in some future release.
Similarly to what's now done with NoInit tags for Containers::Array and
all math types such as Vector, there's now NoCreate tag for creating
wrappers without actually creating the underlying OpenGL object. The
instance is then equivalent to moved-from state. Useful to avoid
needless creation/deletion of OpenGL object in case you would overwrite
the instance later anyway:
Mesh mesh{NoCreate};
std::unique_ptr<Buffer> indices, vertices;
std::tie(mesh, indices, vertices) = MeshTools:compile(...);
Useful for squeezing out last bits of performance, e.g. in this case:
Vector3 a;
a[0] = something++;
a[1] = something++;
a[2] = something++;
In the code all elements are first zeroed out and then overwritten
later, thus it might be good to avoid the zero-initialization:
Vector3 a{Math::NoInit};
a[0] = something++;
a[1] = something++;
a[2] = something++;
This will of course be more useful in far larger data types and arrays
of these.
Previously only matrices allowed to be created either as an identity or
zero-initialized. Now all Math classes support that, including (dual)
complex numbers and quaternions.
Some classes are by default constructed zero-filled while other are set
to identity and the only way to to check this is to look into the
documentation. This changes the default constructor of all classes to
take an optional "tag" which acts as documentation about how the type is
constructed. Note that this result in no behavioral changes, just
ability to be more explicit when writing the code. Example:
// These two are equivalent
Quaternion q1;
Quaternion q2{Math::IdentityInit};
// These two are equivalent
Vector4 vec1;
Vector4 vec2{Math::ZeroInit};
Matrix4 a{Math::IdentityInit, 2}; // 2 on diagonal
Matrix4 b{Math::ZeroInit}; // all zero
This functionality was already present in some ugly form in Matrix,
Matrix3 and Matrix4 classes. It was long and ugly to write, so it is
now generalized into the new Math::IdentityInit and Math::ZeroInit tags,
the original Matrix::IdentityType, Matrix::Identity, Matrix::ZeroType
and Matrix::Zero are deprecated and will be removed in the future
release.
Math::Matrix<7, Int> m{Math::Matrix<7, Int>::Identity}; // before
Math::Matrix<7, Int> m{Math::IdentityInit}; // now
I wanted to preserve the parameter-less constructor of tests, but WINAPI
requires fairly ugly entagled set of functions, passing HWND around,
which required storing it in a global var and hoping it is properly
initialized when querying it for it to be passed to application
constructor.
When this was done, it was now fairly easy to support passing also
argv/argc to application constructor, which in the future will enable
selective disabling of extensions for even better test coverage.
This however needed slightly different main() function and thus we now
have MAGNUM_GL_TEST_MAIN() instead of CORRADE_TEST_MAIN(). Using the
latter will result in an assert inside std::optional.
In OpenGL ES 2.0 there is EXT_draw_buffers, which I overlooked somehow,
so I added it to extension list and included in the implementation. It
combines NV_draw_buffers and NV_fbo_color_attachments, so the
implementation now selects one of the two based on which extension is
supported, preferring the EXT one. Updated the documentation to be
less confusing, fixed extension links. Also the single-output
mapForDraw() is not handled separately on ES anymore and just calls
DrawBuffers implementation with single parameter, resulting in less
generated code.
EXT_draw_buffers can also be called on default framebuffer and
apparently in ES there is no way to map front framebuffer for drawing,
so I removed it from the DefaultFramebuffer::DrawAttachment enum.
This was a leftover from some not-well-thought-out design decision. The
function is now used exclusively for binding for draw, as all
framebuffer reading functions (blit(), read()) are doing the read
binding internally. Moreover it required the user to be extra careful on
ES2, because in many cases there are no separate binding points for
reading and drawing.
The function is now parameter-less and always bind the framebuffer for
drawing. The logic for internal binding was also simplified and on ES2
there are separate implementations for single/separate binding points.
For *Framebuffer::checkStatus() the documentation was updated to explain
the meaning of the parameter on ES2 implementation. Also removed the
need for FramebufferTarget::ReadDraw binding, as it was rather
confusing.
Old *Framebuffer::bind(FramebufferTarget) is now just an alias to the
parameter-less function, ignoring the parameter. Along with
FramebufferTarget::ReadDraw it is marked as deprecated and will be
removed in some future release.