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vectorfields
Vladimír Vondruš 14 years ago
parent
commit
a0ba7663b0
  1. 2
      doc/MainPage.dox
  2. 5
      doc/namespaces.dox
  3. 6
      src/AbstractTexture.h
  4. 16
      src/Shaders/PhongShader.h
  5. 2
      src/Trade/Image.h

2
doc/MainPage.dox

@ -7,7 +7,7 @@ namespace Magnum {
<li>Comprehensive use of C++11 features for security, performance and ease of development.</li> <li>Comprehensive use of C++11 features for security, performance and ease of development.</li>
<li>Hierarchical @ref Scene "scene graph" which supports transformation caching for better performance, classes for convenient usage of @ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and @ref Texture "textures".</li> <li>Hierarchical @ref Scene "scene graph" which supports transformation caching for better performance, classes for convenient usage of @ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and @ref Texture "textures".</li>
<li>@ref MeshTools "Mesh tools" for cleaning, optimizing and generating meshes.</li> <li>@ref MeshTools "Mesh tools" for cleaning, optimizing and generating meshes.</li>
<li>Collection of pre-made @ref Primitives "graphic primitives" for testing purposes.</li> <li>Collection of pre-made @ref Primitives "graphic primitives" and @ref Shaders "shaders" for testing purposes.</li>
</ul> </ul>
@section BasicUsage Basic usage @section BasicUsage Basic usage

5
doc/namespaces.dox

@ -0,0 +1,5 @@
/** @namespace Magnum::Shaders
@brief Sample shaders
Collection of shaders for testing purposes.
*/

6
src/AbstractTexture.h

@ -36,7 +36,7 @@ class MAGNUM_EXPORT AbstractTexture {
AbstractTexture& operator=(AbstractTexture&& other) = delete; AbstractTexture& operator=(AbstractTexture&& other) = delete;
public: public:
/** @brief Texture filtering */ /** @brief %Texture filtering */
enum class Filter: GLint { enum class Filter: GLint {
/** /**
* Nearest neighbor filtering * Nearest neighbor filtering
@ -68,7 +68,7 @@ class MAGNUM_EXPORT AbstractTexture {
LinearInterpolation = GL_NEAREST_MIPMAP_LINEAR & ~GL_NEAREST LinearInterpolation = GL_NEAREST_MIPMAP_LINEAR & ~GL_NEAREST
}; };
/** @brief Texture wrapping on the edge */ /** @brief %Texture wrapping on the edge */
enum class Wrapping: GLint { enum class Wrapping: GLint {
/** /**
* Repeat texture. Unavailable on rectangle textures. * Repeat texture. Unavailable on rectangle textures.
@ -138,7 +138,7 @@ class MAGNUM_EXPORT AbstractTexture {
glDeleteTextures(1, &texture); glDeleteTextures(1, &texture);
} }
/** @brief Texture layer */ /** @brief %Texture layer */
inline GLint layer() const { return _layer; } inline GLint layer() const { return _layer; }
/** @brief Bind texture for usage / rendering */ /** @brief Bind texture for usage / rendering */

16
src/Shaders/PhongShader.h

@ -35,22 +35,22 @@ class PhongShader: public AbstractShaderProgram {
/** @brief Constructor */ /** @brief Constructor */
PhongShader(); PhongShader();
/** @brief Object ambient color */ /** @brief %Object ambient color */
inline void setAmbientColorUniform(const Vector3& color) { inline void setAmbientColorUniform(const Vector3& color) {
setUniform(ambientColorUniform, color); setUniform(ambientColorUniform, color);
} }
/** @brief Object diffuse color */ /** @brief %Object diffuse color */
inline void setDiffuseColorUniform(const Vector3& color) { inline void setDiffuseColorUniform(const Vector3& color) {
setUniform(diffuseColorUniform, color); setUniform(diffuseColorUniform, color);
} }
/** @brief Object specular color */ /** @brief %Object specular color */
inline void setSpecularColorUniform(const Vector3& color) { inline void setSpecularColorUniform(const Vector3& color) {
setUniform(specularColorUniform, color); setUniform(specularColorUniform, color);
} }
/** @brief Object shininess */ /** @brief %Object shininess */
inline void setShininessUniform(GLfloat shininess) { inline void setShininessUniform(GLfloat shininess) {
setUniform(shininessUniform, shininess); setUniform(shininessUniform, shininess);
} }
@ -65,22 +65,22 @@ class PhongShader: public AbstractShaderProgram {
setUniform(projectionMatrixUniform, matrix); setUniform(projectionMatrixUniform, matrix);
} }
/** @brief Light position */ /** @brief %Light position */
inline void setLightUniform(const Vector3& light) { inline void setLightUniform(const Vector3& light) {
setUniform(lightUniform, light); setUniform(lightUniform, light);
} }
/** @brief Light ambient color */ /** @brief %Light ambient color */
inline void setLightAmbientColorUniform(const Vector3& color) { inline void setLightAmbientColorUniform(const Vector3& color) {
setUniform(lightAmbientColorUniform, color); setUniform(lightAmbientColorUniform, color);
} }
/** @brief Light diffuse color */ /** @brief %Light diffuse color */
inline void setLightDiffuseColorUniform(const Vector3& color) { inline void setLightDiffuseColorUniform(const Vector3& color) {
setUniform(lightDiffuseColorUniform, color); setUniform(lightDiffuseColorUniform, color);
} }
/** @brief Light specular color */ /** @brief %Light specular color */
inline void setLightSpecularColorUniform(const Vector3& color) { inline void setLightSpecularColorUniform(const Vector3& color) {
setUniform(lightSpecularColorUniform, color); setUniform(lightSpecularColorUniform, color);
} }

2
src/Trade/Image.h

@ -36,7 +36,7 @@ template<size_t imageDimensions> class Image {
Image<imageDimensions>& operator=(Image<imageDimensions>&& other) = delete; Image<imageDimensions>& operator=(Image<imageDimensions>&& other) = delete;
public: public:
const static size_t Dimensions = imageDimensions; /**< @brief Image dimension count */ const static size_t Dimensions = imageDimensions; /**< @brief %Image dimension count */
/** /**
* @brief Constructor * @brief Constructor

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