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Shaders: documentation improvements.

pull/51/head
Vladimír Vondruš 12 years ago
parent
commit
ae9462b4c8
  1. 4
      src/Magnum/Shaders/AbstractVector.h
  2. 20
      src/Magnum/Shaders/DistanceFieldVector.h
  3. 15
      src/Magnum/Shaders/MeshVisualizer.h
  4. 2
      src/Magnum/Shaders/Phong.h
  5. 2
      src/Magnum/Shaders/Shaders.h
  6. 4
      src/Magnum/Shaders/VertexColor.h

4
src/Magnum/Shaders/AbstractVector.h

@ -26,7 +26,7 @@
*/ */
/** @file /** @file
* @brief Class Magnum::Shaders::AbstractVector, typedef Magnum::Shaders::AbstractVector2D, Magnum::Shaders::AbstractVector3D * @brief Class @ref Magnum::Shaders::AbstractVector, typedef @ref Magnum::Shaders::AbstractVector2D, @ref Magnum::Shaders::AbstractVector3D
*/ */
#include "Magnum/Shaders/Generic.h" #include "Magnum/Shaders/Generic.h"
@ -36,7 +36,7 @@ namespace Magnum { namespace Shaders {
/** /**
@brief Base for vector shaders @brief Base for vector shaders
@see AbstractVector2D, AbstractVector3D @see @ref AbstractVector2D, @ref AbstractVector3D
*/ */
template<UnsignedInt dimensions> class AbstractVector: public AbstractShaderProgram { template<UnsignedInt dimensions> class AbstractVector: public AbstractShaderProgram {
public: public:

20
src/Magnum/Shaders/DistanceFieldVector.h

@ -26,7 +26,7 @@
*/ */
/** @file /** @file
* @brief Class Magnum::Shaders::DistanceFieldVector, typedef Magnum::Shaders::DistanceFieldVector2D, Magnum::Shaders::DistanceFieldVector3D * @brief Class @ref Magnum::Shaders::DistanceFieldVector, typedef @ref Magnum::Shaders::DistanceFieldVector2D, @ref Magnum::Shaders::DistanceFieldVector3D
*/ */
#include "Magnum/Color.h" #include "Magnum/Color.h"
@ -41,10 +41,10 @@ namespace Magnum { namespace Shaders {
/** /**
@brief Distance field vector shader @brief Distance field vector shader
Renders vector art in form of signed distance field. See TextureTools::distanceField() Renders vector art in form of signed distance field. See @ref TextureTools::distanceField()
for more information. Note that the final rendered outlook will greatly depend for more information. Note that the final rendered outlook will greatly depend
on radius of input distance field and value passed to setSmoothness(). on radius of input distance field and value passed to @ref setSmoothness().
@see DistanceFieldVector2D, DistanceFieldVector3D @see @ref DistanceFieldVector2D, @ref DistanceFieldVector3D
@todo Use fragment shader derivations to have proper smoothness in perspective/ @todo Use fragment shader derivations to have proper smoothness in perspective/
large zoom levels, make it optional as it might have negative performance large zoom levels, make it optional as it might have negative performance
impact impact
@ -66,7 +66,7 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector
* @brief Set fill color * @brief Set fill color
* @return Reference to self (for method chaining) * @return Reference to self (for method chaining)
* *
* @see setOutlineColor() * @see @ref setOutlineColor()
*/ */
DistanceFieldVector& setColor(const Color4& color) { DistanceFieldVector& setColor(const Color4& color) {
AbstractShaderProgram::setUniform(colorUniform, color); AbstractShaderProgram::setUniform(colorUniform, color);
@ -77,7 +77,7 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector
* @brief Set outline color * @brief Set outline color
* @return Reference to self (for method chaining) * @return Reference to self (for method chaining)
* *
* @see setOutlineRange(), setColor() * @see @ref setOutlineRange(), @ref setColor()
*/ */
DistanceFieldVector& setOutlineColor(const Color4& color) { DistanceFieldVector& setOutlineColor(const Color4& color) {
AbstractShaderProgram::setUniform(outlineColorUniform, color); AbstractShaderProgram::setUniform(outlineColorUniform, color);
@ -96,7 +96,7 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector
* larger than @p start the outline is not drawn. Initial value is * larger than @p start the outline is not drawn. Initial value is
* `1.0f`. * `1.0f`.
* *
* @see setOutlineColor() * @see @ref setOutlineColor()
*/ */
DistanceFieldVector& setOutlineRange(Float start, Float end) { DistanceFieldVector& setOutlineRange(Float start, Float end) {
AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end)); AbstractShaderProgram::setUniform(outlineRangeUniform, Vector2(start, end));
@ -107,9 +107,9 @@ template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector
* @brief Set smoothness radius * @brief Set smoothness radius
* @return Reference to self (for method chaining) * @return Reference to self (for method chaining)
* *
* Larger values will make edges look less aliased (but blurry), smaller * Larger values will make edges look less aliased (but blurry),
* values will make them look more crisp (but possibly aliased). Initial * smaller values will make them look more crisp (but possibly
* value is `0.04f`. * aliased). Initial value is `0.04f`.
*/ */
DistanceFieldVector& setSmoothness(Float value) { DistanceFieldVector& setSmoothness(Float value) {
AbstractShaderProgram::setUniform(smoothnessUniform, value); AbstractShaderProgram::setUniform(smoothnessUniform, value);

15
src/Magnum/Shaders/MeshVisualizer.h

@ -26,7 +26,7 @@
*/ */
/** @file /** @file
* @brief Class Magnum::Shaders::MeshVisualizer * @brief Class @ref Magnum::Shaders::MeshVisualizer
*/ */
#include "Magnum/Math/Matrix4.h" #include "Magnum/Math/Matrix4.h"
@ -56,9 +56,9 @@ If you have geometry shaders available, you don't need to do anything else.
If you don't have geometry shaders, you need to set @ref Flag::NoGeometryShader If you don't have geometry shaders, you need to set @ref Flag::NoGeometryShader
(it's enabled by default in OpenGL ES) and use only **non-indexed** triangle (it's enabled by default in OpenGL ES) and use only **non-indexed** triangle
meshes (see MeshTools::duplicate() for possible solution). Additionaly, if you meshes (see @ref MeshTools::duplicate() for possible solution). Additionaly, if
have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also @ref VertexIndex you have OpenGL < 3.1 or OpenGL ES 2.0, you need to provide also
attribute. @ref VertexIndex attribute.
@requires_es_extension %Extension @extension{OES,standard_derivatives} for @requires_es_extension %Extension @extension{OES,standard_derivatives} for
wireframe rendering. wireframe rendering.
@ -83,7 +83,7 @@ class MAGNUM_SHADERS_EXPORT MeshVisualizer: public AbstractShaderProgram {
/** /**
* @brief %Flag * @brief %Flag
* *
* @see Flags, MeshVisualizer() * @see @ref Flags, @ref MeshVisualizer()
*/ */
enum class Flag: UnsignedByte { enum class Flag: UnsignedByte {
/** /**
@ -98,8 +98,9 @@ class MAGNUM_SHADERS_EXPORT MeshVisualizer: public AbstractShaderProgram {
/** /**
* Don't use geometry shader for wireframe visualization. If * Don't use geometry shader for wireframe visualization. If
* enabled, you might need to provide also VertexIndex attribute in * enabled, you might need to provide also @ref VertexIndex
* the mesh. In OpenGL ES enabled alongside @ref Flag::Wireframe. * attribute in the mesh. In OpenGL ES enabled alongside
* @ref Flag::Wireframe.
*/ */
NoGeometryShader = 1 << 1 NoGeometryShader = 1 << 1
}; };

2
src/Magnum/Shaders/Phong.h

@ -26,7 +26,7 @@
*/ */
/** @file /** @file
* @brief Class Magnum::Shaders::Phong * @brief Class @ref Magnum::Shaders::Phong
*/ */
#include "Magnum/Color.h" #include "Magnum/Color.h"

2
src/Magnum/Shaders/Shaders.h

@ -26,7 +26,7 @@
*/ */
/** @file /** @file
* @brief Forward declarations for Magnum::Shaders namespace * @brief Forward declarations for @ref Magnum::Shaders namespace
*/ */
#include "Magnum/Types.h" #include "Magnum/Types.h"

4
src/Magnum/Shaders/VertexColor.h

@ -26,7 +26,7 @@
*/ */
/** @file /** @file
* @brief Class Magnum::Shaders::VertexColor * @brief Class @ref Magnum::Shaders::VertexColor
*/ */
#include "Magnum/Color.h" #include "Magnum/Color.h"
@ -42,7 +42,7 @@ namespace Magnum { namespace Shaders {
@brief Vertex color shader @brief Vertex color shader
Draws vertex-colored mesh. Draws vertex-colored mesh.
@see VertexColor2D, VertexColor3D @see @ref VertexColor2D, @ref VertexColor3D
*/ */
template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColor: public AbstractShaderProgram { template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT VertexColor: public AbstractShaderProgram {
public: public:

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