Improved documentation

This commit is contained in:
Jan Haller 2014-03-16 11:47:34 +01:00
parent fab46cdfd7
commit 330db58bc1

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