| VRS - The Virtual Rendering System |
| version 3.3 |
#include <vrs/environment/skydome.h>

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::TextureGL * | getTexture () 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) | |
| EnvironmentRenderer::CloudLayer::CloudLayer | ( | VRS::TextureGL * | texture, | |
| const VRS::Vector & | flowingDirection = VRS::Vector::origin, |
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| double | coverage = 0.5, |
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| double | density = 0.0, |
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| double | opacity = 1.0, |
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| 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.
| 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 | ) |