Stellarium
HEAD
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Compute and display the daylight sky color using OpenGL. More...
#include <AtmospherePreetham.hpp>
Public Member Functions | |
AtmospherePreetham (Skylight &sky) | |
void | computeColor (StelCore *core, double JD, const Planet ¤tPlanet, const Planet &sun, const Planet *moon, const StelLocation &location, float temperature, float relativeHumidity, float extinctionCoefficient, bool noScatter) override |
Compute sky brightness values and average luminance. More... | |
void | draw (StelCore *core) override |
void | update (double deltaTime) |
bool | isLoading () const override |
bool | isReadyToRender () const override |
LoadingStatus | stepDataLoading () override |
Public Member Functions inherited from Atmosphere | |
void | update (double deltaTime) |
void | setFadeDuration (float duration) |
Set fade in/out duration in seconds. | |
float | getFadeDuration () const |
Get fade in/out duration in seconds. | |
void | setFlagShow (bool b) |
Define whether to display atmosphere. | |
bool | getFlagShow () const |
Get whether atmosphere is displayed. | |
float | getRealDisplayIntensityFactor () const |
Get the actual atmosphere intensity due to eclipses + fader. More... | |
float | getFadeIntensity () const |
float | getAverageLuminance () const |
Get the average luminance of the atmosphere in cd/m2 If atmosphere is off, the luminance equals the background starlight (0.001cd/m2). More... | |
void | setAverageLuminance (float overrideLum) |
override computable luminance. More... | |
void | setLightPollutionLuminance (float f) |
Set the light pollution luminance in cd/m^2. | |
float | getLightPollutionLuminance () const |
Get the light pollution luminance in cd/m^2. | |
Additional Inherited Members | |
Protected Attributes inherited from Atmosphere | |
float | averageLuminance = 0 |
The average luminance of the atmosphere in cd/m2. | |
bool | overrideAverageLuminance = false |
float | eclipseFactor = 1 |
LinearFader | fader |
float | lightPollutionLuminance = 0 |
Compute and display the daylight sky color using OpenGL.
The sky brightness is computed with the SkyBright class, the color with the SkyLight. Don't use this class directly but use it through the LandscapeMgr.
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overridevirtual |
Compute sky brightness values and average luminance.
noScatter | true to suppress the actual sky brightness modelling. This will keep refraction/extinction working for didactic reasons. |
Implements Atmosphere.