Currently just the bare minimum, more features such as handling
multiple contiguous strips and loops inside a single mesh or an
overlapping layout will come later.
Otherwise it may be hard to guess which of them is failing. *Ideally*
the assert would also contain the stride vs type size, maybe I do
that next time I spend that much time investigating why it asserts.
To perform conversion of an already-indexed TriangleStrip to Triangles,
for example, without having to perform an expensive deindexing using
duplicate() first.
To be consistent with what the generate*Indices() APIs expect -- it
doesn't make sense for this API to silently round down while the other
would fail for the same input. In particular, the primitiveCount() may
be used to calculate allocation size for an array to pass to
generate*IndicesInto(), and thus it should use the same rules.
The restriction didn't make sense. Disallowing 1 input vertex for lines
or 1/2 input vertices for triangles sure, but 0 vertices should work as
the expected behavior is obvious.
Before it was checked only inside generate*IndicesInto() the function
delegates to, which was too late as the arrays would be allocated with
an insanely high size at that point.
THe remaining elements are zero-filled, consistently with the behavior
with zeroing out attributes that are missing in subsequent meshes. One
use case is concatenating a mesh with 4 JointIds / Weights into a mesh
that has 8 instead.
Right now, copying larger arrays to smaller arrays is still disallowed
to avoid data loss. That is inconsistent with behavior for attributes
(which are silently left out when not present in the first mesh), I'll
need to think about this more and solve the inconsistency somehow.
Either by allowing array slicing or by failing for unhandled attributes
as well, and the latter makes more sense from the perspective of
avoiding data loss.
And also add a compiledPerVertexJointCount() helper which returns the
amount of components used in the primary and secondary joint IDs /
weights slots.
Co-authored-by: Squareys <squareys@googlemail.com>
Which is currently the case for any two attributes of the same name
(such as two texture coordinate sets), or bitangents and object ID used
together.
Plus extending the check for matrix attributes (such as instanced
transformation conflicting with secondary joint IDs and weights).
None of these attributes are builtin though, so the check can't be
verified at the moment.
And also documenting the behavior, for some reason the comment was
apparently not updated since the MeshData2D/MeshData3D days!
To be clear -- it would work even without, as it'd fall back to
calculating the range of the weights attribute and choosing an epsilon
based on that, but now it takes a shortcut as Weights are known to be in
a [0, 1] range.
What's especially nice is that the code snippets no longer need to
describe that there's "2 lights, 3 materials and 5 draws" because now
it's self-documenting.
Consistently with checkLink(), this avoids having to explicitly include
both Iterable and Reference in shader code. Alsod allowing people to
have direct arrays of shaders, runtime-sized lists of shaders etc.
A compat include is provided on a deprecated build to avoid breaking
existing code.
There's no reason for those to exist anymore -- origiinally they were
added in a hopeful attempt to make use of parallel shader compilation,
but in practice that meant compiling at most two or three shaders at
once and still stalling until that was done, so not that great at all.
The new APIs provide much better opportunities for parallelism.
Fun fact:
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile() && frag.compile());
is actually one character shorter than
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
so not even typing convenience would be a reason to keep these.
This allows people to directly pass Containers::Array<Trade::MeshData>
there, without having to put them to an annoying temporary
Containers::Array<Containers::Reference<const Trade::MeshData>.
The Iterable header is included for backwards compatibility, apart from
that there should be no breaking change.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
This ended up being far more complicated than anticipated -- the utils
now make use of filterExceptAttributes() in order to properly preserve
the index type when passing a MeshData through. Before an
implementation-specific index type was lost in the process due to
passing just the view to MeshIndexData constructor and not also the
type, and because keeping the metadata is a bit involved process, this
had to wait until there's an alternative to reference() that allows me
to drop all attribute information. And that's what
filterExceptAttributes() does.
Then, interleave() implicitly doesn't preserve strided index buffers
because GPUs don't like them, and since implementation-specific index
types always result in strided index buffers, this was then immediately
dying inside interleave() as it's not possible to tightly-pack an index
buffer of an unknown type. Thus, the function now has to expose
InterleaveFlags and propagate them to interleave() in order to allow the
user to preserve the index buffer without repacking it.
Apmong other things where it's useful for end users as a more convenient
alternative to recreating the MeshData by hand, I need to use this
inside the transform() utilities to preserve all index buffer properties
without copypasting nasty code everywhere.