Logic mostly the same as with MaterialAttribute::*TextureCoordinates --
attribute not present is treated the same way as if the layer was 0
(since that's what a 2D non-array texture is, a single-slice array), and
conversely if the attribute is 0 it's the same as if it would be not
present at all. Plus it also gets checked in queries for packed
textures, if everything is the same but the layer is different, then
it's not a packed texture.
The rest of the commit is just busywork for convenience APIs.
Reason is that Assimp custom material attribute names are also prefixed
with $ and other weird characters, which could lead to them appearing
before $LayerName, causing a layer to falsely appear unnamed. A space,
instead, is before all printable characters so it's guaranteed to be
always first.
Some things you just don't realize at first. Fortunately the binary
layout isn't pinned yet for the serialization format so this change is
mostly fine.
Turns out glTF doesn't actually put metalness into R and roughness into
G, even though the naming suggests that. This was done originally, but
then they changed that in order to be compatible with UE4 and allow for
a more efficient storage of an occlusion map.
Because this feels extremely arbitrary, the docs have added rationale
for each of the packing variants, and I'm also renaming the packed
attribute and checks to imply the red channel isn't used.
Well, "basic". Practically mirrors glTF PBR materials:
- builtin metallic/roughness
- the KHR_materials_pbrSpecularGlossiness extension
- extra normal/occlusion/emission maps
- exposes the implicit metallic/roughness and specular/glossiness
packing, but also allows separate maps with arbitrary packings as
well as two-channel normal maps (instead of three-channel)
- provides convenience checks for the most common packing schemes
including MSFT_packing_normalRoughnessMetallic and the three variants
of MSFT_packing_occlusionRoughnessMetallic
- teaches PhongMaterialData to recognize packed specular/glossiness
maps as well
Next up is exposing at least one layer extension, and then I'm done
here.
Well. Bloaty reports a 0.3% increase in Debug and 0.1% in Release, but I
guess if the enums would be larger, the savings would be actually
significant.
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.
* Older GLSL doesn't have texelFetch() and related things, working
around it by using classical texture() and normalized floating-point
coordinates. But that needs to have Texture::imageSize() passed,
which is not available in OpenGL ES, thus the user must specify it
explicitly there. On desktop OpenGL that parameter is ignored.
* Older GLSL doesn't have gl_VertexID, thus vertex buffer must be
created and vertex data passed expliticly.
* GLSL ES 2.0 doesn't have one-component texture format and
TextureFormat::Luminance probably isn't renderable anywhere, thus
TextureFormat::RGB should be used, although it is inefficient.
* Checking for framebuffer completeness, if not complete, nothing is
done.
* Re-eabled building of TextureTools library in all ES PKGBUILDs.