Aside from the fact that we shouldn't have done it at all, it caused at
least two roblems:
1. std::hash is by standard defined as struct, but GCC's libstdc++
defined it as class, causing Clang warning (probably harmless, but
annoying).
2. Clang's libcxx implements STL in inline namespace std::__1, which
causes the forward declaration to define a completely new struct,
different to std::__1::hash. The actual template specialization
std::hash<ResourceKey> would then be totally unrelated to
std::__1::hash, causing compiler error. Removing the forward
declaration solves this, as it's possible to do the specialization
without knowing about the inline namespace.
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);
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.
In next few commits AbstractFont will become plugin interface. Font
implementations are now in magnum-plugins repository. Removed all traces
of FreeType and HarfBuzz dependencies.
Makes it easier to disable parts of the code than with this. And this
would also not be future-proof:
defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
OpenGL includes are ~35k lines together and it is a waste of
compilation time to include them even if they are not needed at all
(e.g. whole SceneGraph and Physics libraries). Saves ~10s of compilation
time (6:46 before, now 6:35).
It seems like a bad idea, but it will:
* Improve portability, as `Int` will be always 32bit.
* Improve readability, as `std::int32_t` is just plain ugly and too
complicated to write.
* Improve consistency and reduce confusion, as it's not good to mix
`int`, `std::int32_t`, `GLint`, `khronos_int_t` and whatnot in one
codebase.
* Possibly reduce compilation time, because including all ~35k lines
worth of GL headers just for one GLfloat typedef is even worse than
now forbidden #include <iostream> in headers.
Removed workarounds for alias templates, variadic templates and
anonymous enums, but 1.8.2 has some bug with forward declarations
causing classes to appear in default namespace, breaking
cross-references.
Default framebuffer is now accessible throught defaultFramebuffer global
variable, named framebuffers are handled the same way as before. All
operations (clear, setViewport, blit, read) now are member functions
so they cannot be mistakenly used when unwanted framebuffer is bound.
Further rework (DSA, state tracking...) is on the way.
Buffered* hinted that it has something to do with caching, streaming or
whatever. "Buffer texture" is now also consistent with naming in
specification.