fixes for automatically generated API docs

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Wenzel Jakob 2013-11-13 11:16:24 +00:00
parent 7c150c6902
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@ -22,41 +22,41 @@
/** /**
\mainpage Mitsuba Renderer API Documentation \mainpage Mitsuba Renderer API Documentation
<center><span style="color:red">Warning:</span> The generated API documentation is still very new and currently incomplete.</center> <center><span style="color:red">Warning:</span> The generated API documentation is still very new and currently incomplete.</center>
<h2>Basic Information</h2> <h2>Basic Information</h2>
<p>Welcome to the Mitsuba API documentation. <a href="http:/www.mitsuba-renderer.org">Mitsuba</a> <p>Welcome to the Mitsuba API documentation. <a href="http:/www.mitsuba-renderer.org">Mitsuba</a>
is a modular open-source rendering framework, which consists of a small set of core libraries is a modular open-source rendering framework, which consists of a small set of core libraries
and over 100 different plugins that implement functionality ranging from materials and light and over 100 different plugins that implement functionality ranging from materials and light
sources to complete rendering algorithms. This page provides information on the interface to these core sources to complete rendering algorithms. This page provides information on the interface to these core
libraries needed to develop custom plugins.</p> libraries needed to develop custom plugins.</p>
<p>The API documentation tracks the current development branch and is automatically <p>The API documentation tracks the current development branch and is automatically
regenerated every hour. Note that it is not a substitute for the reference manual! regenerated every hour. Note that it is not a substitute for the reference manual!
If you are planning to do any kind of serious development with Mitsuba, it is recommended that you If you are planning to do any kind of serious development with Mitsuba, it is recommended that you
first read one the following documents (preferably the latter)</p> first read one the following documents (preferably the latter)</p>
- <a href="http://www.mitsuba-renderer.org/documentation.pdf">Reference Manual (Current release)</a> - <a href="http://www.mitsuba-renderer.org/documentation.pdf">Reference Manual (Current release)</a>
- <a href="http://www.mitsuba-renderer.org/documentation-beta.pdf">Reference Manual (Development version)</a> - <a href="http://www.mitsuba-renderer.org/documentation-beta.pdf">Reference Manual (Development version)</a>
<h2>API Structure</h2> <h2>API Structure</h2>
<p>Mitsuba is split into four basic support libraries. Please use the links below to view their <p>Mitsuba is split into four basic support libraries. Please use the links below to view their
contents: contents:
</p><p> </p><p>
The <a href="group__libcore.html">core library (<tt>libcore</tt>)</a> implements basic The <a href="group__libcore.html">core library (<tt>libcore</tt>)</a> implements basic
functionality such as cross-platform file and bitmap I/O, data structures, scheduling, as well as logging functionality such as cross-platform file and bitmap I/O, data structures, scheduling, as well as logging
and plugin management.</p> and plugin management.</p>
<p>The <a href="group__librender.html">rendering library (<tt>librender</tt>)</a> contains abstractions <p>The <a href="group__librender.html">rendering library (<tt>librender</tt>)</a> contains abstractions
needed to load and represent scenes containing light sources, shapes, materials, and participating media.</p> needed to load and represent scenes containing light sources, shapes, materials, and participating media.</p>
<p>The <a href="group__libhw.html">hardware acceleration library (<tt>libhw</tt>)</a> <p>The <a href="group__libhw.html">hardware acceleration library (<tt>libhw</tt>)</a>
implements a cross-platform display library, an object-oriented OpenGL implements a cross-platform display library, an object-oriented OpenGL
wrapper, as well as support for rendering interactive previews of scenes. wrapper, as well as support for rendering interactive previews of scenes.
<p>Finally, the <a href="group__libbidir.html">bidirectional library (<tt>libbidir</tt>)</a> <p>Finally, the <a href="group__libbidir.html">bidirectional library (<tt>libbidir</tt>)</a>
contains a support layer that is used to implement bidirectional rendering algorithms such as contains a support layer that is used to implement bidirectional rendering algorithms such as
Bidirectional Path Tracing and Metropolis Light Transport. </p> Bidirectional Path Tracing and Metropolis Light Transport. </p>
<p>Mitsuba also exposes a subset of these libraries via Python bindings. To see <p>Mitsuba also exposes a subset of these libraries via Python bindings. To see
a listing of all exported classes, <a href="group__libpython.html">click here</a>.</p> a listing of all exported classes, <a href="group__libpython.html">click here</a>.</p>
<h2>Community</h2> <h2>Community</h2>
- <a href="http://www.mitsuba-renderer.org/devblog">Development Blog</a> - <a href="http://www.mitsuba-renderer.org/devblog">Development Blog</a>
- <a href="https://www.mitsuba-renderer.org/bugtracker/projects/mitsuba">Bug Tracker</a> - <a href="https://www.mitsuba-renderer.org/bugtracker/projects/mitsuba">Bug Tracker</a>
- <a href="https://www.mitsuba-renderer.org/hg/">List of repositories</a> - <a href="https://www.mitsuba-renderer.org/hg/">List of repositories</a>

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@ -246,5 +246,6 @@ namespace std {
} }
}; };
#endif #endif
/// \endcond
#endif /* __MITSUBA_CORE_PLATFORM_H_ */ #endif /* __MITSUBA_CORE_PLATFORM_H_ */

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@ -125,7 +125,7 @@ inline Point2 sample02(size_t n) {
} }
/** /**
* \ref Generate fast and reasonably good pseudorandom numbers using the * \brief Generate fast and reasonably good pseudorandom numbers using the
* Tiny Encryption Algorithm (TEA) by David Wheeler and Roger Needham. * Tiny Encryption Algorithm (TEA) by David Wheeler and Roger Needham.
* *
* For details, refer to "GPU Random Numbers via the Tiny Encryption Algorithm" * For details, refer to "GPU Random Numbers via the Tiny Encryption Algorithm"
@ -216,10 +216,10 @@ extern MTS_EXPORT_CORE Float radicalInverseIncremental(int base, Float x);
* functions for the first 1024 prime number bases. For that reason, only works for * functions for the first 1024 prime number bases. For that reason, only works for
* such bases. * such bases.
* *
* \ref baseIndex * \param baseIndex
* Prime number index starting at 0 (i.e. 3 would cause 7 to be * Prime number index starting at 0 (i.e. 3 would cause 7 to be
* used as the basis) * used as the basis)
* \ref perm * \param index
* Sequence index * Sequence index
*/ */
extern MTS_EXPORT_CORE Float radicalInverseFast(uint16_t baseIndex, uint64_t index); extern MTS_EXPORT_CORE Float radicalInverseFast(uint16_t baseIndex, uint64_t index);

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@ -45,7 +45,7 @@ class MTS_EXPORT_CORE ReconstructionFilter : public ConfigurableObject {
public: public:
/** /**
* \brief When resampling data to a different resolution using * \brief When resampling data to a different resolution using
* \ref Resample, this enumeration specifies how lookups * \ref Resampler::resample(), this enumeration specifies how lookups
* <em>outside</em> of the input domain are handled. * <em>outside</em> of the input domain are handled.
* *
* \see Resampler * \see Resampler

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@ -736,7 +736,7 @@ public:
* red-green color opponency, and \c T (tritan) encodes * red-green color opponency, and \c T (tritan) encodes
* blue-red color opponency. For normalized input, the * blue-red color opponency. For normalized input, the
* range of attainable values is given by * range of attainable values is given by
* \f I\in $[0,1], P,T\in [-1,1]\f$. * \f$ I\in $[0,1], P,T\in [-1,1]\f$.
* *
* In the Python API, this function returns a 3-tuple * In the Python API, this function returns a 3-tuple
* with the result of the operation. * with the result of the operation.

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@ -24,8 +24,9 @@
MTS_NAMESPACE_BEGIN MTS_NAMESPACE_BEGIN
/*! \addtogroup libcore */ /*! \addtogroup libcore
/*! @{ */ * @{
*/
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
//! @{ \name String-related utility functions //! @{ \name String-related utility functions
@ -559,6 +560,8 @@ extern MTS_EXPORT_CORE Float fresnelDielectricExt(Float cosThetaI,
* *
* \param cosThetaI * \param cosThetaI
* Cosine of the angle between the normal and the incident ray * Cosine of the angle between the normal and the incident ray
* \param eta
* Relative refractive index
*/ */
inline Float fresnelDielectricExt(Float cosThetaI, Float eta) { Float cosThetaT; inline Float fresnelDielectricExt(Float cosThetaI, Float eta) { Float cosThetaT;
return fresnelDielectricExt(cosThetaI, cosThetaT, eta); } return fresnelDielectricExt(cosThetaI, cosThetaT, eta); }

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@ -40,19 +40,19 @@ public:
/// Uniformly sample a vector on the unit sphere with respect to solid angles /// Uniformly sample a vector on the unit sphere with respect to solid angles
static Vector squareToUniformSphere(const Point2 &sample); static Vector squareToUniformSphere(const Point2 &sample);
/// Density of \ref squareToSphere with respect to solid angles /// Density of \ref squareToUniformSphere() with respect to solid angles
static inline Float squareToUniformSpherePdf() { return INV_FOURPI; } static inline Float squareToUniformSpherePdf() { return INV_FOURPI; }
/// Uniformly sample a vector on the unit hemisphere with respect to solid angles /// Uniformly sample a vector on the unit hemisphere with respect to solid angles
static Vector squareToUniformHemisphere(const Point2 &sample); static Vector squareToUniformHemisphere(const Point2 &sample);
/// Density of \ref squareToHemiphere with respect to solid angles /// Density of \ref squareToUniformHemisphere() with respect to solid angles
static inline Float squareToUniformHemispherePdf() { return INV_TWOPI; } static inline Float squareToUniformHemispherePdf() { return INV_TWOPI; }
/// Sample a cosine-weighted vector on the unit hemisphere with respect to solid angles /// Sample a cosine-weighted vector on the unit hemisphere with respect to solid angles
static Vector squareToCosineHemisphere(const Point2 &sample); static Vector squareToCosineHemisphere(const Point2 &sample);
/// Density of \ref squareToCosineHemiphere with respect to solid angles /// Density of \ref squareToCosineHemisphere() with respect to solid angles
static inline Float squareToCosineHemispherePdf(const Vector &d) static inline Float squareToCosineHemispherePdf(const Vector &d)
{ return INV_PI * Frame::cosTheta(d); } { return INV_PI * Frame::cosTheta(d); }