Scenery3d.hpp   Scenery3d.hpp 
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#include "Heightmap.hpp" #include "Heightmap.hpp"
#include "Frustum.hpp" #include "Frustum.hpp"
#include "Polyhedron.hpp" #include "Polyhedron.hpp"
#include "S3DEnum.hpp" #include "S3DEnum.hpp"
#include "SceneInfo.hpp" #include "SceneInfo.hpp"
#include "ShaderManager.hpp" #include "ShaderManager.hpp"
#include <QMatrix4x4> #include <QMatrix4x4>
//predeclarations //predeclarations
class QOpenGLFramebufferObject;
class Scenery3dMgr; class Scenery3dMgr;
class LandscapeMgr; class LandscapeMgr;
//! Representation of a complete 3D scenery //! Representation of a complete 3D scenery
class Scenery3d class Scenery3d : protected QOpenGLFunctions
{ {
public: public:
//! Initializes an empty Scenery3d object. //! Initializes an empty Scenery3d object.
Scenery3d(Scenery3dMgr *parent); Scenery3d(Scenery3dMgr *parent);
virtual ~Scenery3d(); virtual ~Scenery3d();
//! Loads the specified scene //! Loads the specified scene
bool loadScene(const SceneInfo& scene); bool loadScene(const SceneInfo& scene);
//! Walk/Fly Navigation with Ctrl+Cursor and Ctrl+PgUp/Dn keys. //! Walk/Fly Navigation with Ctrl+Cursor and Ctrl+PgUp/Dn keys.
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Scenery3dMgr* parent; Scenery3dMgr* parent;
SceneInfo currentScene,loadingScene; SceneInfo currentScene,loadingScene;
ShaderMgr shaderManager; ShaderMgr shaderManager;
PlanetP sun,moon,venus; PlanetP sun,moon,venus;
bool supportsGSCubemapping; //if the GL context supports geometry sh ader cubemapping bool supportsGSCubemapping; //if the GL context supports geometry sh ader cubemapping
bool supportsShadows; //if shadows are supported bool supportsShadows; //if shadows are supported
bool supportsShadowFiltering; //if shadow filtering is supported bool supportsShadowFiltering; //if shadow filtering is supported
bool isANGLE; //true if running on ANGLE bool isANGLE; //true if running on ANGLE
unsigned int maximumFramebufferSize; unsigned int maximumFramebufferSize;
GLuint defaultFBO; //the default background FBO handle
float torchBrightness; // toggle light brightness float torchBrightness; // toggle light brightness
float torchRange; // used to calculate attenuation like in the secon d form at http://framebunker.com/blog/lighting-2-attenuation/ float torchRange; // used to calculate attenuation like in the secon d form at http://framebunker.com/blog/lighting-2-attenuation/
bool textEnabled; // switchable value: display coordinates on screen. THIS IS NOT FOR DEBUGGING, BUT A PROGRAM FEATURE! bool textEnabled; // switchable value: display coordinates on screen. THIS IS NOT FOR DEBUGGING, BUT A PROGRAM FEATURE!
bool debugEnabled; // switchable value: display debug graph ics and debug texts on screen bool debugEnabled; // switchable value: display debug graph ics and debug texts on screen
bool fixShadowData; //for debugging, fixes all shadow mapping relate d data (shadowmap contents, matrices, frustums, focus bodies...) at their c urrent values bool fixShadowData; //for debugging, fixes all shadow mapping relate d data (shadowmap contents, matrices, frustums, focus bodies...) at their c urrent values
bool simpleShadows; bool simpleShadows;
bool fullCubemapShadows; bool fullCubemapShadows;
S3DEnum::CubemappingMode cubemappingMode; S3DEnum::CubemappingMode cubemappingMode;
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