Normalized docstrings
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34 changed files with 126 additions and 120 deletions
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@ -8,8 +8,8 @@
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namespace paysages {
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namespace basics {
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/*!
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* \brief Fractal noise generator, based on a sum of simple noise functions.
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/**
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* Fractal noise generator, based on a sum of simple noise functions.
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*/
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class BASICSSHARED_EXPORT FractalNoise {
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public:
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@ -39,6 +39,11 @@ class BASICSSHARED_EXPORT FractalNoise {
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virtual double getBase1d(double x) const;
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virtual double getBase2d(double x, double y) const;
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/**
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* Base 3d noise function, returning (as much as possible) a value in the [0.5, 0.5] range.
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*
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* Other dimension noise (1d and 2d) can be provided, or this one will be used to simulate them.
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*/
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virtual double getBase3d(double x, double y, double z) const = 0;
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private:
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@ -8,7 +8,7 @@
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namespace paysages {
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namespace basics {
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/*!
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/**
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* Fractal noise state, that can be saved to a file.
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*
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* This state contains the noise offsets for noise layers.
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@ -11,7 +11,7 @@ namespace definition {
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typedef DefinitionNode *(*LayerConstructor)(Layers *parent, const string &name);
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/**
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* @brief Layers of definitions, ideally all of the same type.
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* Layers of definitions, ideally all of the same type.
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*/
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class DEFINITIONSHARED_EXPORT Layers : public DefinitionNode {
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public:
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@ -9,7 +9,7 @@ namespace paysages {
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namespace definition {
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/**
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* @brief Global scenery management
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* Global scenery management
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*
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* This class contains the whole scenery definition.
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*/
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@ -10,8 +10,8 @@ class QImage;
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namespace paysages {
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namespace opengl {
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/*!
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* \brief OpenGL variable that can be bound to a uniform for shaders.
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/**
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* OpenGL variable that can be bound to a uniform for shaders.
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*/
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class OpenGLVariable final {
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public:
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@ -10,7 +10,7 @@ namespace paysages {
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namespace software {
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/**
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* @brief Graphics area to draw and do compositing.
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* Graphics area to draw and do compositing.
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*
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* Software rendering is done in portions of Canvas (in CanvasPortion class).
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* This splitting in portions allows to keep memory consumption low.
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@ -10,7 +10,7 @@ namespace paysages {
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namespace software {
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/**
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* @brief Representation of world coordinates projected in a canvas pixel.
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* Representation of world coordinates projected in a canvas pixel.
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*/
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class SOFTWARESHARED_EXPORT CanvasFragment {
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public:
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@ -7,7 +7,7 @@ namespace paysages {
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namespace software {
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/**
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* @brief Abstract class to receive live modifications from canvas preview.
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* Abstract class to receive live modifications from canvas preview.
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*/
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class SOFTWARESHARED_EXPORT CanvasLiveClient {
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public:
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@ -11,7 +11,7 @@ namespace paysages {
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namespace software {
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/**
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* @brief One pixel of a Canvas.
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* One pixel of a Canvas.
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*
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* A pixel stores superimposed fragments (CanvasFragment), sorted by their distance to camera.
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*/
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@ -9,7 +9,7 @@ namespace paysages {
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namespace software {
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/**
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* @brief Parallel worker that can work on canvas portion to resolve pixel colors.
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* Parallel worker that can work on canvas portion to resolve pixel colors.
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*
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* This is used after the rasterization phase to compute pixel colors from the fragments stored in them.
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*
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@ -7,7 +7,7 @@ namespace paysages {
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namespace software {
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/**
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* @brief Smaller preview of a Canvas rendering, that can be watched live.
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* Smaller preview of a Canvas rendering, that can be watched live.
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*/
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class SOFTWARESHARED_EXPORT CanvasPreview {
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public:
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@ -30,18 +30,19 @@ static inline double _getDistanceToBorder(BaseCloudsModel *model, const Vector3
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/**
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* Go through the cloud layer to find segments (parts of the lookup that are inside the cloud).
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*
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* @param definition The cloud layer
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* @param renderer The renderer environment
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* @param start Start position of the lookup (already optimized)
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* @param direction Normalized direction of the lookup
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* @param detail Level of noise detail required
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* @param max_segments Maximum number of segments to collect
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* @param max_inside_length Maximum length to spend inside the cloud
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* @param max_total_length Maximum lookup length
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* @param inside_length Resulting length inside cloud (sum of all segments length)
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* @param total_length Resulting lookup length
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* @param out_segments Allocated space to fill found segments
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* @return Number of segments found
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* definition - The cloud layer
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* renderer - The renderer environment
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* start - Start position of the lookup (already optimized)
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* direction - Normalized direction of the lookup
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* detail - Level of noise detail required
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* max_segments - Maximum number of segments to collect
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* max_inside_length - Maximum length to spend inside the cloud
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* max_total_length - Maximum lookup length
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* inside_length - Resulting length inside cloud (sum of all segments length)
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* total_length - Resulting lookup length
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* out_segments - Allocated space to fill found segments
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*
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* Returns the number of segments found.
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*/
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int CloudBasicLayerRenderer::findSegments(BaseCloudsModel *model, const Vector3 &start, const Vector3 &direction,
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int max_segments, double max_inside_length, double max_total_length,
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@ -10,8 +10,8 @@ typedef struct CloudSegment CloudSegment;
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namespace paysages {
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namespace software {
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/*!
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* \brief Basic cloud layer renderer.
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/**
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* Basic cloud layer renderer.
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*
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* This renderer simply iters through the cloud layer, collecting cloud segments.
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* It does not account for local density variations.
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namespace paysages {
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namespace software {
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/*!
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* \brief Software renderer of a group of cloud layers.
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/**
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* Software renderer of a group of cloud layers.
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*/
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class SOFTWARESHARED_EXPORT CloudsRenderer : public LightFilter {
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public:
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@ -28,42 +28,42 @@ class SOFTWARESHARED_EXPORT CloudsRenderer : public LightFilter {
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*/
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void setEnabled(bool enabled);
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/*!
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* \brief Update the renderer with the bound scenery.
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/**
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* Update the renderer with the bound scenery.
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*
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* Don't call this if another thread is currently using this renderer.
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*/
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virtual void update();
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/*!
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* \brief Get the layer renderer for a given layer.
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/**
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* Get the layer renderer for a given layer.
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*
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* The returned renderer is managed by this object and should not be deleted.
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*/
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virtual BaseCloudLayerRenderer *getLayerRenderer(unsigned int layer);
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/*!
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* \brief Get the cloud model for a given layer.
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/**
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* Get the cloud model for a given layer.
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*
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* The returned model is managed by this object and should not be deleted.
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*/
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virtual BaseCloudsModel *getLayerModel(unsigned int layer);
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/*!
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* \brief Override de default density model for a given layer.
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/**
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* Override de default density model for a given layer.
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*
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* This must be called after each update().
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* Ownership of the model is taken.
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*/
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virtual void setLayerModel(unsigned int layer, BaseCloudsModel *model, bool delete_old = true);
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/*!
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* \brief Get the composited color, as applied on a base color and location.
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/**
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* Get the composited color, as applied on a base color and location.
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*/
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virtual Color getColor(const Vector3 &eye, const Vector3 &location, const Color &base);
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/*!
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* \brief Alter a light, as if passed through all layers.
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/**
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* Alter a light, as if passed through all layers.
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*
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* Return true if the light was altered.
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*/
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namespace paysages {
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namespace software {
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/*!
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* \brief Interface to a fluid medium compatible class.
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/**
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* Interface to a fluid medium compatible class.
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*/
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class SOFTWARESHARED_EXPORT FluidMediumInterface {
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public:
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/*!
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/**
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* Return true if the object may change the fluid medium on the given segment.
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* When returning true, the object may alter 'segment' to limit its influence.
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*/
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@ -15,8 +15,8 @@ typedef struct {
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SpaceSegment segment;
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} FluidMediumSegment;
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/*!
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* \brief Global object to interact with fluid medium (air, water, clouds...)
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/**
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* Global object to interact with fluid medium (air, water, clouds...)
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*
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* This object handles the traversal of fluid medium and the collecting of
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* medium density and properties.
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@ -27,27 +27,25 @@ class SOFTWARESHARED_EXPORT FluidMediumManager {
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FluidMediumManager(SoftwareRenderer *renderer);
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virtual ~FluidMediumManager();
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/*!
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* \brief Remove all registered medium.
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/**
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* Remove all registered medium.
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*/
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void clearMedia();
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/*!
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* \brief Register a new medium in the manager.
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/**
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* Register a new medium in the manager.
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*/
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void registerMedium(FluidMediumInterface *medium);
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/*!
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* \brief Apply complete medium traversal
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* \param eye Position of the camera
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* \param location Point we look at
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* \param color Light initially received from 'location'
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* \return Light received by 'eye', transformed by medium traversal
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/**
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* Apply complete medium traversal between *location* and *eye*, to the base *color*.
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*
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* Returns the light received by eye, transformed by medium traversal.
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*/
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virtual Color applyTraversal(const Vector3 &eye, const Vector3 &location, const Color &color) const;
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/*!
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* \brief Get the potential media traversed by a ray, unsorted
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/**
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* Get the potential media traversed by a ray, unsorted
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*/
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virtual int getTraversedMedia(FluidMediumSegment segments[], const SpaceSegment &ray, int max_segments) const;
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namespace software {
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/**
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* @brief One component of a LightStatus.
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* One component of a LightStatus.
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*
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* A light component represents the amount of light received at a point from a given direction.
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*/
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namespace software {
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/**
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* @brief Interface for rendering parts that can alter light.
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* Interface for rendering parts that can alter light.
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*/
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class SOFTWARESHARED_EXPORT LightFilter {
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public:
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/**
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* @brief Apply filtering on a light component.
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* Apply filtering on a light component.
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*
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* This will alter the component and return if the component is still
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* useful.
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namespace software {
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/**
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* @brief Light status at a given point.
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* Light status at a given point.
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*
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* The light status is the combination of all LightComponent received at a given location.
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*/
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namespace software {
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/**
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* @brief Global lighting manager.
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* Global lighting manager.
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*
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* This manager handles the lights, light filters and final light rendering.
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*
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namespace paysages {
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namespace software {
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/*!
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* \brief Night sky renderer.
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/**
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* Night sky renderer.
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*/
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class SOFTWARESHARED_EXPORT NightSky : public LightSource {
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public:
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NightSky(SoftwareRenderer *renderer);
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virtual ~NightSky();
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/*!
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* \brief Update the night sky renderer, when the scenery or parent renderer changed.
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/**
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* Update the night sky renderer, when the scenery or parent renderer changed.
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*/
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void update();
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/*!
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* \brief Get the color of the night sky at a given direction.
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* \param altitude Altitude above water level, in coordinate units (not kilometers).
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/**
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* Get the color of the night sky at a given direction.
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*
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* *altitude* is above water level, in coordinate units (not kilometers).
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*/
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virtual const Color getColor(double altitude, const Vector3 &direction);
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typedef struct RenderScanlines RenderScanlines;
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/**
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* @brief Base abstract class for scenery pieces that can be rasterized to polygons.
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* Base abstract class for scenery pieces that can be rasterized to polygons.
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*/
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class SOFTWARESHARED_EXPORT Rasterizer {
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public:
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namespace software {
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/**
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* @brief Software rendering inside a Canvas surface.
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* Software rendering inside a Canvas surface.
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*
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* This class launches the rasterization process into canvas portions and
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* redirects post processing to the software renderer.
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void enablePostprocess(bool enabled);
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/**
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* @brief Set the rendering size in pixels.
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* Set the rendering size in pixels.
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*
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* Set 'samples' to something bigger than 1 to allow for the multi-sampling of pixels.
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*/
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void setSize(int width, int height, int samples = 1);
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/**
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* @brief Start the two-pass render process.
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* Start the two-pass render process.
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*/
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void render();
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/**
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* @brief Interrupt the render process.
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* Interrupt the render process.
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*/
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void interrupt();
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protected:
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/**
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* @brief Rasterize the scenery into a canvas portion.
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* Rasterize the scenery into a canvas portion.
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*/
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void rasterize(CanvasPortion *portion);
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/**
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* @brief Apply pixel shader to fragments stored in the CanvasPortion.
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* Apply pixel shader to fragments stored in the CanvasPortion.
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*/
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void applyPixelShader(CanvasPortion *portion);
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namespace paysages {
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namespace software {
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/*!
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* \brief This class renders a defined scenery in sotware mode (using only standard CPU computations).
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/**
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* This class renders a defined scenery in sotware mode (using only standard CPU computations).
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*/
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class SOFTWARESHARED_EXPORT SoftwareRenderer {
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virtual Vector3 projectPoint(const Vector3 &point);
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virtual Vector3 unprojectPoint(const Vector3 &point);
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/*!
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* \brief Prepare the renderer sub-systems.
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/**
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* Prepare the renderer sub-systems.
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*
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* This will clear the caches and connect elements together.
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* After this call, don't update the scenery when renderer is in use.
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*/
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virtual void prepare();
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/*!
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/**
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* Set the global quality control factor.
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*
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* Values between 0.0 and 1.0 are standard quality (1.0 is considered a "very good" production quality value).
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/**
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* Set the rasterization quality.
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*
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* @param base_chunk_size Size of chunks near the camera
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* @param detail_factor Precision factor of a chunk's tessellation, depending on screen coverage
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* @param max_chunk_detail Maximal tessellation of chunks
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* base_chunk_size - Size of chunks near the camera
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* detail_factor - Precision factor of a chunk's tessellation, depending on screen coverage
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* max_chunk_detail - Maximal tessellation of chunks
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*/
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void setQuality(double base_chunk_size, double detail_factor, int max_chunk_detail);
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virtual void setQuality(double factor) override;
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namespace paysages {
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namespace software {
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/*!
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* \brief Ray walker to find intersections with terrain.
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/**
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* Ray walker to find intersections with terrain.
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*
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* This walker can be used to find a hard intersection between
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* a ray and the terrain (e.g. for raytracing), or a soft intersection
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/**
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* Set the walker quality.
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*
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* @param displacement_safety Safety factor (around 1.0) to detect when displacement textures need to be applied
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* @param minimal_step Minimal length of a walking step
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* @param maximal_step Maximal length of a walking step
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* @param step_factor Precision factor of steps, depending on terrain proximity
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* @param max_distance Maximal distance allowed to travel before considering an escape
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* @param escape_step Angle step when allowing an escape angle
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* displacement_safety - Safety factor (around 1.0) to detect when displacement textures need to be applied
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* minimal_step - Minimal length of a walking step
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* maximal_step - Maximal length of a walking step
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* step_factor - Precision factor of steps, depending on terrain proximity
|
||||
* max_distance - Maximal distance allowed to travel before considering an escape
|
||||
* escape_step - Angle step when allowing an escape angle
|
||||
*/
|
||||
void setQuality(double displacement_safety, double minimal_step, double maximal_step, double step_factor,
|
||||
double max_distance, double escape_step);
|
||||
void setQuality(double factor);
|
||||
|
||||
/*!
|
||||
* \brief Update the walker internal data, from the renderer and scenery.
|
||||
/**
|
||||
* Update the walker internal data, from the renderer and scenery.
|
||||
*/
|
||||
void update();
|
||||
|
||||
/*!
|
||||
* \brief Start the walking process to find intersection
|
||||
/**
|
||||
* Start the walking process to find intersection
|
||||
*
|
||||
* \param start Point of origin of the ray
|
||||
* \param direction Ray direction (normalized vector)
|
||||
* \param escape_angle Maximal angle allowed to escape the terrain on hit (mainly for shadows computing)
|
||||
* \param result Object to store the results info
|
||||
* \return true if there was a hit
|
||||
* start - Point of origin of the ray
|
||||
* direction - Ray direction (normalized vector)
|
||||
* escape_angle - Maximal angle allowed to escape the terrain on hit (mainly for shadows computing)
|
||||
* result - Object to store the results info
|
||||
*
|
||||
* Returns true if there was a hit.
|
||||
*/
|
||||
bool startWalking(const Vector3 &start, Vector3 direction, double escape_angle, TerrainHitResult &result);
|
||||
|
||||
|
|
|
@ -8,8 +8,8 @@
|
|||
namespace paysages {
|
||||
namespace software {
|
||||
|
||||
/*!
|
||||
* \brief Abstract class for all cloud models (cirrus, cumulus...).
|
||||
/**
|
||||
* Abstract class for all cloud models (cirrus, cumulus...).
|
||||
*/
|
||||
class SOFTWARESHARED_EXPORT BaseCloudsModel {
|
||||
public:
|
||||
|
|
|
@ -8,13 +8,13 @@
|
|||
namespace paysages {
|
||||
namespace system {
|
||||
|
||||
/*!
|
||||
* \brief System mutex
|
||||
/**
|
||||
* System mutex
|
||||
*/
|
||||
class SYSTEMSHARED_EXPORT Mutex : private mutex {
|
||||
public:
|
||||
/*!
|
||||
* \brief Create a new mutex
|
||||
/**
|
||||
* Create a new mutex
|
||||
*/
|
||||
Mutex();
|
||||
|
||||
|
|
|
@ -8,8 +8,8 @@
|
|||
namespace paysages {
|
||||
namespace system {
|
||||
|
||||
/*!
|
||||
* \brief Data (de)serialization in files or streams.
|
||||
/**
|
||||
* Data (de)serialization in files or streams.
|
||||
*/
|
||||
class SYSTEMSHARED_EXPORT PackStream {
|
||||
public:
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
namespace paysages {
|
||||
namespace system {
|
||||
|
||||
/*!
|
||||
/**
|
||||
* Pool to handle a group of threads doing the same task.
|
||||
*/
|
||||
class SYSTEMSHARED_EXPORT ParallelPool {
|
||||
|
@ -16,17 +16,17 @@ class SYSTEMSHARED_EXPORT ParallelPool {
|
|||
ParallelPool();
|
||||
virtual ~ParallelPool();
|
||||
|
||||
/*!
|
||||
/**
|
||||
* Start the effective work.
|
||||
*/
|
||||
void start(int thread_count = -1);
|
||||
|
||||
/*!
|
||||
/**
|
||||
* Method called from each thread to do actual work.
|
||||
*/
|
||||
virtual void work() = 0;
|
||||
|
||||
/*!
|
||||
/**
|
||||
* Method called once to interrupt all threads.
|
||||
*/
|
||||
virtual void interrupt();
|
||||
|
|
|
@ -43,7 +43,7 @@ class SYSTEMSHARED_EXPORT ParallelWork {
|
|||
/**
|
||||
* Start working on the units.
|
||||
*
|
||||
* @param threads Number of threads to spaws, -1 for an optimal number.
|
||||
* threads - Number of threads to spaws, -1 for an optimal number.
|
||||
*/
|
||||
int perform(int thread_count = -1);
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@ namespace paysages {
|
|||
namespace system {
|
||||
|
||||
/**
|
||||
* @brief Worker that can be used by the ParallelWork object to perform tasks in several threads.
|
||||
* Worker that can be used by the ParallelWork object to perform tasks in several threads.
|
||||
*/
|
||||
class SYSTEMSHARED_EXPORT ParallelWorker {
|
||||
public:
|
||||
|
|
|
@ -14,13 +14,13 @@ class SYSTEMSHARED_EXPORT PictureWriter {
|
|||
virtual ~PictureWriter();
|
||||
|
||||
/**
|
||||
* @brief Start saving the picture in a file.
|
||||
* Start saving the picture in a file.
|
||||
*/
|
||||
bool save(const string &filepath, int width, int height);
|
||||
|
||||
protected:
|
||||
/**
|
||||
* @brief Get the (x, y) pixel, in BGRA format
|
||||
* Get the (x, y) pixel, in BGRA format
|
||||
*/
|
||||
virtual unsigned int getPixel(int x, int y) = 0;
|
||||
};
|
||||
|
|
|
@ -6,8 +6,8 @@
|
|||
namespace paysages {
|
||||
namespace system {
|
||||
|
||||
/*!
|
||||
* \brief Access to system info
|
||||
/**
|
||||
* Access to system info
|
||||
*/
|
||||
class SYSTEMSHARED_EXPORT System {
|
||||
public:
|
||||
|
|
Loading…
Reference in a new issue