StelSkyDrawer.hpp   StelSkyDrawer.hpp 
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* 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 _STELSKYDRAWER_HPP_ #ifndef _STELSKYDRAWER_HPP_
#define _STELSKYDRAWER_HPP_ #define _STELSKYDRAWER_HPP_
#include "StelTextureTypes.hpp" #include "StelTextureTypes.hpp"
#include "StelProjectorType.hpp" #include "StelProjectorType.hpp"
#include "VecMath.hpp" #include "VecMath.hpp"
#include "RefractionExtinction.hpp"
#include <QObject> #include <QObject>
class StelToneReproducer; class StelToneReproducer;
class StelCore; class StelCore;
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
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float getLimitMagnitude() const {return limitMagnitude;} float getLimitMagnitude() const {return limitMagnitude;}
//! Get the luminance of the faintest visible object (e.g. RGB<0.05) //! Get the luminance of the faintest visible object (e.g. RGB<0.05)
//! It depends on the zoom level, on the eye adapation and on the po int source rendering parameters //! It depends on the zoom level, on the eye adapation and on the po int source rendering parameters
//! @return the limit V luminance at which an object will be visible //! @return the limit V luminance at which an object will be visible
float getLimitLuminance() const {return limitLuminance;} float getLimitLuminance() const {return limitLuminance;}
//! Set the value of the eye adaptation flag //! Set the value of the eye adaptation flag
void setFlagLuminanceAdaptation(bool b) {flagLuminanceAdaptation=b;} void setFlagLuminanceAdaptation(bool b) {flagLuminanceAdaptation=b;}
//! Get the current value of eye adaptation flag //! Get the current value of eye adaptation flag
bool getFlagLuminanceAdaptation(void) const {return flagLuminanceAda ptation;} bool getFlagLuminanceAdaptation() const {return flagLuminanceAdaptat ion;}
//! Informing the drawer whether atmosphere is displayed. //! Informing the drawer whether atmosphere is displayed.
//! This is used to avoid twinkling/simulate extinction/refraction. //! This is used to avoid twinkling/simulate extinction/refraction.
void setFlagHasAtmosphere(bool b) {flagHasAtmosphere=b;} void setFlagHasAtmosphere(bool b) {flagHasAtmosphere=b;}
//! This is used to decide whether to apply refraction/extinction be
fore rendering point sources et al.
bool getFlagHasAtmosphere() const {return flagHasAtmosphere;}
//! Set extinction coefficient, mag/airmass (for extinction).
void setExtinctionCoefficient(double extCoeff) {extinction.setExtinc
tionCoefficient(extCoeff);}
//! Get extinction coefficient, mag/airmass (for extinction).
double getExtinctionCoefficient() const {return extinction.getExtinc
tionCoefficient();}
//! Set atmospheric (ground) temperature in deg celsius (for refract
ion).
void setAtmosphereTemperature(double celsius) {refraction.setTempera
ture(celsius);}
//! Get atmospheric (ground) temperature in deg celsius (for refract
ion).
double getAtmosphereTemperature() const {return refraction.getTemper
ature();}
//! Set atmospheric (ground) pressure in mbar (for refraction).
void setAtmospherePressure(double mbar) {refraction.setPressure(mbar
);}
//! Get atmospheric (ground) pressure in mbar (for refraction).
double getAtmospherePressure() const {return refraction.getPressure(
);}
//! Get the current valid extinction computation class.
const Extinction& getExtinction() const {return extinction;}
//! Get the current valid fefraction computation class.
const Refraction& getRefraction() const {return refraction;}
//! Get the radius of the big halo texture used when a 3d model is v ery bright. //! Get the radius of the big halo texture used when a 3d model is v ery bright.
float getBig3dModelHaloRadius() const {return big3dModelHaloRadius;} float getBig3dModelHaloRadius() const {return big3dModelHaloRadius;}
//! Set the radius of the big halo texture used when a 3d model is v ery bright. //! Set the radius of the big halo texture used when a 3d model is v ery bright.
void setBig3dModelHaloRadius(float r) {big3dModelHaloRadius=r;} void setBig3dModelHaloRadius(float r) {big3dModelHaloRadius=r;}
private: private:
// Debug // Debug
float reverseComputeRCMag(float rmag) const; float reverseComputeRCMag(float rmag) const;
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//! @return the luminance in cd/m^2 //! @return the luminance in cd/m^2
float pointSourceMagToLnLuminance(float mag) const; float pointSourceMagToLnLuminance(float mag) const;
//! Find the world adaptation luminance to use so that a point sourc e of magnitude mag //! Find the world adaptation luminance to use so that a point sourc e of magnitude mag
//! is displayed with a halo of size targetRadius //! is displayed with a halo of size targetRadius
float findWorldLumForMag(float mag, float targetRadius); float findWorldLumForMag(float mag, float targetRadius);
StelCore* core; StelCore* core;
StelToneReproducer* eye; StelToneReproducer* eye;
Extinction extinction;
Refraction refraction;
float maxAdaptFov, minAdaptFov, lnfovFactor; float maxAdaptFov, minAdaptFov, lnfovFactor;
bool flagPointStar; bool flagPointStar;
bool flagStarTwinkle; bool flagStarTwinkle;
float twinkleAmount; float twinkleAmount;
//! Informing the drawer whether atmosphere is displayed. //! Informing the drawer whether atmosphere is displayed.
//! This is used to avoid twinkling/simulate extinction/refraction. //! This is used to avoid twinkling/simulate extinction/refraction.
bool flagHasAtmosphere; bool flagHasAtmosphere;
float starRelativeScale; float starRelativeScale;
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