This commit updates a *lot* of rather questionable path handling
logic to be robust. Specifically:
* All path operations go through Platform::Path.
* All ad-hoc path handling functions are removed, together with
PATH_SEP. This removes code that was in platform-independent
parts, but had platform-dependent behavior.
* Group::linkFileRel is removed; only an absolute path is stored
in Group::linkFile. However, only Group::linkFileRel is saved,
with the relative path calculated on the fly, from the filename
passed into SaveToFile. This eliminates dependence on global
state, and makes it unnecessary to have separare code paths
for saved and not yet saved files.
* In a departure from previous practice, functions with
platform-independent code but platform-dependent behavior
are all grouped under platform/. This makes it easy to grep
for functions with platform-dependent behavior.
* Similarly, new (GUI-independent) code for all platforms is added
in the same platform.cpp file, guarded with #ifs. It turns out
that implementations for different platforms had a lot of shared
code that tended to go out of sync.
This commit performs two main changes:
* Alters the shaders to use only strictly conformant GLSL 2.0.
* Alters the Windows UI to use ANGLE via GL ES 2.0 and EGL 1.4.
This commit also drops official support for Windows XP, since ANGLE
requires a non-XP toolset to build. It is still possible to build
SolveSpace for Windows XP using:
cmake -T v120_xp -DOPENGL=1
There are two main reasons to desire an OpenGL 2 renderer:
1. Compatibility. The compatibility profile, ironically, does not
offer a lot of compatibility, and our OpenGL 1 renderer will not
run on Android, iOS, or WebGL.
2. Performance. The immediate mode does not scale, and in fact
becomes very slow with only a moderate amount of lines on screen,
and only a somewhat large amount of triangles.
This commit implements a basic OpenGL 2 renderer that uses only
features from the (OpenGL 3.2) core profile. It is not yet faster
than the OpenGL 1 renderer, primarily because it uses a lot of small
draw calls.
This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links
to the GL symbols from version 2+); on Windows this is impossible
with the default drivers, so for now OpenGL 1 is still used there.