Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
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.
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(...);
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.
`char*` is now the default type for byte arrays. Results in shorter
code, less annoyances and more convenient testing. As is the case with
Corrade, I'm not doing any compatibility/deprecation layer, as most of
these functions is not widely used anyway.
Forward declarations of templated types don't have named template
parameters and thus Doxygen (sometimes) used these for documentation. It
then looked like this:
Magnum::Math::RectangularMatrix<std::size_t, std::size_t, class>
which isn't helpful at all. After the change it looks like this (much
better):
Magnum::Math::RectangularMatrix<cols, rows, T>
New in 2.8.9, much cleaner than the previous "solution". Also cleaned up
the surroundings a bit. Fixed cases where PIC was forced independently
of the settings, for plugins the PIC is now also set only when
needed/requested.
The indexed binding is allowed for only some types (atomic counters,
uniforms, shader storage and transform feedback), thus we need separate
enum for that. Because the bind() function will be used far more often
than setTargetHint(), the original Target enum is now renamed to
TargetHint and the new Target enum contains (in non-deprecated build)
only three values.
For backwards compatibility, though, we need to have all original Target
values, thus the new Target enum contains also all other values from
TargetHint, but they are marked as deprecated and (at least) run-time
checked in bind() so they aren't accidentaly used for indexed binding.
Similarly there are also deprecated Target overloads of Buffer() and
setTargetHint(). It's ugly, but hopefully will suffice for now. This mess
will be removed as soon as possible in some upcoming version.
The final release doesn't have the issue with non-explicit
default std::vector constructor. Most of the conflicts resulted from
Mesh::Primitve -> MeshPrimitive refactoring.
This reverts commit c2ad09706e.
Conflicts:
src/Magnum/Primitives/Capsule.cpp
src/Magnum/Primitives/Circle.cpp
src/Magnum/Primitives/Crosshair.cpp
src/Magnum/Primitives/Cylinder.cpp
src/Magnum/Primitives/Icosphere.cpp
src/Magnum/Primitives/Implementation/WireframeSpheroid.cpp
src/Magnum/Primitives/Line.cpp
src/Magnum/Primitives/Plane.cpp
src/Magnum/Primitives/Square.cpp
src/Magnum/Primitives/UVSphere.cpp
src/Magnum/SceneGraph/Object.hpp
src/Magnum/Text/GlyphCache.cpp
src/Magnum/TextureTools/Atlas.cpp
src/Magnum/TextureTools/Test/AtlasTest.cpp
Only one value from these two was used in the end, wasting precious
bytes. Also these two values were used to differentiate between indexed
and non-indexed mesh (instead of relying on actual index buffer being
bound), which was very confusing. This approach looks more clean. The
MeshView class is not yet updated, as the change would expose some
features that aren't possible in current implementation (base vertex
specification).
Merged Mesh::setVertexCount() and Mesh::setIndexCount() into one
Mesh::setCount(), the two original functions are now guarded aliases to
the new one, are marked as deprecated and will be removed in future
release, similarly for the getters.
In particular, if the mesh is indexed, setVertexCount() does nothing and
vertexCount() returns 0. The setIndexCount() and indexCount() do and
return the same regardless of whether the mesh is indexed or not.
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.
Why did I do this:
* It is more clean, shorter and nice looking with method chaining,
i.e. instead of:
shader.setColor(...)
.setOtherParam(5);
texture1.bind(MyShader::Texture1Layer);
texture2.bind(MyShader::Texture2Layer);
We now have this:
shader.setColor(...)
.setOtherParam(5)
.setTexture1(texture1)
.setTexture2(texture2);
* It is now also clear which texture type is expected, the layer
constant did not say anything about type.
* Also it is possible to use new features (multi bind, bindless
textures etc.) while preserving the same public API.
The only potential disadvantage is that the textures don't stay bound
like uniform values do, but this become a non-issue with bindless
textures. As usual, the old way is now deprecated and will be removed in
some future release.