From d33bf2fa6a31abe7f3020c3cfb8b25faafd0fac8 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 16 Nov 2023 13:55:45 +0100 Subject: [PATCH] Update docs comments based on https://github.com/FlaxEngine/FlaxDocs/pull/127 --- Source/Engine/Graphics/Enums.h | 14 +++--- Source/Engine/Graphics/PostProcessSettings.h | 46 +++++++++---------- .../Level/Actors/ExponentialHeightFog.h | 6 +-- 3 files changed, 33 insertions(+), 33 deletions(-) diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h index 4d1422f96..bbf9c0de8 100644 --- a/Source/Engine/Graphics/Enums.h +++ b/Source/Engine/Graphics/Enums.h @@ -591,37 +591,37 @@ API_ENUM() enum class Quality : byte API_ENUM() enum class MaterialPostFxLocation : byte { /// - /// The 'after' post processing pass using LDR input frame. + /// Render the material after the post processing pass using *LDR* input frame. /// AfterPostProcessingPass = 0, /// - /// The 'before' post processing pass using HDR input frame. + /// Render the material before the post processing pass using *HDR* input frame. /// BeforePostProcessingPass = 1, /// - /// The 'before' forward pass but after GBuffer with HDR input frame. + /// Render the material before the forward pass but after *GBuffer* with *HDR* input frame. /// BeforeForwardPass = 2, /// - /// The 'after' custom post effects. + /// Render the material after custom post effects (scripted). /// AfterCustomPostEffects = 3, /// - /// The 'before' Reflections pass. After the Light pass. Can be used to implement a custom light types that accumulate lighting to the light buffer. + /// Render the material before the reflections pass but after the lighting pass using *HDR* input frame. It can be used to implement a custom light types that accumulate lighting to the light buffer. /// BeforeReflectionsPass = 4, /// - /// The 'after' AA filter pass. Rendering is done to the output backbuffer. + /// Render the material after anti-aliasing into the output backbuffer. /// AfterAntiAliasingPass = 5, /// - /// The 'after' forward pass but before any post processing. + /// Render the material after the forward pass but before any post processing. /// AfterForwardPass = 6, diff --git a/Source/Engine/Graphics/PostProcessSettings.h b/Source/Engine/Graphics/PostProcessSettings.h index d2ace6cea..1d695f353 100644 --- a/Source/Engine/Graphics/PostProcessSettings.h +++ b/Source/Engine/Graphics/PostProcessSettings.h @@ -447,13 +447,13 @@ API_STRUCT() struct FLAXENGINE_API BloomSettings : ISerializable bool Enabled = true; /// - /// Bloom effect strength. Value 0 disabled is, while higher values increase the effect. + /// Bloom effect strength. Set a value of 0 to disabled it, while higher values increase the effect. /// API_FIELD(Attributes="Limit(0, 20.0f, 0.01f), EditorOrder(1), PostProcessSetting((int)BloomSettingsOverride.Intensity)") float Intensity = 1.0f; /// - /// Minimum pixel brightness value to start blowing. Values below the threshold are skipped. + /// Minimum pixel brightness value to start blooming. Values below this threshold are skipped. /// API_FIELD(Attributes="Limit(0, 15.0f, 0.01f), EditorOrder(2), PostProcessSetting((int)BloomSettingsOverride.Threshold)") float Threshold = 3.0f; @@ -987,13 +987,13 @@ API_STRUCT() struct FLAXENGINE_API EyeAdaptationSettings : ISerializable float MaxBrightness = 2.0f; /// - /// The lower bound for the luminance histogram of the scene color. Value is in percent and limits the pixels below this brightness. Use values from range 60-80. Used only in AutomaticHistogram mode. + /// The lower bound for the luminance histogram of the scene color. This value is in percent and limits the pixels below this brightness. Use values in the range of 60-80. Used only in AutomaticHistogram mode. /// API_FIELD(Attributes="Limit(1, 99, 0.001f), EditorOrder(3), PostProcessSetting((int)EyeAdaptationSettingsOverride.HistogramLowPercent)") float HistogramLowPercent = 70.0f; /// - /// The upper bound for the luminance histogram of the scene color. Value is in percent and limits the pixels above this brightness. Use values from range 80-95. Used only in AutomaticHistogram mode. + /// The upper bound for the luminance histogram of the scene color. This value is in percent and limits the pixels above this brightness. Use values in the range of 80-95. Used only in AutomaticHistogram mode. /// API_FIELD(Attributes="Limit(1, 99, 0.001f), EditorOrder(3), PostProcessSetting((int)EyeAdaptationSettingsOverride.HistogramHighPercent)") float HistogramHighPercent = 98.0f; @@ -1091,13 +1091,13 @@ API_STRUCT() struct FLAXENGINE_API CameraArtifactsSettings : ISerializable Float3 VignetteColor = Float3(0, 0, 0.001f); /// - /// Controls shape of the vignette. Values near 0 produce rectangle shape. Higher values result in round shape. The default value is 0.125. + /// Controls the shape of the vignette. Values near 0 produce a rectangular shape. Higher values result in a rounder shape. The default value is 0.125. /// API_FIELD(Attributes="Limit(0.0001f, 2.0f, 0.001f), EditorOrder(2), PostProcessSetting((int)CameraArtifactsSettingsOverride.VignetteShapeFactor)") float VignetteShapeFactor = 0.125f; /// - /// Intensity of the grain filter. Value 0 hides it. The default value is 0.005. + /// Intensity of the grain filter. A value of 0 hides it. The default value is 0.005. /// API_FIELD(Attributes="Limit(0.0f, 2.0f, 0.005f), EditorOrder(3), PostProcessSetting((int)CameraArtifactsSettingsOverride.GrainAmount)") float GrainAmount = 0.006f; @@ -1109,19 +1109,19 @@ API_STRUCT() struct FLAXENGINE_API CameraArtifactsSettings : ISerializable float GrainParticleSize = 1.6f; /// - /// Speed of the grain particles animation. + /// Speed of the grain particle animation. /// API_FIELD(Attributes="Limit(0.0f, 10.0f, 0.01f), EditorOrder(5), PostProcessSetting((int)CameraArtifactsSettingsOverride.GrainSpeed)") float GrainSpeed = 1.0f; /// - /// Controls chromatic aberration effect strength. Value 0 hides it. + /// Controls the chromatic aberration effect strength. A value of 0 hides it. /// API_FIELD(Attributes="Limit(0.0f, 1.0f, 0.01f), EditorOrder(6), PostProcessSetting((int)CameraArtifactsSettingsOverride.ChromaticDistortion)") float ChromaticDistortion = 0.0f; /// - /// Screen tint color (alpha channel defines the blending factor). + /// Screen tint color (the alpha channel defines the blending factor). /// API_FIELD(Attributes="DefaultValue(typeof(Color), \"0,0,0,0\"), EditorOrder(7), PostProcessSetting((int)CameraArtifactsSettingsOverride.ScreenFadeColor)") Color ScreenFadeColor = Color::Transparent; @@ -1227,7 +1227,7 @@ API_STRUCT() struct FLAXENGINE_API LensFlaresSettings : ISerializable LensFlaresSettingsOverride OverrideFlags = Override::None; /// - /// Strength of the effect. Value 0 disabled it. + /// Strength of the effect. A value of 0 disables it. /// API_FIELD(Attributes="Limit(0, 10.0f, 0.01f), EditorOrder(0), PostProcessSetting((int)LensFlaresSettingsOverride.Intensity)") float Intensity = 1.0f; @@ -1281,7 +1281,7 @@ API_STRUCT() struct FLAXENGINE_API LensFlaresSettings : ISerializable SoftAssetReference LensDirt; /// - /// Fullscreen lens dirt intensity parameter. Allows to tune dirt visibility. + /// Fullscreen lens dirt intensity parameter. Allows tuning dirt visibility. /// API_FIELD(Attributes="Limit(0, 100, 0.01f), EditorOrder(9), PostProcessSetting((int)LensFlaresSettingsOverride.LensDirtIntensity)") float LensDirtIntensity = 1.0f; @@ -1419,13 +1419,13 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable DepthOfFieldSettingsOverride OverrideFlags = Override::None; /// - /// If checked, depth of field effect will be visible. + /// If checked, the depth of field effect will be visible. /// API_FIELD(Attributes="EditorOrder(0), PostProcessSetting((int)DepthOfFieldSettingsOverride.Enabled)") bool Enabled = false; /// - /// The blur intensity in the out-of-focus areas. Allows reducing blur amount by scaling down the Gaussian Blur radius. Normalized to range 0-1. + /// The blur intensity in the out-of-focus areas. Allows reducing the blur amount by scaling down the Gaussian Blur radius. Normalized to range 0-1. /// API_FIELD(Attributes="Limit(0, 1, 0.01f), EditorOrder(1), PostProcessSetting((int)DepthOfFieldSettingsOverride.BlurStrength)") float BlurStrength = 1.0f; @@ -1479,7 +1479,7 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable float BokehBrightness = 1.0f; /// - /// Defines bokeh shapes type. + /// Defines the type of the bokeh shapes. /// API_FIELD(Attributes="EditorOrder(10), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehShape)") BokehShapeType BokehShape = BokehShapeType::Octagon; @@ -1491,19 +1491,19 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable SoftAssetReference BokehShapeCustom; /// - /// The minimum pixel brightness to create bokeh. Pixels with lower brightness will be skipped. + /// The minimum pixel brightness to create the bokeh. Pixels with lower brightness will be skipped. /// API_FIELD(Attributes="Limit(0, 10000.0f, 0.01f), EditorOrder(12), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehBrightnessThreshold)") float BokehBrightnessThreshold = 3.0f; /// - /// Depth of Field bokeh shapes blur threshold. + /// Depth of Field bokeh shape blur threshold. /// API_FIELD(Attributes="Limit(0, 1.0f, 0.001f), EditorOrder(13), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehBlurThreshold)") float BokehBlurThreshold = 0.05f; /// - /// Controls bokeh shapes brightness falloff. Higher values reduce bokeh visibility. + /// Controls bokeh shape brightness falloff. Higher values reduce bokeh visibility. /// API_FIELD(Attributes="Limit(0, 2.0f, 0.001f), EditorOrder(14), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehFalloff)") float BokehFalloff = 0.5f; @@ -1575,25 +1575,25 @@ API_STRUCT() struct FLAXENGINE_API MotionBlurSettings : ISerializable MotionBlurSettingsOverride OverrideFlags = Override::None; /// - /// If checked, motion blur effect will be rendered. + /// If checked, the motion blur effect will be rendered. /// API_FIELD(Attributes="EditorOrder(0), PostProcessSetting((int)MotionBlurSettingsOverride.Enabled)") bool Enabled = true; /// - /// The blur effect strength. Value 0 disabled is, while higher values increase the effect. + /// The blur effect strength. A value of 0 disables it, while higher values increase the effect. /// API_FIELD(Attributes="Limit(0, 5, 0.01f), EditorOrder(1), PostProcessSetting((int)MotionBlurSettingsOverride.Scale)") float Scale = 1.0f; /// - /// The amount of sample points used during motion blur rendering. It affects quality and performance. + /// The amount of sample points used during motion blur rendering. It affects blur quality and performance. /// API_FIELD(Attributes="Limit(4, 32, 0.1f), EditorOrder(2), PostProcessSetting((int)MotionBlurSettingsOverride.SampleCount)") int32 SampleCount = 10; /// - /// The motion vectors texture resolution. Motion blur uses per-pixel motion vectors buffer that contains objects movement information. Use lower resolution to improve performance. + /// The motion vectors texture resolution. Motion blur uses a per-pixel motion vector buffer that contains an objects movement information. Use a lower resolution to improve performance. /// API_FIELD(Attributes="EditorOrder(3), PostProcessSetting((int)MotionBlurSettingsOverride.MotionVectorsResolution)") ResolutionMode MotionVectorsResolution = ResolutionMode::Half; @@ -1898,13 +1898,13 @@ API_STRUCT() struct FLAXENGINE_API AntiAliasingSettings : ISerializable float TAA_Sharpness = 0.0f; /// - /// The blend coefficient for stationary fragments. Controls the percentage of history sample blended into final color for fragments with minimal active motion. + /// The blend coefficient for stationary fragments. Controls the percentage of history samples blended into the final color for fragments with minimal active motion. /// API_FIELD(Attributes="Limit(0, 0.99f, 0.001f), EditorOrder(3), PostProcessSetting((int)AntiAliasingSettingsOverride.TAA_StationaryBlending), EditorDisplay(null, \"TAA Stationary Blending\")") float TAA_StationaryBlending = 0.95f; /// - /// The blending coefficient for moving fragments. Controls the percentage of history sample blended into the final color for fragments with significant active motion. + /// The blending coefficient for moving fragments. Controls the percentage of history samples blended into the final color for fragments with significant active motion. /// API_FIELD(Attributes="Limit(0, 0.99f, 0.001f), EditorOrder(4), PostProcessSetting((int)AntiAliasingSettingsOverride.TAA_MotionBlending), EditorDisplay(null, \"TAA Motion Blending\")") float TAA_MotionBlending = 0.7f; diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.h b/Source/Engine/Level/Actors/ExponentialHeightFog.h index b0e5751d9..7b400fe4e 100644 --- a/Source/Engine/Level/Actors/ExponentialHeightFog.h +++ b/Source/Engine/Level/Actors/ExponentialHeightFog.h @@ -29,7 +29,7 @@ public: float FogDensity = 0.02f; /// - /// The fog height density factor that controls how the density increases as height decreases. The smaller values produce more visible transition larger. + /// The fog height density factor that controls how the density increases as height decreases. Smaller values produce a more visible transition layer. /// API_FIELD(Attributes="EditorOrder(20), DefaultValue(0.2f), Limit(0.0001f, 10.0f, 0.001f), EditorDisplay(\"Exponential Height Fog\")") float FogHeightFalloff = 0.2f; @@ -55,7 +55,7 @@ public: float StartDistance = 0.0f; /// - /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. + /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. Setting this value to 0 disables it. /// API_FIELD(Attributes="EditorOrder(60), DefaultValue(0.0f), Limit(0), EditorDisplay(\"Exponential Height Fog\")") float FogCutoffDistance = 0.0f; @@ -111,7 +111,7 @@ public: Color VolumetricFogAlbedo = Color::White; /// - /// Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. + /// Light emitted by height fog. This is a density value so more light is emitted the further you are looking through the fog. /// In most cases using a Skylight is a better choice, however, it may be useful in certain scenarios. /// API_FIELD(Attributes="EditorOrder(330), DefaultValue(typeof(Color), \"0,0,0,1\"), EditorDisplay(\"Volumetric Fog\", \"Emissive\")")