StelSkyDrawer.hpp   StelSkyDrawer.hpp 
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//! @param bV the source B-V index //! @param bV the source B-V index
//! @param checkInScreen whether source in screen should be checked to avoid unnecessary drawing. //! @param checkInScreen whether source in screen should be checked to avoid unnecessary drawing.
//! @return true if the source was actually visible and drawn //! @return true if the source was actually visible and drawn
bool drawPointSource(StelPainter* sPainter, const Vec3f& v, const RC Mag &rcMag, unsigned int bV, bool checkInScreen=false) bool drawPointSource(StelPainter* sPainter, const Vec3f& v, const RC Mag &rcMag, unsigned int bV, bool checkInScreen=false)
{ {
return drawPointSource(sPainter, v, rcMag, colorTable[bV], c heckInScreen); return drawPointSource(sPainter, v, rcMag, colorTable[bV], c heckInScreen);
} }
bool drawPointSource(StelPainter* sPainter, const Vec3f& v, const RC Mag &rcMag, const Vec3f& bcolor, bool checkInScreen=false); bool drawPointSource(StelPainter* sPainter, const Vec3f& v, const RC Mag &rcMag, const Vec3f& bcolor, bool checkInScreen=false);
void drawSunCorona(StelPainter* painter, const Vec3f& v, float radiu
s, const Vec3f& color, const float alpha);
//! Terminate drawing of a 3D model, draw the halo //! Terminate drawing of a 3D model, draw the halo
//! @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 v the 3d position of the source in J2000 reference frame //! @param v the 3d position of the source in J2000 reference frame
//! @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 color the object halo RGB color //! @param color the object halo RGB color
void postDrawSky3dModel(StelPainter* p, const Vec3f& v, float illumi natedArea, float mag, const Vec3f& color = Vec3f(1.f,1.f,1.f)); void postDrawSky3dModel(StelPainter* p, const Vec3f& v, float illumi natedArea, 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
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//! 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. //! Toggle the application of user-defined star magnitude limit.
//! If enabled, stars fainter than the magnitude set with //! If enabled, stars fainter than the magnitude set with
//! setCustomStarMagnitudeLimit() will not be displayed. //! setCustomStarMagnitudeLimit() will not be displayed.
// FIXME: Exposed to scripts - make sure it synchs with the GUI. --B M // FIXME: Exposed to scripts - make sure it synchs with the GUI. --B M
void setFlagStarMagnitudeLimit(bool b) {flagStarMagnitudeLimit = b;} void setFlagStarMagnitudeLimit(bool b) {flagStarMagnitudeLimit = b;}
//! @return true if the user-defined star magnitude limit is in forc
e.
bool getFlagStarMagnitudeLimit() const {return flagStarMagnitudeLimi
t;}
//! Toggle the application of user-defined deep-sky object magnitude limit. //! Toggle the application of user-defined deep-sky object magnitude limit.
//! If enabled, deep-sky objects fainter than the magnitude set with //! If enabled, deep-sky objects fainter than the magnitude set with
//! setCustomNebulaMagnitudeLimit() will not be displayed. //! setCustomNebulaMagnitudeLimit() will not be displayed.
// FIXME: Exposed to scripts - make sure it synchs with the GUI. --B M // FIXME: Exposed to scripts - make sure it synchs with the GUI. --B M
void setFlagNebulaMagnitudeLimit(bool b) {flagNebulaMagnitudeLimit = b;} 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. //! @return true if the user-defined nebula magnitude limit is in fo rce.
bool getFlagNebulaMagnitudeLimit() const {return flagNebulaMagnitude Limit;} bool getFlagNebulaMagnitudeLimit() const {return flagNebulaMagnitude Limit;}
//! Toggle the application of user-defined solar system object magni
tude limit.
//! If enabled, planets, planetary moons, asteroids (KBO, ...) and c
omets fainter than the magnitude set with
//! setCustomPlanetMagnitudeLimit() will not be displayed.
// FIXME: Exposed to scripts - make sure it synchs with the GUI. --B
M --- GZ: this was copy/paste. Track down BM's changes!!!
void setFlagPlanetMagnitudeLimit(bool b) {flagPlanetMagnitudeLimit =
b;}
//! @return true if the user-defined nebula magnitude limit is in fo
rce.
bool getFlagPlanetMagnitudeLimit() const {return flagPlanetMagnitude
Limit;}
//! Get the value used for forced star magnitude limiting. //! Get the value used for forced star magnitude limiting.
float getCustomStarMagnitudeLimit() const {return customStarMagLimit ;} float getCustomStarMagnitudeLimit() const {return customStarMagLimit ;}
//! Sets a lower limit for star magnitudes (anything fainter is igno red). //! Sets a lower limit for star magnitudes (anything fainter is igno red).
//! In force only if flagStarMagnitudeLimit is set. //! In force only if flagStarMagnitudeLimit is set.
void setCustomStarMagnitudeLimit(double limit) {customStarMagLimit=l imit;} void setCustomStarMagnitudeLimit(double limit) {customStarMagLimit=l imit;}
//! Get the value used for forced nebula magnitude limiting. //! Get the value used for forced nebula magnitude limiting.
float getCustomNebulaMagnitudeLimit() const {return customNebulaMagL imit;} float getCustomNebulaMagnitudeLimit() const {return customNebulaMagL imit;}
//! Sets a lower limit for nebula magnitudes (anything fainter is ig nored). //! Sets a lower limit for nebula magnitudes (anything fainter is ig nored).
//! In force only if flagNebulaMagnitudeLimit is set. //! In force only if flagNebulaMagnitudeLimit is set.
void setCustomNebulaMagnitudeLimit(double limit) {customNebulaMagLim it=limit;} void setCustomNebulaMagnitudeLimit(double limit) {customNebulaMagLim it=limit;}
//! Get the value used for forced solar system object magnitude limi
ting.
float getCustomPlanetMagnitudeLimit() const {return customPlanetMagL
imit;}
//! Sets a lower limit for solar system object magnitudes (anything
fainter is ignored).
//! In force only if flagPlanetMagnitudeLimit is set.
void setCustomPlanetMagnitudeLimit(double limit) {customPlanetMagLim
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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//! 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. //! Controls the application of the user-defined star magnitude limi t.
//! @see customStarMagnitudeLimit //! @see customStarMagnitudeLimit
bool flagStarMagnitudeLimit; bool flagStarMagnitudeLimit;
//! Controls the application of the user-defined nebula magnitude li mit. //! Controls the application of the user-defined nebula magnitude li mit.
//! @see customNebulaMagnitudeLimit //! @see customNebulaMagnitudeLimit
bool flagNebulaMagnitudeLimit; bool flagNebulaMagnitudeLimit;
//! Controls the application of the user-defined planet magnitude li
mit.
//! @see customPlanetMagnitudeLimit
bool flagPlanetMagnitudeLimit;
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
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//! User-defined magnitude limit for stars. //! User-defined magnitude limit for stars.
//! Interpreted as a lower limit - stars fainter than this value wil l not //! Interpreted as a lower limit - stars fainter than this value wil l not
//! be displayed. //! be displayed.
//! Used if flagStarMagnitudeLimit is true. //! Used if flagStarMagnitudeLimit is true.
float customStarMagLimit; float customStarMagLimit;
//! User-defined magnitude limit for deep-sky objects. //! User-defined magnitude limit for deep-sky objects.
//! Interpreted as a lower limit - nebulae fainter than this value w ill not //! Interpreted as a lower limit - nebulae fainter than this value w ill not
//! be displayed. //! be displayed.
//! Used if flagNebulaMagnitudeLimit is true. //! Used if flagNebulaMagnitudeLimit is true.
//! @todo Why the asterisks this is not in NebulaMgr? --BM //! @todo Why the asterisks this is not in NebulaMgr? --BM
// GZ To explain: we have 3 limits for stars, nebulae, planets. It' s easier to maintain the pretty similar code in 1 place.
float customNebulaMagLimit; float customNebulaMagLimit;
//! User-defined magnitude limit for solar system objects.
//! Interpreted as a lower limit - planets fainter than this value w
ill not
//! be displayed.
//! Used if flagPlanetMagnitudeLimit is true.
float customPlanetMagLimit;
//! Little halo texture //! Little halo texture
StelTextureSP texHalo; StelTextureSP 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];
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unsigned int maxPointSources; unsigned int maxPointSources;
//! The maximum transformed luminance to apply at the next update //! The maximum transformed luminance to apply at the next update
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;
StelTextureSP texSunCorona;
bool flagLuminanceAdaptation; bool flagLuminanceAdaptation;
float big3dModelHaloRadius; float big3dModelHaloRadius;
}; };
#endif // _STELSKYDRAWER_HPP_ #endif // _STELSKYDRAWER_HPP_
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