fixes for automatically generated API docs
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@ -22,41 +22,41 @@
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/**
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\mainpage Mitsuba Renderer API Documentation
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<center><span style="color:red">Warning:</span> The generated API documentation is still very new and currently incomplete.</center>
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<h2>Basic Information</h2>
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<p>Welcome to the Mitsuba API documentation. <a href="http:/www.mitsuba-renderer.org">Mitsuba</a>
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is a modular open-source rendering framework, which consists of a small set of core libraries
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and over 100 different plugins that implement functionality ranging from materials and light
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sources to complete rendering algorithms. This page provides information on the interface to these core
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libraries needed to develop custom plugins.</p>
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\mainpage Mitsuba Renderer API Documentation
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<center><span style="color:red">Warning:</span> The generated API documentation is still very new and currently incomplete.</center>
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<h2>Basic Information</h2>
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<p>Welcome to the Mitsuba API documentation. <a href="http:/www.mitsuba-renderer.org">Mitsuba</a>
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is a modular open-source rendering framework, which consists of a small set of core libraries
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and over 100 different plugins that implement functionality ranging from materials and light
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sources to complete rendering algorithms. This page provides information on the interface to these core
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libraries needed to develop custom plugins.</p>
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<p>The API documentation tracks the current development branch and is automatically
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regenerated every hour. Note that it is not a substitute for the reference manual!
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If you are planning to do any kind of serious development with Mitsuba, it is recommended that you
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first read one the following documents (preferably the latter)</p>
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<p>The API documentation tracks the current development branch and is automatically
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regenerated every hour. Note that it is not a substitute for the reference manual!
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If you are planning to do any kind of serious development with Mitsuba, it is recommended that you
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first read one the following documents (preferably the latter)</p>
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- <a href="http://www.mitsuba-renderer.org/documentation.pdf">Reference Manual (Current release)</a>
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- <a href="http://www.mitsuba-renderer.org/documentation-beta.pdf">Reference Manual (Development version)</a>
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<h2>API Structure</h2>
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<p>Mitsuba is split into four basic support libraries. Please use the links below to view their
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contents:
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</p><p>
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The <a href="group__libcore.html">core library (<tt>libcore</tt>)</a> implements basic
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functionality such as cross-platform file and bitmap I/O, data structures, scheduling, as well as logging
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and plugin management.</p>
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<p>The <a href="group__librender.html">rendering library (<tt>librender</tt>)</a> contains abstractions
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needed to load and represent scenes containing light sources, shapes, materials, and participating media.</p>
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<p>The <a href="group__libhw.html">hardware acceleration library (<tt>libhw</tt>)</a>
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implements a cross-platform display library, an object-oriented OpenGL
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wrapper, as well as support for rendering interactive previews of scenes.
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<p>Finally, the <a href="group__libbidir.html">bidirectional library (<tt>libbidir</tt>)</a>
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contains a support layer that is used to implement bidirectional rendering algorithms such as
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Bidirectional Path Tracing and Metropolis Light Transport. </p>
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<p>Mitsuba also exposes a subset of these libraries via Python bindings. To see
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a listing of all exported classes, <a href="group__libpython.html">click here</a>.</p>
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<h2>API Structure</h2>
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<p>Mitsuba is split into four basic support libraries. Please use the links below to view their
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contents:
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</p><p>
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The <a href="group__libcore.html">core library (<tt>libcore</tt>)</a> implements basic
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functionality such as cross-platform file and bitmap I/O, data structures, scheduling, as well as logging
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and plugin management.</p>
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<p>The <a href="group__librender.html">rendering library (<tt>librender</tt>)</a> contains abstractions
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needed to load and represent scenes containing light sources, shapes, materials, and participating media.</p>
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<p>The <a href="group__libhw.html">hardware acceleration library (<tt>libhw</tt>)</a>
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implements a cross-platform display library, an object-oriented OpenGL
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wrapper, as well as support for rendering interactive previews of scenes.
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<p>Finally, the <a href="group__libbidir.html">bidirectional library (<tt>libbidir</tt>)</a>
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contains a support layer that is used to implement bidirectional rendering algorithms such as
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Bidirectional Path Tracing and Metropolis Light Transport. </p>
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<p>Mitsuba also exposes a subset of these libraries via Python bindings. To see
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a listing of all exported classes, <a href="group__libpython.html">click here</a>.</p>
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<h2>Community</h2>
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<h2>Community</h2>
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- <a href="http://www.mitsuba-renderer.org/devblog">Development Blog</a>
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- <a href="https://www.mitsuba-renderer.org/bugtracker/projects/mitsuba">Bug Tracker</a>
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- <a href="https://www.mitsuba-renderer.org/hg/">List of repositories</a>
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@ -246,5 +246,6 @@ namespace std {
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}
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};
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#endif
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/// \endcond
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#endif /* __MITSUBA_CORE_PLATFORM_H_ */
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@ -125,7 +125,7 @@ inline Point2 sample02(size_t n) {
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}
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/**
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* \ref Generate fast and reasonably good pseudorandom numbers using the
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* \brief Generate fast and reasonably good pseudorandom numbers using the
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* Tiny Encryption Algorithm (TEA) by David Wheeler and Roger Needham.
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*
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* For details, refer to "GPU Random Numbers via the Tiny Encryption Algorithm"
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@ -216,10 +216,10 @@ extern MTS_EXPORT_CORE Float radicalInverseIncremental(int base, Float x);
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* functions for the first 1024 prime number bases. For that reason, only works for
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* such bases.
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*
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* \ref baseIndex
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* \param baseIndex
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* Prime number index starting at 0 (i.e. 3 would cause 7 to be
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* used as the basis)
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* \ref perm
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* \param index
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* Sequence index
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*/
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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 {
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public:
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/**
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* \brief When resampling data to a different resolution using
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* \ref Resample, this enumeration specifies how lookups
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* \ref Resampler::resample(), this enumeration specifies how lookups
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* <em>outside</em> of the input domain are handled.
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*
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* \see Resampler
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@ -736,7 +736,7 @@ public:
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* red-green color opponency, and \c T (tritan) encodes
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* blue-red color opponency. For normalized input, the
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* range of attainable values is given by
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* \f I\in $[0,1], P,T\in [-1,1]\f$.
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* \f$ I\in $[0,1], P,T\in [-1,1]\f$.
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*
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* In the Python API, this function returns a 3-tuple
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* with the result of the operation.
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@ -24,8 +24,9 @@
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MTS_NAMESPACE_BEGIN
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/*! \addtogroup libcore */
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/*! @{ */
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/*! \addtogroup libcore
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* @{
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*/
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// -----------------------------------------------------------------------
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//! @{ \name String-related utility functions
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@ -559,6 +560,8 @@ extern MTS_EXPORT_CORE Float fresnelDielectricExt(Float cosThetaI,
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*
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* \param cosThetaI
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* Cosine of the angle between the normal and the incident ray
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* \param eta
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* Relative refractive index
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*/
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inline Float fresnelDielectricExt(Float cosThetaI, Float eta) { Float cosThetaT;
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return fresnelDielectricExt(cosThetaI, cosThetaT, eta); }
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@ -40,19 +40,19 @@ public:
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/// Uniformly sample a vector on the unit sphere with respect to solid angles
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static Vector squareToUniformSphere(const Point2 &sample);
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/// Density of \ref squareToSphere with respect to solid angles
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/// Density of \ref squareToUniformSphere() with respect to solid angles
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static inline Float squareToUniformSpherePdf() { return INV_FOURPI; }
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/// Uniformly sample a vector on the unit hemisphere with respect to solid angles
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static Vector squareToUniformHemisphere(const Point2 &sample);
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/// Density of \ref squareToHemiphere with respect to solid angles
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/// Density of \ref squareToUniformHemisphere() with respect to solid angles
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static inline Float squareToUniformHemispherePdf() { return INV_TWOPI; }
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/// Sample a cosine-weighted vector on the unit hemisphere with respect to solid angles
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static Vector squareToCosineHemisphere(const Point2 &sample);
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/// Density of \ref squareToCosineHemiphere with respect to solid angles
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/// Density of \ref squareToCosineHemisphere() with respect to solid angles
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static inline Float squareToCosineHemispherePdf(const Vector &d)
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{ return INV_PI * Frame::cosTheta(d); }
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