Toggles between using CGL/GLX/WGL (requiring running graphical desktop
environment) or EGL (without display attachment) for command-line
utilities and GL tests. Also exposed to the user through
MAGNUM_TARGET_HEADLESS CMake and preprocessor variables.
Uses just EGL and no other platform toolkit, meaning that the same code
can be used on all platforms if the drivers support it. Should be
working for OpenGL ES for most drivers, however desktop OpenGL is
supported only on NVidia since version 355.
As with Corrade, this is not exactly backwards compatible, but for
common use case without OBJECT libraries this should not be a problem.
In any case, recreate the build dir and update your copy of all
Find*.cmake modules to avoid weird things happening.
User-facing changes:
* Documentation of all Find*.cmake modules converted to
reStructuredText to follow official CMake guidelines.
* The newfangled way to use the libraries is to link to Magnum::Shaders
instead of adding ${MAGNUM_SHADERS_INCLUDE_DIRS} to include path and
linking to ${MAGNUM_SHADERS_LIBRARIES}.
* The old ${MAGNUM_*_LIBRARIES} are deprecated and now just expand to
Magnum::* target. Use the target directly. These are also enabled
only when building with MAGNUM_BUILD_DEPRECATED.
* The old ${MAGNUM_*_INCLUDE_DIRS} are removed as the Magnum::* targets
cover these too.
Internal changes:
* Global state such as include_directories() was replaced with
target-specific settings.
It seems that there is no such thing as eglGetProcAddress() and thus we
are able to use only functions that are defined in the ES[23]/glext.h
header and no others. So, currently, the function loader internally
undefs all function name macros that were defined in our flextgl.h
header, then includes the Apple's glext.h header and assigns function
pointers of those extensions that are defined in the header. Apple also
has some minor differences in function signatures (different constness
of pointer-to-pointer variables) so I had to reinterpret_cast
everything.
Might seem to be uglier than including glext.h directly in our code,
but I made bad experience when doing so -- I want to depend on my
header bugs that are consistent across all platforms instead of
depending on whatever changes Apple makes in its headers. I also want to
have all functions defined and not only those that are supported on
iOS.
Phew. Thank you, flextGL, for making it way easier than it appeared to
be at first.
Unline *Application libraries, which are commonly linked only to the
final executable, the *Context libraries are often linked to
"intermediate" dynamic libs.
The function pointer loading is now moved to Application classes to make
it possible to decide about platform-specific API at usage time, not at
library compilation time.
Currently it's not possible to create the Magnum context any other way
than through Application classes, will solve that in next commits.
Makes it possible to have both debug and release libraries installed. If
both libraries are present when finding the package, proper version is
used based on what configuration is used in depending project.
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.
Better API for handling more than one application screens (context
switching, event propagation etc.). Taken from Push The Box, updated to
current coding style and templated.
They are now not exposed to the user at all, as their API will be
probably changed and reworked in the future to allow GLX/EGL-specific
extension to be used. Also this looks scary in the documentation.
Emscripten supports some hybrid between SDL1 and SDL2. I don't want to
add Sdl1Application just for that and create more portability issues, so
I just changed some things in Sdl2Application to be compatible with what
Emscripten wants. Full SDL2 support is awaited in Emscripten, thus this
is future-proof (rather than having SDL1 support, which would be
deprecated later).
Added documentation about Emscripten usage and template HTML markup to
Sdl2Application docs, will move it somewhere else in the future when
more than one Application will be supported (e.g. GLUT).