// nebula.h
//
// Copyright (C) 2003, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#ifndef CELENGINE_NEBULA_H_
#define CELENGINE_NEBULA_H_
#include <vector>
#include <string>
#include <iostream>
#include <celmath/vecmath.h>
#include <celmath/quaternion.h>
#include <celutil/reshandle.h>
#include <celengine/deepskyobj.h>
class Nebula : public DeepSkyObject
{
public:
Nebula();
virtual const char* getType() const;
virtual void setType(const std::string&);
virtual size_t getDescription(char* buf, size_t bufLength) const;
virtual bool load(AssociativeArray*, const std::string&);
virtual void render(const GLContext& context,
const Vec3f& offset,
const Quatf& viewerOrientation,
float brightness,
float pixelSize);
virtual unsigned int getRenderMask() const;
virtual unsigned int getLabelMask() const;
void setModel(ResourceHandle);
ResourceHandle getModel() const;
public:
enum NebulaType
{
Emissive = 0,
Reflective = 1,
Dark = 2,
Planetary = 3,
Galactic = 4,
SupernovaRemnant = 5,
Bright_HII_Region = 6,
NotDefined = 7
};
private:
ResourceHandle model;
};
#endif // CELENGINE_NEBULA_H_
syntax highlighted by Code2HTML, v. 0.9.1