further documentation updates

metadata
Wenzel Jakob 2011-08-19 03:28:39 -04:00
parent a4439bc7a7
commit 394dd0d311
26 changed files with 40 additions and 3 deletions

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@ -24,12 +24,15 @@
MTS_NAMESPACE_BEGIN
/**
* Specialized sampler implementation used to seed MLT-style algorithm. Allows
* to query for the current sample index, which can later be used to rewind
* \brief Specialized sampler implementation used to seed MLT-style algorithm.
*
* Allows to query for the current sample index, which can later be used to rewind
* back to this state. In the case of MLT, this makes it possible to sample paths
* approximately proportional to their contribution without actually having
* to store millions of path. Note that `rewinding' is naive -- it just
* resets & regenerates the whole random number sequence, which might be slow.
*
* \ingroup libbidir
*/
class MTS_EXPORT_BIDIR ReplayableSampler : public Sampler {
public:

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@ -34,6 +34,7 @@ MTS_NAMESPACE_BEGIN
* \brief Constant spectrum-valued texture
*
* Includes a \ref Shader implementation for hardware rendering
* \ingroup libhw
*/
class MTS_EXPORT_HW ConstantSpectrumTexture : public Texture {
public:
@ -82,6 +83,7 @@ protected:
* \brief Constant float-valued texture
*
* Includes a \ref Shader implementation for hardware rendering
* \ingroup libhw
*/
class MTS_EXPORT_HW ConstantFloatTexture : public Texture {
public:
@ -130,6 +132,7 @@ protected:
* \brief Componentwise addition of two textures
*
* Includes a \ref Shader implementation for hardware rendering
* \ingroup libhw
*/
class MTS_EXPORT_HW SpectrumAdditionTexture : public Texture {
public:
@ -181,6 +184,7 @@ protected:
* \brief Componentwise subtraction of two textures
*
* Includes a \ref Shader implementation for hardware rendering
* \ingroup libhw
*/
class MTS_EXPORT_HW SpectrumSubtractionTexture : public Texture {
public:
@ -232,6 +236,7 @@ protected:
* \brief Componentwise product of two textures
*
* Includes a \ref Shader implementation for hardware rendering
* \ingroup libhw
*/
class MTS_EXPORT_HW SpectrumProductTexture : public Texture {
public:

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@ -28,6 +28,7 @@ class Renderer;
/** \brief The device event structure encapsulates event
* information such as mouse movement or key presses
* \ingroup libhw
*/
struct MTS_EXPORT_HW DeviceEvent {
public:
@ -114,6 +115,7 @@ private:
};
/** \brief Abstract device event callback
* \ingroup libhw
*/
class MTS_EXPORT_HW DeviceEventListener {
public:
@ -128,6 +130,7 @@ protected:
};
/** \brief An abstract drawing device
* \ingroup libhw
*/
class MTS_EXPORT_HW Device : public Object {
public:

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@ -28,6 +28,7 @@ MTS_NAMESPACE_BEGIN
*
* A FreeType2-based generation tool is located in the directory
* 'tools/linux/fontgen'. Only Latin-1 is supported at the moment.
* \ingroup libhw
*/
class MTS_EXPORT_HW Font : public Object {
public:

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief OpenGL-based GPUGeometry implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW GLGeometry : public GPUGeometry {
friend class GLRenderer;

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@ -26,6 +26,7 @@ MTS_NAMESPACE_BEGIN
/** \brief OpenGL shader class -- responsible from compiling
* and linking GLSL fragments
* \ingroup libhw
*/
class MTS_EXPORT_HW GLProgram : public GPUProgram {
public:

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@ -46,6 +46,7 @@ MTS_NAMESPACE_BEGIN
/**
* \brief OpenGL implementation of the \ref Renderer interface
* \ingroup libhw
*/
class MTS_EXPORT_HW GLRenderer : public Renderer {
public:

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief OpenGL-based GPUSync implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW GLSync : public GPUSync {
public:

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief OpenGL-based GPUTexture implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW GLTexture : public GPUTexture {
public:

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@ -24,6 +24,7 @@
MTS_NAMESPACE_BEGIN
/** \brief X Windows OpenGL-capable (GLX) device
* \ingroup libhw
*/
class MTS_EXPORT_HW GLXDevice : public X11Device {
public:

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief GLX (XFree86) renderer
* \ingroup libhw
*/
class MTS_EXPORT_HW GLXRenderer : public GLRenderer {
public:

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@ -24,6 +24,7 @@
MTS_NAMESPACE_BEGIN
/** \brief Abstract geometry storage on a graphics card
* \ingroup libhw
*/
class MTS_EXPORT_HW GPUGeometry : public Object {
public:

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@ -24,6 +24,7 @@
MTS_NAMESPACE_BEGIN
/** \brief Abstract shader program (for fragment/vertex shading)
* \ingroup libhw
*/
class MTS_EXPORT_HW GPUProgram : public Object {
public:

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@ -25,6 +25,7 @@ MTS_NAMESPACE_BEGIN
/** \brief Abstract GPU synchronization object implementing
* a memory fence operation.
* \ingroup libhw
*/
class MTS_EXPORT_HW GPUSync : public Object {
public:

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@ -26,6 +26,7 @@ MTS_NAMESPACE_BEGIN
/** \brief A data structure for 1/2/3D and cube texture mapping. Also
* has optional render-to-texture functionality.
* \ingroup libhw
*/
class MTS_EXPORT_HW GPUTexture : public Object {
public:

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@ -29,6 +29,7 @@
MTS_NAMESPACE_BEGIN
/** \brief A MacOS X (NSGL) OpenGL Renderer
* \ingroup libhw
*/
class MTS_EXPORT_HW NSGLRenderer : public GLRenderer {
public:

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@ -24,6 +24,7 @@
MTS_NAMESPACE_BEGIN
/** \brief A MacOS X (NSGL) windowing environment session
* \ingroup libhw
*/
class MTS_EXPORT_HW NSGLSession : public Session {
public:

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@ -33,7 +33,8 @@ class Bitmap;
class Font;
/**
* Helper class, which documents the capabilities of a renderer implementation
* \brief Helper class, which documents the capabilities of a renderer implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW RendererCapabilities : public Object {
public:
@ -71,6 +72,7 @@ protected:
};
/** \brief Abstract renderer implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW Renderer : public Object {
public:

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@ -26,6 +26,7 @@ MTS_NAMESPACE_BEGIN
class Device;
/** \brief Abstract windowing environment session
* \ingroup libhw
*/
class MTS_EXPORT_HW Session : public Object {
friend class Device;

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@ -30,6 +30,8 @@ MTS_NAMESPACE_BEGIN
*
* This class makes it possible to rapidly prototype simple OpenGL
* applications, which can be started using the 'mtsutil' launcher.
*
* \ingroup libhw
*/
class MTS_EXPORT_HW Viewer : public Utility, public DeviceEventListener {
public:

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@ -36,6 +36,8 @@ MTS_NAMESPACE_BEGIN
* properties using uniforms, in which case already existing code
* can be reused and we get something more like lower case n squared
* (where lower n is the number of material types).
*
* \ingroup libhw
*/
class MTS_EXPORT_HW VPLShaderManager : public Object {
public:

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief Windows (WGL) device implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW WGLDevice : public Device {
public:

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief Windows (WGL) renderer implementation
* \ingroup libhw
*/
class MTS_EXPORT_HW WGLRenderer : public GLRenderer {
public:

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@ -24,6 +24,7 @@
MTS_NAMESPACE_BEGIN
/** \brief Windows (WGL) windowing environment session
* \ingroup libhw
*/
class MTS_EXPORT_HW WGLSession : public Session {
friend class WGLDevice;

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@ -25,6 +25,7 @@
MTS_NAMESPACE_BEGIN
/** \brief X Window System (X11R6) device / software surface
* \ingroup libhw
*/
class MTS_EXPORT_HW X11Device : public Device {
friend class X11Session;

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@ -26,6 +26,7 @@
MTS_NAMESPACE_BEGIN
/** \brief X Window System (X11R6) session
* \ingroup libhw
*/
class MTS_EXPORT_HW X11Session : public Session {
friend class X11Device;