Atmosphere.hpp   Atmosphere.hpp 
skipping to change at line 65 skipping to change at line 65
//! Define whether to display atmosphere //! Define whether to display atmosphere
void setFlagShow(bool b){fader = b;} void setFlagShow(bool b){fader = b;}
//! Get whether atmosphere is displayed //! Get whether atmosphere is displayed
bool getFlagShow() const {return fader;} bool getFlagShow() const {return fader;}
//! Get the actual atmosphere intensity due to eclipses + fader //! Get the actual atmosphere intensity due to eclipses + fader
//! @return the display intensity ranging from 0 to 1 //! @return the display intensity ranging from 0 to 1
float getRealDisplayIntensityFactor() const {return fader.getInterst ate()*eclipseFactor;} float getRealDisplayIntensityFactor() const {return fader.getInterst ate()*eclipseFactor;}
// let's you know how far faded in or out the atm is (0-1) // lets you know how far faded in or out the atmosphere is (0..1)
float getFadeIntensity() const {return fader.getInterstate();} float getFadeIntensity() const {return fader.getInterstate();}
//! Get the average luminance of the atmosphere in cd/m2 //! Get the average luminance of the atmosphere in cd/m2
//! If atmosphere is off, the luminance includes the background star light + light pollution. //! If atmosphere is off, the luminance includes the background star light + light pollution.
//! Otherwise it includes the atmosphere + background starlight + ec lipse factor + light pollution. //! Otherwise it includes the atmosphere + background starlight + ec lipse factor + light pollution.
//! @return the last computed average luminance of the atmosphere in cd/m2. //! @return the last computed average luminance of the atmosphere in cd/m2.
float getAverageLuminance() const {return averageLuminance;} float getAverageLuminance() const {return averageLuminance;}
//! override computable luminance. This is for special operations on
ly, e.g. for scripting of brightness-balanced image export.
//! To return to auto-computed values, set any negative value at the
end of the script.
void setAverageLuminance(float overrideLum);
//! Set the light pollution luminance in cd/m^2 //! Set the light pollution luminance in cd/m^2
void setLightPollutionLuminance(float f) { lightPollutionLuminance = f; } void setLightPollutionLuminance(float f) { lightPollutionLuminance = f; }
//! Get the light pollution luminance in cd/m^2 //! Get the light pollution luminance in cd/m^2
float getLightPollutionLuminance() const { return lightPollutionLumi nance; } float getLightPollutionLuminance() const { return lightPollutionLumi nance; }
private: private:
Vec4i viewport; Vec4i viewport;
Skylight sky; Skylight sky;
Skybright skyb; Skybright skyb;
int skyResolutionY,skyResolutionX; int skyResolutionY,skyResolutionX;
Vec2f* posGrid; Vec2f* posGrid;
QOpenGLBuffer posGridBuffer; QOpenGLBuffer posGridBuffer;
QOpenGLBuffer indicesBuffer; QOpenGLBuffer indicesBuffer;
Vec4f* colorGrid; Vec4f* colorGrid;
QOpenGLBuffer colorGridBuffer; QOpenGLBuffer colorGridBuffer;
//! The average luminance of the atmosphere in cd/m2 //! The average luminance of the atmosphere in cd/m2
float averageLuminance; float averageLuminance;
bool overrideAverageLuminance; // if true, don't compute but keep va lue set via setAverageLuminance(float)
float eclipseFactor; float eclipseFactor;
LinearFader fader; LinearFader fader;
float lightPollutionLuminance; float lightPollutionLuminance;
//! Vertex shader used for xyYToRGB computation //! Vertex shader used for xyYToRGB computation
class QOpenGLShaderProgram* atmoShaderProgram; class QOpenGLShaderProgram* atmoShaderProgram;
struct { struct {
int alphaWaOverAlphaDa; int alphaWaOverAlphaDa;
int oneOverGamma; int oneOverGamma;
int term2TimesOneOverMaxdLpOneOverGamma; int term2TimesOneOverMaxdLpOneOverGamma;
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1 lines changed or deleted 7 lines changed or added

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