Compute and display the daylight sky color using openGL.
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#include <Atmosphere.hpp>
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void | computeColor (double JD, Vec3d _sunPos, Vec3d moonPos, float moonPhase, float moonMagnitude, StelCore *core, float latitude=45.f, float altitude=200.f, float temperature=15.f, float relativeHumidity=40.f) |
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void | draw (StelCore *core) |
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void | update (double deltaTime) |
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void | setFadeDuration (float duration) |
| Set fade in/out duration in seconds.
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float | getFadeDuration () |
| Get fade in/out duration in seconds.
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void | setFlagShow (bool b) |
| Define whether to display atmosphere.
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bool | getFlagShow () const |
| Get whether atmosphere is displayed.
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float | getRealDisplayIntensityFactor () const |
| Get the actual atmosphere intensity due to eclipses + fader. More...
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float | getFadeIntensity () const |
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float | getAverageLuminance () const |
| Get the average luminance of the atmosphere in cd/m2 If atmosphere is off, the luminance includes the background starlight + light pollution. More...
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void | setAverageLuminance (float overrideLum) |
| override computable luminance. More...
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void | setLightPollutionLuminance (float f) |
| Set the light pollution luminance in cd/m^2.
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float | getLightPollutionLuminance () const |
| Get the light pollution luminance in cd/m^2.
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The sky brightness is computed with the SkyBright class, the color with the SkyLight. Don't use this class directly but use it through the LandscapeMgr.
float Atmosphere::getAverageLuminance |
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const |
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inline |
Otherwise it includes the atmosphere + background starlight + eclipse factor + light pollution.
- Returns
- the last computed average luminance of the atmosphere in cd/m2.
float Atmosphere::getRealDisplayIntensityFactor |
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const |
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inline |
- Returns
- the display intensity ranging from 0 to 1
void Atmosphere::setAverageLuminance |
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float |
overrideLum | ) |
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This is for special operations only, 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.