From a394c9efec830b275c0b738974126aead284ec4e Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Thu, 27 Sep 2012 20:43:20 +0200 Subject: Updated docs and some Doxygen fixes --- src/graphics/engine/README.txt | 4 ++-- src/graphics/engine/engine.h | 6 +++--- src/graphics/engine/lightman.h | 39 +++++++++++++++++++++------------------ src/graphics/engine/terrain.cpp | 8 +++++--- 4 files changed, 31 insertions(+), 26 deletions(-) (limited to 'src/graphics/engine') diff --git a/src/graphics/engine/README.txt b/src/graphics/engine/README.txt index f64d3dd..05d2d76 100644 --- a/src/graphics/engine/README.txt +++ b/src/graphics/engine/README.txt @@ -1,9 +1,9 @@ /** - * \dir graphics/engine + * \dir src/graphics/engine * \brief Graphics engine * * CEngine class and various other classes implementing the main features * of graphics engine from model loading to decorative particles * * Graphics operations are done on abstract interface from src/graphics/core - */ \ No newline at end of file + */ diff --git a/src/graphics/engine/engine.h b/src/graphics/engine/engine.h index e36865c..c35b7a5 100644 --- a/src/graphics/engine/engine.h +++ b/src/graphics/engine/engine.h @@ -568,7 +568,7 @@ struct EngineMouse * * It uses a lower-level CDevice object which is implementation-independent core engine. * - * \section 3DScene 3D Scene + * \section Scene 3D Scene * * The 3D scene is drawn with view coordinates set from camera position in 3D space and * a perspective projection matrix. The world matrix depends on the object drawn. @@ -588,7 +588,7 @@ struct EngineMouse * - mouse cursor * - animated highlight box of the selected object(s) * - * \section 2DInterface 2D Interface + * \section Interface 2D Interface * * The 2D interface is drawn in fixed XY coordinates, independent from window size. * Lower-left corner of the screen is (0,0) and upper-right corner is (1,1). @@ -601,7 +601,7 @@ struct EngineMouse * are instances of CControl class. The source code for these classes is in * src/ui directory. * - * \section Objecs Engine Objects + * \section Objects Engine Objects * * The 3D scene is composed of objects which are basically collections of triangles forming * a surface or simply independent triangles in space. diff --git a/src/graphics/engine/lightman.h b/src/graphics/engine/lightman.h index 3b96e51..d83dfb3 100644 --- a/src/graphics/engine/lightman.h +++ b/src/graphics/engine/lightman.h @@ -34,8 +34,9 @@ namespace Gfx { /** - \struct LightProgression - \brief Describes the progression of light parameters change */ + * \struct LightProgression + * \brief Describes the progression of light parameters change + */ struct LightProgression { //! Starting value @@ -75,11 +76,12 @@ enum LightPriority }; /** - \struct DynamicLight - \brief Dynamic light in 3D scene - - It is an extension over standard light properties. Added are dynamic progressions for light - colors and intensity and types of objects included/excluded in lighting. */ + * \struct DynamicLight + * \brief Dynamic light in 3D scene + * + * It is an extension over standard light properties. Added are dynamic progressions for light + * colors and intensity and types of objects included/excluded in lighting. + */ struct DynamicLight { //! Whether the light is used @@ -111,17 +113,18 @@ struct DynamicLight }; /** - \class CLightManager - \brief Manager for dynamic lights in 3D scene - - (Old CLight class) - - The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene. - The dynamic lights are created, updated and deleted through the class' interface. - - Number of available lights depends on graphics device used. Class allocates vector - for the total number of lights, but only some are used. - */ + * \class CLightManager + * \brief Manager for dynamic lights in 3D scene + * + * The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene. + * The dynamic lights are created, updated and deleted through the class' interface. + * + * Since there is a limit on total number of lights available in OpenGL (usually up to 8), the dynamic lights + * must be emulated by displaying only some of them. All functions normally operate only on DynamicLight structs, + * updating the models with new values, while only one function, UpdateDeviceLights(), performs the actual + * synchronization to the device. It allocates device's light slots as necessary, with two priority levels + * for lights. + */ class CLightManager { public: diff --git a/src/graphics/engine/terrain.cpp b/src/graphics/engine/terrain.cpp index 9a82c1f..4c22a32 100644 --- a/src/graphics/engine/terrain.cpp +++ b/src/graphics/engine/terrain.cpp @@ -1455,7 +1455,8 @@ bool CTerrain::AdjustToFloor(Math::Vector &pos, bool brut, bool water) } /** - * @returns \c false if the initial coordinate was outside terrain area; \c true otherwise + * \param pos position to adjust + * \returns \c false if the initial coordinate was outside terrain area; \c true otherwise */ bool CTerrain::AdjustToStandardBounds(Math::Vector& pos) { @@ -1492,8 +1493,9 @@ bool CTerrain::AdjustToStandardBounds(Math::Vector& pos) } /** - * @param margin margin to the terrain border - * @returns \c false if the initial coordinate was outside terrain area; \c true otherwise + * \param pos position to adjust + * \param margin margin to the terrain border + * \returns \c false if the initial coordinate was outside terrain area; \c true otherwise */ bool CTerrain::AdjustToBounds(Math::Vector& pos, float margin) { -- cgit v1.2.3-1-g7c22