StelSkyDrawer.hpp   StelSkyDrawer.hpp 
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class StelPainter; class StelPainter;
//! @class StelSkyDrawer //! @class StelSkyDrawer
//! Provide a set of methods used to draw sky objects taking into account //! Provide a set of methods used to draw sky objects taking into account
//! eyes adaptation, zoom level and instrument model //! eyes adaptation, zoom level and instrument model
class StelSkyDrawer : public QObject class StelSkyDrawer : public QObject
{ {
Q_OBJECT Q_OBJECT
public: public:
//! Constructor //! Constructor
StelSkyDrawer(StelCore* core); StelSkyDrawer(StelCore* core);
//! Destructor //! Destructor
~StelSkyDrawer(); ~StelSkyDrawer();
//! Init parameters from config file //! Init parameters from config file
void init(); void init();
//! Update with respect to the time and StelProjector/StelToneReprod ucer state //! Update with respect to the time and StelProjector/StelToneReprod ucer state
//! @param deltaTime the time increment in second since last call. //! @param deltaTime the time increment in second since last call.
void update(double deltaTime); void update(double deltaTime);
//! Get the painter currently used or NULL
const StelPainter* getPainter() {return sPainter;}
//! Set the proper openGL state before making calls to drawPointSour ce //! Set the proper openGL state before making calls to drawPointSour ce
//! @param p a pointer to a valid instance of a Painter. The instanc e must be valid until postDrawPointSource() is called //! @param p a pointer to a valid instance of a Painter. The instanc e must be valid until postDrawPointSource() is called
void preDrawPointSource(const StelPainter* p); void preDrawPointSource(StelPainter* p);
//! Finalize the drawing of point sources //! Finalize the drawing of point sources
void postDrawPointSource(); void postDrawPointSource(StelPainter* sPainter);
//! Draw a point source halo. //! Draw a point source halo.
//! @param x the x position of the object on the screen //! @param v the 3d position of the source in J2000 reference frame
//! @param y the y position of the object on the screen
//! @param rcMag the radius and luminance of the source as computed by computeRCMag() //! @param rcMag the radius and luminance of the source as computed by computeRCMag()
//! @param bV the source B-V index //! @param bV the source B-V index
//! @return true if the source was actually visible and drawn //! @return true if the source was actually visible and drawn
bool drawPointSource(double x, double y, const float rcMag[2], unsig bool drawPointSource(StelPainter* sPainter, const Vec3d& v, const fl
ned int bV) oat rcMag[2], unsigned int bV, bool checkInScreen=false)
{return drawPointSource(x, y, rcMag, colorTable[bV]);} {return drawPointSource(sPainter, v, rcMag, colorTable[bV],
checkInScreen);}
bool drawPointSource(double x, double y, const float rcMag[2], const
Vec3f& color);
//! Draw a disk source halo. The real surface brightness is smaller bool drawPointSource(StelPainter* sPainter,const Vec3d& v, const flo
as if it were a at rcMag[2], const Vec3f& color, bool checkInScreen=false);
//! point source because the flux is spread on the disk area
//! @param x the x position of the disk center in pixel
//! @param y the y position of the disk centre in pixel
//! @param r radius of the disk in pixel
//! @param mag the source integrated magnitude
//! @param color the source RGB color
//! @return true if the source was actually visible and drawn
bool drawDiskSource(double x, double y, double r, float mag, const V
ec3f& color);
//! Terminate drawing of a 3D model, draw the halo //! Terminate drawing of a 3D model, draw the halo
//! @param x the x position of the object centroid in pixel //! @param v the 3d position of the source in J2000 reference frame
//! @param y the y position of the object centroid in pixel
//! @param illuminatedArea the illuminated area in arcmin^2 //! @param illuminatedArea the illuminated area in arcmin^2
//! @param mag the source integrated magnitude //! @param mag the source integrated magnitude
//! @param p the StelPainter instance to use for this drawing operat ion //! @param p the StelPainter instance to use for this drawing operat ion
//! @param color the object halo RGB color //! @param color the object halo RGB color
void postDrawSky3dModel(double x, double y, double illuminatedArea, float mag, const StelPainter* p, const Vec3f& color = Vec3f(1.f,1.f,1.f)); void postDrawSky3dModel(StelPainter* sPainter, const Vec3d& v, doubl e illuminatedArea, float mag, const Vec3f& color = Vec3f(1.f,1.f,1.f));
//! Compute RMag and CMag from magnitude. //! Compute RMag and CMag from magnitude.
//! @param mag the object integrated V magnitude //! @param mag the object integrated V magnitude
//! @param rcMag array of 2 floats containing the radius and luminan ce //! @param rcMag array of 2 floats containing the radius and luminan ce
//! @return false if the object is too faint to be displayed //! @return false if the object is too faint to be displayed
bool computeRCMag(float mag, float rcMag[2]) const; bool computeRCMag(float mag, float rcMag[2]) const;
//! Report that an object of luminance lum with an on-screen area of area pixels is currently displayed //! Report that an object of luminance lum with an on-screen area of area pixels is currently displayed
//! This information is used to determine the world adaptation lumin ance //! This information is used to determine the world adaptation lumin ance
//! This method should be called during the update operations of the main loop //! This method should be called during the update operations of the main loop
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float maxLum; float maxLum;
//! The previously used world luminance //! The previously used world luminance
float oldLum; float oldLum;
//! Big halo texture //! Big halo texture
StelTextureSP texBigHalo; StelTextureSP texBigHalo;
StelTextureSP texSunHalo; StelTextureSP texSunHalo;
bool flagLuminanceAdaptation; bool flagLuminanceAdaptation;
const StelPainter* sPainter; bool useShader;
class QGLShaderProgram* starsShaderProgram;
}; };
#endif // _STELSKYDRAWER_HPP_ #endif // _STELSKYDRAWER_HPP_
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