version 3.3

EnvironmentRenderer::CloudLayer Class Reference

Cloudlayer-class for use with the SkyDome. More...

#include <vrs/environment/skydome.h>

Inheritance diagram for EnvironmentRenderer::CloudLayer:

VRS::SharedObj VRS::Visitable

List of all members.

Public Member Functions

 CloudLayer (VRS::TextureGL *texture, const VRS::Vector &flowingDirection=VRS::Vector::origin, double coverage=0.5, double density=0.0, double opacity=1.0, const VRS::Vector &scale=VRS::Vector(1.0, 1.0, 1.0))
 'texture' a texture that contains cloud-data.
VRS::TextureGLgetTexture () const
void setTexture (VRS::TextureGL *texture)
VRS::Vector getFlowingDirection () const
void setFlowingDirection (const VRS::Vector &direction)
double getCoverage () const
void setCoverage (double coverage)
double getDensity () const
void setDensity (double density)
double getOpacity () const
void setOpacity (double opacity)
VRS::Vector getScale () const
void setScale (const VRS::Vector &scale)
 VRS_TYPEINFO (CloudLayer, VRS::SharedObj)
 VRS_SERIALIZABLE (CloudLayer)


Detailed Description

Cloudlayer-class for use with the SkyDome.

Constructor & Destructor Documentation

EnvironmentRenderer::CloudLayer::CloudLayer ( VRS::TextureGL texture,
const VRS::Vector flowingDirection = VRS::Vector::origin,
double  coverage = 0.5,
double  density = 0.0,
double  opacity = 1.0,
const VRS::Vector scale = VRS::Vector(1.0, 1.0, 1.0) 
)

'texture' a texture that contains cloud-data.

it must define an alpha-channel and its wrap-modes should be repeat. other components than the alpha- channel are ignored. although this is a generic TextureGL, at the moment only 3D- textures are supported. 1D- or 2D-texture will cause artifacts. 'flowingDirection' the clouds' flowing-direction. the x- and y-coordinates define the scrolling direction and speed, the z-component defines the alteration (if 'texture' is a 3D-texture) 'coverage' specifies how much of the sky is covered with clouds. 0.0: no clouds, 1.0 sky is fully covered with clouds. values outside [0.0;1.0] are clamped 'density' a low density allows much light to pass through the clouds, making them nearly white. high values permit the light to pass the clouds, making them dark (e.g. rain cloud). values are clamped to [0.0;1.0] 'opacity' controls how opaque the clouds are. 0.0 will make the clouds invisible, 1.0 will make the clouds fully opaque. through transparent clouds you can see the sun or the sky's blue color. values are clamped to [0.0; 1.0] 'scale' as the texture-matrix is currently not supported, this can be used to control the clouds' scale. each component must be different from 0.0 as a division by zero would occur otherwise.


Member Function Documentation

VRS::TextureGL* EnvironmentRenderer::CloudLayer::getTexture (  )  const

void EnvironmentRenderer::CloudLayer::setTexture ( VRS::TextureGL texture  ) 

VRS::Vector EnvironmentRenderer::CloudLayer::getFlowingDirection (  )  const

void EnvironmentRenderer::CloudLayer::setFlowingDirection ( const VRS::Vector direction  ) 

double EnvironmentRenderer::CloudLayer::getCoverage (  )  const

void EnvironmentRenderer::CloudLayer::setCoverage ( double  coverage  ) 

double EnvironmentRenderer::CloudLayer::getDensity (  )  const

void EnvironmentRenderer::CloudLayer::setDensity ( double  density  ) 

double EnvironmentRenderer::CloudLayer::getOpacity (  )  const

void EnvironmentRenderer::CloudLayer::setOpacity ( double  opacity  ) 

VRS::Vector EnvironmentRenderer::CloudLayer::getScale (  )  const

void EnvironmentRenderer::CloudLayer::setScale ( const VRS::Vector scale  ) 

EnvironmentRenderer::CloudLayer::VRS_TYPEINFO ( CloudLayer  ,
VRS::SharedObj   
)

EnvironmentRenderer::CloudLayer::VRS_SERIALIZABLE ( CloudLayer   ) 


The documentation for this class was generated from the following file:

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