Improved documentation
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@ -45,6 +45,8 @@ struct SFML_GRAPHICS_API BlendMode
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/// \ingroup graphics
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/// \brief Enumeration of the blending factors
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///
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/// The factors are mapped directly to their OpenGL equivalents,
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/// specified by glBlendFunc() or glBlendFuncSeparate().
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////////////////////////////////////////////////////////
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enum Factor
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{
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@ -64,6 +66,8 @@ struct SFML_GRAPHICS_API BlendMode
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/// \ingroup graphics
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/// \brief Enumeration of the blending equations
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///
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/// The equations are mapped directly to their OpenGL equivalents,
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/// specified by glBlendEquation() or glBlendEquationSeparate().
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////////////////////////////////////////////////////////
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enum Equation
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{
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@ -148,27 +152,42 @@ SFML_GRAPHICS_API extern const BlendMode BlendNone;
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/// \class sf::BlendMode
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/// \ingroup graphics
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///
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/// sf::BlendMode is a class that represents a blend mode. A
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/// blend mode is composed of 6 components:
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/// \li %Color Source Factor (colorSrcFactor)
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/// \li %Color Destination Factor (colorDstFactor)
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/// \li %Color Blend Equation (colorEquation)
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/// \li Alpha Source Factor (alphaSrcFactor)
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/// \li Alpha Destination Factor (alphaDstFactor)
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/// \li Alpha Blend Equation (alphaEquation)
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/// sf::BlendMode is a class that represents a blend mode. A blend
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/// mode determines how the colors of an object you draw are
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/// mixed with the colors that are already in the buffer.
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///
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/// The class is composed of 6 components, each of which has its
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/// own public member variable:
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/// \li %Color Source Factor (@ref colorSrcFactor)
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/// \li %Color Destination Factor (@ref colorDstFactor)
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/// \li %Color Blend Equation (@ref colorEquation)
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/// \li Alpha Source Factor (@ref alphaSrcFactor)
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/// \li Alpha Destination Factor (@ref alphaDstFactor)
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/// \li Alpha Blend Equation (@ref alphaEquation)
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///
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/// The source factor specifies how the pixel you are drawing contributes
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/// to the final color. The destination factor specifies how the pixel
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/// already drawn in the buffer contributes to the final color.
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///
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/// Each component has its own public member variable. These make
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/// modifying a blending mode rather easy:
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/// The color channels RGB (red, green, blue; simply referred to as
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/// color) and A (alpha; the transparency) can be treated separately. This
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/// separation can be useful for specific blend modes, but most often you
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/// won't need it and will simply treat the color as a single unit.
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///
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/// The blend factors and equations correspond to their OpenGL equivalents.
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/// In general, the color of the resulting pixel is calculated according
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/// to the following formula (\a src is the color of the source pixel, \a dst
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/// the color of the destination pixel, the other variables correspond to the
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/// public members, with the equations being + or - operators):
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/// \code
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/// sf::BlendMode blendMode; // Standard alpha blending
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/// blendMode.colorSrcFactor = sf::BlendMode::One; // Pre-multiplied alpha blending
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/// blendMode.colorEquation = sf::BlendMode::Subtract; // An exotic subtraction blending mode
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/// dst.rgb = colorSrcFactor * src.rgb (colorEquation) colorDstFactor * dst.rgb
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/// dst.a = alphaSrcFactor * src.a (alphaEquation) alphaDstFactor * dst.a
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/// \endcode
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/// All factors and colors are represented as floating point numbers between
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/// 0 and 1. Where necessary, the result is clamped to fit in that range.
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///
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/// The most common blending modes are defined as constants
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/// in the sf namespace, for convenience and compatibility with
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/// older code:
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/// in the sf namespace:
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///
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/// \code
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/// sf::BlendMode alphaBlending = sf::BlendAlpha;
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@ -177,4 +196,10 @@ SFML_GRAPHICS_API extern const BlendMode BlendNone;
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/// sf::BlendMode noBlending = sf::BlendNone;
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/// \endcode
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///
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/// In SFML, a blend mode can be specified every time you draw a sf::Drawable
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/// object to a render target. It is part of the sf::RenderStates compound
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/// that is passed to the member function sf::RenderTarget::draw().
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///
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/// \see sf::RenderStates, sf::RenderTarget
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///
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////////////////////////////////////////////////////////////
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