Atmosphere.hpp   Atmosphere.hpp 
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* *
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software * along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, U SA. * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, U SA.
*/ */
#ifndef _ATMOSTPHERE_HPP_ #ifndef _ATMOSTPHERE_HPP_
#define _ATMOSTPHERE_HPP_ #define _ATMOSTPHERE_HPP_
#include "Skylight.hpp" #include "Skylight.hpp"
#include "vecmath.h" #include "VecMath.hpp"
#include "Navigator.hpp" #include "StelNavigator.hpp"
#include "Skybright.hpp" #include "Skybright.hpp"
#include "Fader.hpp" #include "StelFader.hpp"
#include "GLee.h"
#include "fixx11h.h"
class Projector; class StelProjector;
class ToneReproducer; class StelToneReproducer;
class StelCore; class StelCore;
//! Compute and display the daylight sky color using openGL. //! Compute and display the daylight sky color using openGL.
//! The sky brightness is computed with the SkyBright class, the color with //! The sky brightness is computed with the SkyBright class, the color with
the SkyLight the SkyLight.
//! Don't use this class directly but use it through the LandscapeMgr.
class Atmosphere class Atmosphere
{ {
public: public:
Atmosphere(void); Atmosphere(void);
virtual ~Atmosphere(void); virtual ~Atmosphere(void);
void computeColor(double JD, Vec3d _sunPos, Vec3d moonPos, float moo nPhase, ToneReproducer * eye, Projector* prj, void computeColor(double JD, Vec3d _sunPos, Vec3d moonPos, float moo nPhase, StelCore* core,
float latitude = 45.f, float altitude = 200.f, float latitude = 45.f, float altitude = 200.f,
float temperature = 15.f, float relativeHumidity = 40.f); float temperature = 15.f, float relativeHumidity = 40.f);
void draw(StelCore* core); void draw(StelCore* core);
void update(double deltaTime) {fader.update((int)(deltaTime*1000));} void update(double deltaTime) {fader.update((int)(deltaTime*1000));}
//! Set fade in/out duration in seconds //! Set fade in/out duration in seconds
void setFadeDuration(float duration) {fader.setDuration((int)(durati on*1000.f));} void setFadeDuration(float duration) {fader.setDuration((int)(durati on*1000.f));}
//! Get fade in/out duration in seconds //! Get fade in/out duration in seconds
float getFadeDuration() {return fader.getDuration()/1000.f;} float getFadeDuration() {return fader.getDuration()/1000.f;}
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//! Otherwise it includes the atmosphere + background starlight + ec lipse factor + light pollution. //! Otherwise it includes the atmosphere + background starlight + ec lipse factor + light pollution.
//! @return the last computed average luminance of the atmosphere in cd/m2. //! @return the last computed average luminance of the atmosphere in cd/m2.
float getAverageLuminance(void) const {return averageLuminance;} float getAverageLuminance(void) const {return averageLuminance;}
//! Set the light pollution luminance in cd/m^2 //! Set the light pollution luminance in cd/m^2
void setLightPollutionLuminance(float f) { lightPollutionLuminance = f; } void setLightPollutionLuminance(float f) { lightPollutionLuminance = f; }
//! Get the light pollution luminance in cd/m^2 //! Get the light pollution luminance in cd/m^2
float getLightPollutionLuminance() const { return lightPollutionLumi nance; } float getLightPollutionLuminance() const { return lightPollutionLumi nance; }
private: private:
Vector4<GLint> viewport; Vec4i viewport;
Skylight sky; Skylight sky;
Skybright skyb; Skybright skyb;
int skyResolutionY,skyResolutionX; int skyResolutionY,skyResolutionX;
Vec2f* posGrid; Vec2f* posGrid;
Vec3f* colorGrid; Vec3f* colorGrid;
GLushort* indices; GLushort* indices;
//! The average luminance of the atmosphere in cd/m2 //! The average luminance of the atmosphere in cd/m2
float averageLuminance; float averageLuminance;
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