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Compute and display the daylight sky color using openGL. More...
#include <Atmosphere.hpp>
Public Member Functions | |
void | computeColor (double JD, Vec3d _sunPos, Vec3d moonPos, float moonPhase, StelCore *core, float latitude=45.f, float altitude=200.f, float temperature=15.f, float relativeHumidity=40.f) |
void | draw (StelCore *core) |
void | update (double deltaTime) |
void | setFadeDuration (float duration) |
float | getFadeDuration () |
void | setFlagShow (bool b) |
bool | getFlagShow () const |
float | getRealDisplayIntensityFactor (void) const |
float | getFadeIntensity (void) const |
float | getAverageLuminance (void) const |
void | setLightPollutionLuminance (float f) |
float | getLightPollutionLuminance () const |
Compute and display the daylight sky color using openGL.
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 | ( | void | ) | const [inline] |
Get the average luminance of the atmosphere in cd/m2 If atmosphere is off, the luminance includes the background starlight + light pollution.
Otherwise it includes the atmosphere + background starlight + eclipse factor + light pollution.
float Atmosphere::getRealDisplayIntensityFactor | ( | void | ) | const [inline] |
Get the actual atmosphere intensity due to eclipses + fader.