As implementation-specific index types cause the index buffer to be
strided. which is not allowed by default, these work only if
InterleaveFlag::PreserveStridedIndices is set. Originally I thought
about straight-out disallowing implementation-specific types here,
unfortunately that broke some valid use cases so I backtracked on that
decision.
In the future I might change the default to preserve
implementation-specific indices with sane strides (i.e., positive powers
of 2), but that will only be done once similar treatment is finished for
attributes (currently zero and negative strides are just disallowed
completely).
Otherwise it makes a tightly-packed copy. This also means that arbitrary
padding before/after the index buffer is preserved only in case it would
mean the data can be transferred without a copy -- otherwise it's faster
to just drop the padding and copy only the used part.
I tried, I really did, but the downsides eventually just outweighed the
potential of this feature and I gave up. May try to tackle this again in
the future, but not now.
This took me quite a while to realize -- not always it's desirable to
have the original layout unconditionally preserved, especially if for
example filtering a MeshData to just a subset of attributes.
Haha, I even had a TODO here. An exception in this case is when the mesh
is already interleaved -- then the layout is kept intact and thus it's
not needed to know what vertex format sizes to repack.
The array size is always last, defaulting to 0. This makes it consistent
with the offset-only constructor and removes two unnecessary overloads.
It's a breaking change, but I don't think array attributes have many
users yet -- and better to do this now than later. In any case, sorry
about breaking your code.
While 27f6cc309d made it easier to create
references to attribute-less meshes by avoiding a branch on
attributeCount() (and then using a constructor with explicit vertex
count), code still had to branch on isIndexed() because indices() could
be called only on indexed meshes. This change allows code like
Trade::MeshData reference{data.primitive(),
{}, data.indexData(), Trade::MeshIndexData{data.indices()},
{}, data.vertexData(), Trade::meshAttributeDataNonOwningArray(data.attributeData()),
data.vertexCount()};
which works correctly for all cases and doesn't introduce extra branches
and code paths that would need to be tested. While definitely better, I
might still give up at some point and introduce some
Trade::MeshData::nonOwningImmutableReference() helper for this.
Until now, except for an attribute-less index-less mesh, the vertex
count was only implicitly taken from passed attributes, but it was
severely limiting:
- There was no way to set vertex count for an attribute-less
indexed mesh, which didn't make sense
- All code that made non-owning MeshData instances referencing another
MeshData had to explicitly handle the attribute-less corner case to
avoid vertex count getting lost
- Offset-only attributes couldn't be used to specify static layout of
meshes with dynamic vertex count, causing unnecessary extra
allocations especially in the Primitives library.
Originally this was done in order to make handling of deserialized data
much simpler (as for those attributes also need to only contain an
offset into some unknown data array), but seems this could be very
useful elsewhere as well -- for example when the layout is known
beforehand but the actual data not yet -- such as in the Line and
Gradient primitives (going to switch them to this in the next commit).
What still unfortunately has to be known in advance is the actual vertex
count (as supplying it directly to MeshData would mean adding 6 new
constructor overloads, and there's enough of those already). Might
revisit later.
This was originally meant to be an interleave() that operates on
MeshData, but later I realized I need the same logic in duplicate(), so
turned it into a private function. Now I am pretty sure I'll be using
this function in *many* importer plugins :D
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.