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Revert "Documentation: organizing the classes into "modules"."

It only caused another maintenance burden and was confusing to users.
Now when scene graph is in SceneGraph namespace there is no need for
another grouping. Namespaces are (and should be) sufficient.

This reverts commit 79945ab6fc.

Conflicts:
	src/BufferedImage.h
	src/BufferedTexture.h
	src/Framebuffer.h
	src/Query.h
	src/SceneGraph/Scene.h
pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
c451b22392
  1. 29
      doc/groups.dox
  2. 5
      doc/mainpage.dox
  3. 9
      doc/namespaces.dox
  4. 2
      src/AbstractImage.h
  5. 2
      src/AbstractShaderProgram.h
  6. 2
      src/AbstractTexture.h
  7. 2
      src/Buffer.h
  8. 6
      src/BufferedImage.h
  9. 2
      src/BufferedTexture.h
  10. 2
      src/CubeMapTexture.h
  11. 2
      src/CubeMapTextureArray.h
  12. 3
      src/Framebuffer.h
  13. 6
      src/Image.h
  14. 6
      src/ImageWrapper.h
  15. 2
      src/IndexedMesh.h
  16. 2
      src/Math/MathTypeTraits.h
  17. 2
      src/Mesh.h
  18. 2
      src/MeshTools/Clean.h
  19. 2
      src/MeshTools/CombineIndexedArrays.h
  20. 6
      src/MeshTools/CompressIndices.h
  21. 6
      src/MeshTools/FlipNormals.h
  22. 2
      src/MeshTools/GenerateFlatNormals.h
  23. 6
      src/MeshTools/Interleave.h
  24. 2
      src/MeshTools/Subdivide.h
  25. 2
      src/MeshTools/Tipsify.h
  26. 2
      src/Primitives/Capsule.h
  27. 4
      src/Primitives/Cube.h
  28. 4
      src/Primitives/Icosphere.h
  29. 2
      src/Primitives/Plane.h
  30. 4
      src/Primitives/UVSphere.h
  31. 5
      src/Query.h
  32. 2
      src/Renderbuffer.h
  33. 2
      src/SceneGraph/Camera.h
  34. 2
      src/SceneGraph/Light.h
  35. 2
      src/SceneGraph/Object.h
  36. 4
      src/SceneGraph/Scene.h
  37. 2
      src/Shader.h
  38. 2
      src/Shaders/PhongShader.h
  39. 6
      src/SizeTraits.h
  40. 6
      src/Texture.h
  41. 6
      src/TypeTraits.h

29
doc/groups.dox

@ -1,29 +0,0 @@
namespace Magnum {
/** @page modules */
/**
@defgroup scene Scene graph
@brief %Scene hierarchy, cameras, lights and other objects
*/
/**
@defgroup mesh Meshes
@brief Creating, modifying and rendering meshes
*/
/**
@defgroup rendering Rendering
@brief %Shader, buffer and mesh management, render queries
*/
/** @ingroup rendering
@defgroup textures Textures
@brief Access to OpenGL textures, image data wrappers and framebuffer operations
*/
/**
@defgroup utility Utility
@brief Various supporting utility classes
*/
}

5
doc/mainpage.dox

@ -50,11 +50,6 @@ in step-by-step tutorial. Then you can dig deeper and try @ref example-index
"other examples", read about fundamental principles in the documentation or
start experimenting on your own!
@subsection module-overview Module overview
Classes in %Magnum are grouped into a few modules for a better orientation.
Check the @ref modules "module index" for more information about all classes.
@subsection getting-started-hacking Hacking Magnum
If you want to hack on this engine, if you spotted a bug, need an feature or

9
doc/namespaces.dox

@ -40,8 +40,7 @@ Functions for computing intersections, distances, areas and volumes.
/** @dir MeshTools
* @brief Namespace Magnum::MeshTools
*/
/** @ingroup mesh
@namespace Magnum::MeshTools
/** @namespace Magnum::MeshTools
@brief %Mesh tools
Tools for generating, optimizing and cleaning meshes.
@ -50,8 +49,7 @@ Tools for generating, optimizing and cleaning meshes.
/** @dir Primitives
* @brief Namespace Magnum::Primitives
*/
/** @ingroup mesh
@namespace Magnum::Primitives
/** @namespace Magnum::Primitives
@brief Primitive library
Basic primitives for testing purposes.
@ -70,8 +68,7 @@ Setting up and rendering the scene.
/** @dir Shaders
* @brief Namespace Magnum::Shaders
*/
/** @ingroup rendering
@namespace Magnum::Shaders
/** @namespace Magnum::Shaders
@brief Sample shaders
Collection of shaders for testing purposes.

2
src/AbstractImage.h

@ -23,7 +23,7 @@
namespace Magnum {
/** @ingroup textures
/**
@brief Non-templated base for one-, two- or three-dimensional images
See Image, BufferedImage, Trade::ImageData documentation for more information.

2
src/AbstractShaderProgram.h

@ -25,7 +25,7 @@
namespace Magnum {
/** @ingroup rendering
/**
@brief Base class for shaders
@section AbstractShaderProgram-subclassing Subclassing workflow

2
src/AbstractTexture.h

@ -24,7 +24,7 @@
namespace Magnum {
/** @ingroup textures
/**
@brief Base for textures
@attention Don't forget to call @ref Texture::setWrapping() "setWrapping()",

2
src/Buffer.h

@ -23,7 +23,7 @@
namespace Magnum {
/** @ingroup rendering
/**
@brief Class for managing buffers
@todo Support for buffer copying (OpenGL 3.1, @extension{ARB,copy_buffer})

6
src/BufferedImage.h

@ -26,10 +26,6 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES
/** @addtogroup textures
* @{
*/
/**
@brief %Buffered image
@ -116,8 +112,6 @@ typedef BufferedImage<2> BufferedImage2D;
/** @brief Three-dimensional buffered image */
typedef BufferedImage<3> BufferedImage3D;
/*@}*/
#endif
}

2
src/BufferedTexture.h

@ -25,7 +25,7 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES
/** @ingroup textures
/**
@brief Buffered texture
This texture is, unlike classic textures such as Texture or CubeMapTexture,

2
src/CubeMapTexture.h

@ -23,7 +23,7 @@
namespace Magnum {
/** @ingroup textures
/**
@brief Cube map texture
%Texture used mainly for environemnt maps. See AbstractTexture documentation

2
src/CubeMapTextureArray.h

@ -23,7 +23,7 @@
namespace Magnum {
/** @ingroup textures
/**
@brief Cube map texture array
For information about usage, see CubeMapTexture documentation.

3
src/Framebuffer.h

@ -29,8 +29,7 @@
namespace Magnum {
/** @ingroup textures
@nosubgrouping
/** @nosubgrouping
@brief %Framebuffer
Provides operations with framebuffers (configuring, clearing, blitting...) and

6
src/Image.h

@ -24,10 +24,6 @@
namespace Magnum {
/** @addtogroup textures
* @{
*/
/**
@brief %Image
@ -128,8 +124,6 @@ typedef Image<2> Image2D;
/** @brief Three-dimensional image */
typedef Image<3> Image3D;
/*@}*/
}
#endif

6
src/ImageWrapper.h

@ -24,10 +24,6 @@
namespace Magnum {
/** @addtogroup textures
* @{
*/
/**
@brief %Image wrapper
@ -113,8 +109,6 @@ typedef ImageWrapper<2> ImageWrapper2D;
/** @brief Three-dimensional image wrapper */
typedef ImageWrapper<3> ImageWrapper3D;
/*@}*/
}
#endif

2
src/IndexedMesh.h

@ -24,7 +24,7 @@
namespace Magnum {
/** @ingroup rendering mesh
/**
* @brief Indexed mesh
*/
class MAGNUM_EXPORT IndexedMesh: public Mesh {

2
src/Math/MathTypeTraits.h

@ -33,7 +33,7 @@
namespace Magnum { namespace Math {
/** @ingroup utility
/**
@brief Traits class for numeric types
Traits classes are usable for detecting type features at compile time without

2
src/Mesh.h

@ -30,7 +30,7 @@ namespace Magnum {
class Buffer;
/** @ingroup rendering mesh
/**
@brief Base class for managing non-indexed meshes
VAOs are used for desktop OpenGL (not in OpenGL ES).

2
src/MeshTools/Clean.h

@ -119,7 +119,7 @@ template<class Vertex, size_t vertexSize = Vertex::Size> class Clean {
}
#endif
/** @ingroup mesh
/**
@brief %Clean the mesh
@tparam Vertex Vertex data type
@tparam vertexSize How many initial vertex fields are important (for

2
src/MeshTools/CombineIndexedArrays.h

@ -89,7 +89,7 @@ class CombineIndexedArrays {
}
#endif
/** @ingroup mesh
/**
@brief Combine indexed arrays
@param[in,out] indexedArrays Index and attribute arrays
@return Array with resulting indices

6
src/MeshTools/CompressIndices.h

@ -73,10 +73,6 @@ class CompressIndices {
}
#endif
/** @addtogroup mesh
* @{
*/
/**
@brief Compress vertex indices
@param indices Index array
@ -119,8 +115,6 @@ inline void compressIndices(IndexedMesh* mesh, Buffer::Usage usage, const std::v
return Implementation::CompressIndices{indices}(mesh, usage);
}
/*@}*/
}}
#endif

6
src/MeshTools/FlipNormals.h

@ -24,10 +24,6 @@
namespace Magnum { namespace MeshTools {
/** @addtogroup mesh
* @{
*/
/**
@brief Flip face winding
@ -61,8 +57,6 @@ inline void flipNormals(std::vector<unsigned int>& indices, std::vector<Vector3>
flipNormals(normals);
}
/*@}*/
}}
#endif

2
src/MeshTools/GenerateFlatNormals.h

@ -26,7 +26,7 @@
namespace Magnum { namespace MeshTools {
/** @ingroup mesh
/**
@brief Generate flat normals
@param indices Array of triangle face indexes
@param vertices Vertex array

6
src/MeshTools/Interleave.h

@ -96,10 +96,6 @@ class Interleave {
}
#endif
/** @addtogroup mesh
* @{
*/
/**
@brief %Interleave vertex attributes
@param attribute First attribute array
@ -157,8 +153,6 @@ template<class ...T> inline void interleave(Mesh* mesh, Buffer* buffer, Buffer::
return Implementation::Interleave()(mesh, buffer, usage, attributes...);
}
/*@}*/
}}
#endif

2
src/MeshTools/Subdivide.h

@ -84,7 +84,7 @@ template<class Vertex, class Interpolator> class Subdivide {
}
#endif
/** @ingroup mesh
/**
@brief %Subdivide the mesh
@tparam Vertex Vertex data type
@tparam Interpolator See `interpolator` function parameter

2
src/MeshTools/Tipsify.h

@ -51,7 +51,7 @@ class MESHTOOLS_EXPORT Tipsify {
}
#endif
/** @ingroup mesh
/**
@brief %Tipsify the mesh
@param[in,out] indices Indices array to operate on
@param[in] vertexCount Vertex count

2
src/Primitives/Capsule.h

@ -23,7 +23,7 @@
namespace Magnum { namespace Primitives {
/** @ingroup mesh
/**
@brief %Capsule primitive
Cylinder along Y axis with hemispheres instead of caps.

4
src/Primitives/Cube.h

@ -23,9 +23,7 @@
namespace Magnum { namespace Primitives {
/** @ingroup mesh
@brief %Cube primitive
*/
/** @brief %Cube primitive */
class Cube: public Trade::MeshData {
public:
/** @brief Constructor */

4
src/Primitives/Icosphere.h

@ -27,7 +27,7 @@ namespace Magnum { namespace Primitives {
template<size_t subdivisions> class Icosphere;
/** @ingroup mesh
/**
@brief %Icosphere primitive with zero subdivisions
@todo Use own computed (and more precise) icosahedron data, not these stolen
@ -39,7 +39,7 @@ template<> class Icosphere<0>: public Trade::MeshData {
Icosphere();
};
/** @ingroup mesh
/**
* @brief %Icosphere primitive
* @tparam subdivisions Number of subdivisions
*/

2
src/Primitives/Plane.h

@ -23,7 +23,7 @@
namespace Magnum { namespace Primitives {
/** @ingroup mesh
/**
@brief %Plane primitive
2x2 plane with normals in positive Z direction.

4
src/Primitives/UVSphere.h

@ -23,9 +23,7 @@
namespace Magnum { namespace Primitives {
/** @ingroup mesh
@brief UV Sphere primitive
*/
/** @brief UV Sphere primitive */
class UVSphere: public Capsule {
public:
/**

5
src/Query.h

@ -24,10 +24,6 @@
namespace Magnum {
#ifndef MAGNUM_TARGET_GLES
/** @addtogroup rendering
* @{
*/
/**
@brief Base class for queries
@ -301,7 +297,6 @@ class TimeQuery: public AbstractQuery {
}
};
/*@}*/
#endif
}

2
src/Renderbuffer.h

@ -23,7 +23,7 @@
namespace Magnum {
/** @ingroup textures
/**
@brief %Renderbuffer
Attachable to Framebuffer as render target.

2
src/SceneGraph/Camera.h

@ -28,7 +28,7 @@
namespace Magnum { namespace SceneGraph {
/** @ingroup scene
/**
@brief %Camera object
*/
class SCENEGRAPH_EXPORT Camera: public Object {

2
src/SceneGraph/Light.h

@ -23,7 +23,7 @@
namespace Magnum { namespace SceneGraph {
/** @ingroup scene
/**
* @brief Basic light object
*
* Provides cached light position.

2
src/SceneGraph/Object.h

@ -40,7 +40,7 @@ class Camera;
not needed)
*/
/** @ingroup scene
/**
* @brief Base for all positioned objects
*
* @todo Transform transformation when changing parent, so the object stays in

4
src/SceneGraph/Scene.h

@ -23,9 +23,7 @@
namespace Magnum { namespace SceneGraph {
/** @ingroup scene
@brief %Scene
*/
/** @brief %Scene */
class SCENEGRAPH_EXPORT Scene: public Object {
public:
/** @brief Constructor */

2
src/Shader.h

@ -26,7 +26,7 @@
namespace Magnum {
/** @ingroup rendering
/**
* @brief %Shader
*
* Allows loading and compiling the shader from file or directly from source

2
src/Shaders/PhongShader.h

@ -24,7 +24,7 @@
namespace Magnum { namespace Shaders {
/** @ingroup rendering
/**
@brief Phong shader
@requires_gl33 The shader is written in GLSL 3.3, although it should be trivial

6
src/SizeTraits.h

@ -23,10 +23,6 @@
namespace Magnum {
/** @addtogroup utility
* @{
*/
/**
@brief Traits class providing suitable types for given data sizes
@tparam byte Highest byte needed (counting from zero)
@ -175,8 +171,6 @@ template<size_t base> struct Log<base, 0> {
};
#endif
/*@}*/
}
#endif

6
src/Texture.h

@ -23,10 +23,6 @@
namespace Magnum {
/** @addtogroup textures
* @{
*/
/**
@brief %Texture
@ -189,8 +185,6 @@ typedef Texture<2> Texture2D;
typedef Texture<3> Texture3D;
#endif
/*@}*/
}
#endif

6
src/TypeTraits.h

@ -23,10 +23,6 @@
namespace Magnum {
/** @addtogroup utility
* @{
*/
/**
@brief Traits class for plain OpenGL types
@ -148,8 +144,6 @@ struct MAGNUM_EXPORT TypeInfo {
/** @todo Other texture types, referenced in glTexImage2D function manual */
/** @todo Using Vector3 for textures? */
/*@}*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<> struct TypeOf<Type::UnsignedByte> { typedef GLubyte Type; };
template<> struct TypeOf<Type::Byte> { typedef GLbyte Type; };

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