RefractionExtinction.hpp   RefractionExtinction.hpp 
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public: public:
//! Define the extinction strategy for rendering underground objects (useful when ground is not rendered) //! Define the extinction strategy for rendering underground objects (useful when ground is not rendered)
enum UndergroundExtinctionMode { enum UndergroundExtinctionMode {
UndergroundExtinctionZero = 0, //!< Zero extinction: stars visible in full brightness UndergroundExtinctionZero = 0, //!< Zero extinction: stars visible in full brightness
UndergroundExtinctionMax = 1, //!< Maximum extinction: coe f 42, i.e practically invisible UndergroundExtinctionMax = 1, //!< Maximum extinction: coe f 42, i.e practically invisible
UndergroundExtinctionMirror = 2 //!< Mirror the extinction f or the same altutide above the ground. UndergroundExtinctionMirror = 2 //!< Mirror the extinction f or the same altutide above the ground.
}; };
Extinction(); Extinction();
//! Compute extinction effect for arrays of size @param num position vectors and magnitudes. //! Compute extinction effect for arrays of size num position vector s and magnitudes.
//! @param altAzPos are the NORMALIZED (!!) (geometrical) star posit ion vectors, and their z components sin(geometric_altitude). //! @param altAzPos are the NORMALIZED (!!) (geometrical) star posit ion vectors, and their z components sin(geometric_altitude).
//! This call must therefore be done before application of Refractio n if atmospheric effects are on. //! This call must therefore be done before application of Refractio n if atmospheric effects are on.
//! Note that forward/backward are no absolute reverse operations! //! Note that forward/backward are no absolute reverse operations!
void forward(const Vec3d& altAzPos, float* mag) const void forward(const Vec3d& altAzPos, float* mag) const
{ {
Q_ASSERT(std::fabs(altAzPos.length()-1.f)<0.001f); Q_ASSERT(std::fabs(altAzPos.length()-1.f)<0.001f);
*mag += airmass(altAzPos[2], false) * ext_coeff; *mag += airmass(altAzPos[2], false) * ext_coeff;
} }
void forward(const Vec3f& altAzPos, float* mag) const void forward(const Vec3f& altAzPos, float* mag) const
{ {
Q_ASSERT(std::fabs(altAzPos.length()-1.f)<0.001f); Q_ASSERT(std::fabs(altAzPos.length()-1.f)<0.001f);
*mag += airmass(altAzPos[2], false) * ext_coeff; *mag += airmass(altAzPos[2], false) * ext_coeff;
} }
//! Compute inverse extinction effect for arrays of size @param num position vectors and magnitudes. //! Compute inverse extinction effect for arrays of size num positio n vectors and magnitudes.
//! @param altAzPos are the NORMALIZED (!!) (geometrical) star posit ion vectors, and their z components sin(geometric_altitude). //! @param altAzPos are the NORMALIZED (!!) (geometrical) star posit ion vectors, and their z components sin(geometric_altitude).
//! Note that forward/backward are no absolute reverse operations! //! Note that forward/backward are no absolute reverse operations!
void backward(const Vec3d& altAzPos, float* mag) const void backward(const Vec3d& altAzPos, float* mag) const
{ {
*mag -= airmass(altAzPos[2], false) * ext_coeff; *mag -= airmass(altAzPos[2], false) * ext_coeff;
} }
void backward(const Vec3f& altAzPos, float* mag) const void backward(const Vec3f& altAzPos, float* mag) const
{ {
*mag -= airmass(altAzPos[2], false) * ext_coeff; *mag -= airmass(altAzPos[2], false) * ext_coeff;
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