StelSkyDrawer.hpp   StelSkyDrawer.hpp 
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#include "renderer/StelIndexBuffer.hpp" #include "renderer/StelIndexBuffer.hpp"
#include "renderer/StelVertexBuffer.hpp" #include "renderer/StelVertexBuffer.hpp"
#include <QObject> #include <QObject>
class StelToneReproducer; class StelToneReproducer;
class StelCore; class StelCore;
//! @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, instrument model and artificially set magn itude limits
class StelSkyDrawer : public QObject class StelSkyDrawer : public QObject
{ {
Q_OBJECT Q_OBJECT
public: public:
//! Constructor //! Constructor
StelSkyDrawer(StelCore* core, class StelRenderer* renderer); StelSkyDrawer(StelCore* core, class StelRenderer* renderer);
//! Destructor //! Destructor
~StelSkyDrawer(); ~StelSkyDrawer();
//! Init parameters from config file //! Init parameters from config file
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//! See http://en.wikipedia.org/wiki/Bortle_Dark-Sky_Scale //! See http://en.wikipedia.org/wiki/Bortle_Dark-Sky_Scale
void setBortleScale(int index); void setBortleScale(int index);
//! Get the current Bortle scale index //! Get the current Bortle scale index
int getBortleScale() const {return bortleScaleIndex;} int getBortleScale() const {return bortleScaleIndex;}
//! Get the magnitude of the currently faintest visible point source //! Get the magnitude of the currently faintest visible point source
//! 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 mag at which a point source will be displaye d //! @return the limit V mag at which a point source will be displaye d
float getLimitMagnitude() const {return limitMagnitude;} float getLimitMagnitude() const {return limitMagnitude;}
//! Toggle the application of user-defined star magnitude limit.
//! If enabled, stars fainter than the magnitude set with
//! setCustomStarMagnitudeLimit() will not be displayed.
// FIXME: Exposed to scripts - make sure it synchs with the GUI. --B
M
void setFlagStarMagnitudeLimit(bool b) {flagStarMagnitudeLimit = b;}
//! Toggle the application of user-defined deep-sky object magnitude
limit.
//! If enabled, deep-sky objects fainter than the magnitude set with
//! setCustomNebulaMagnitudeLimit() will not be displayed.
// FIXME: Exposed to scripts - make sure it synchs with the GUI. --B
M
void setFlagNebulaMagnitudeLimit(bool b) {flagNebulaMagnitudeLimit =
b;}
//! @return true if the user-defined star magnitude limit is in forc
e.
bool getFlagStarMagnitudeLimit() const {return flagStarMagnitudeLimi
t;}
//! @return true if the user-defined nebula magnitude limit is in fo
rce.
bool getFlagNebulaMagnitudeLimit() const {return flagNebulaMagnitude
Limit;}
//! Get the value used for forced star magnitude limiting.
float getCustomStarMagnitudeLimit() const {return customStarMagLimit
;}
//! Sets a lower limit for star magnitudes (anything fainter is igno
red).
//! In force only if flagStarMagnitudeLimit is set.
void setCustomStarMagnitudeLimit(double limit) {customStarMagLimit=l
imit;}
//! Get the value used for forced nebula magnitude limiting.
float getCustomNebulaMagnitudeLimit() const {return customNebulaMagL
imit;}
//! Sets a lower limit for nebula magnitudes (anything fainter is ig
nored).
//! In force only if flagNebulaMagnitudeLimit is set.
void setCustomNebulaMagnitudeLimit(double limit) {customNebulaMagLim
it=limit;}
//! 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() const {return flagLuminanceAdaptat ion;} bool getFlagLuminanceAdaptation() const {return flagLuminanceAdaptat ion;}
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float maxAdaptFov, minAdaptFov, lnfovFactor; float maxAdaptFov, minAdaptFov, lnfovFactor;
bool drawStarsAsPoints; bool drawStarsAsPoints;
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;
//! Controls the application of the user-defined star magnitude limi
t.
//! @see customStarMagnitudeLimit
bool flagStarMagnitudeLimit;
//! Controls the application of the user-defined nebula magnitude li
mit.
//! @see customNebulaMagnitudeLimit
bool flagNebulaMagnitudeLimit;
float starRelativeScale; float starRelativeScale;
float starAbsoluteScaleF; float starAbsoluteScaleF;
float starLinearScale; // optimization variable float starLinearScale; // optimization variable
//! Current magnitude limit for point sources //! Current magnitude limit for point sources
float limitMagnitude; float limitMagnitude;
//! Current magnitude luminance //! Current magnitude luminance
float limitLuminance; float limitLuminance;
//! User-defined magnitude limit for stars.
//! Interpreted as a lower limit - stars fainter than this value wil
l not
//! be displayed.
//! Used if flagStarMagnitudeLimit is true.
float customStarMagLimit;
//! User-defined magnitude limit for deep-sky objects.
//! Interpreted as a lower limit - nebulae fainter than this value w
ill not
//! be displayed.
//! Used if flagNebulaMagnitudeLimit is true.
//! @todo Why the asterisks this is not in NebulaMgr? --BM
float customNebulaMagLimit;
//! Little halo texture //! Little halo texture
class StelTextureNew* texHalo; class StelTextureNew* texHalo;
//! Load B-V conversion parameters from config file //! Load B-V conversion parameters from config file
void initColorTableFromConfigFile(class QSettings* conf); void initColorTableFromConfigFile(class QSettings* conf);
//! Contains the list of colors matching a given B-V index //! Contains the list of colors matching a given B-V index
static Vec3f colorTable[128]; static Vec3f colorTable[128];
//! The current Bortle Scale index //! The current Bortle Scale index
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