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mercator-devel-0.2.7-4.fc15.i686.rpm

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<title>Mercator: Mercator::DepthShader Class Reference</title>
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      <li class="navelem"><b>Mercator</b>      </li>
      <li class="navelem"><a class="el" href="classMercator_1_1DepthShader.html">DepthShader</a>      </li>
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<a href="#pub-methods">Public Member Functions</a> &#124;
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<h1>Mercator::DepthShader Class Reference</h1>  </div>
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<!-- doxytag: class="Mercator::DepthShader" --><!-- doxytag: inherits="Mercator::Shader" -->
<p><a class="el" href="classMercator_1_1Shader.html" title="Base class for Shader objects which create surface data for use when rendering terrain.">Shader</a> to give the appearance of deep murky water.  
<a href="#_details">More...</a></p>

<p><code>#include &lt;<a class="el" href="DepthShader_8h_source.html">DepthShader.h</a>&gt;</code></p>
<div class="dynheader">
Inheritance diagram for Mercator::DepthShader:</div>
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 <div class="center">
  <img src="classMercator_1_1DepthShader.png" usemap="#Mercator::DepthShader_map" alt=""/>
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<p><a href="classMercator_1_1DepthShader-members.html">List of all members.</a></p>
<table class="memberdecls">
<tr><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a6bf258fc9b533eee39e0903b4cd8e93e">DepthShader</a> (float waterLevel=<a class="el" href="classMercator_1_1DepthShader.html#aa4192bd27a66905b84c31fcae6ba9b8c">default_waterLevel</a>, float murkyDepth=<a class="el" href="classMercator_1_1DepthShader.html#a00b1357e99f66de23c39ef40185af45d">default_murkyDepth</a>)</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor.  <a href="#a6bf258fc9b533eee39e0903b4cd8e93e"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a8b08e122929d95c9044f73a9caeb8044">DepthShader</a> (const <a class="el" href="classMercator_1_1Shader.html#a1e99426c6c90afbb8c54114bb692b861">Parameters</a> &amp;params)</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor.  <a href="#a8b08e122929d95c9044f73a9caeb8044"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa933210d49574844cf28d049b7c3b829"></a><!-- doxytag: member="Mercator::DepthShader::waterLevel" ref="aa933210d49574844cf28d049b7c3b829" args="() const " -->
const float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#aa933210d49574844cf28d049b7c3b829">waterLevel</a> () const </td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Accessor for the level of the surface of the water. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a6e14860f9f74d0ee3ed9d4003787845e"></a><!-- doxytag: member="Mercator::DepthShader::murkyDepth" ref="a6e14860f9f74d0ee3ed9d4003787845e" args="() const " -->
const float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a6e14860f9f74d0ee3ed9d4003787845e">murkyDepth</a> () const </td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Accessor for the depth at which the bottom becomes completely obscured. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a78923f61d335729886101fe6daff3473">checkIntersect</a> (const <a class="el" href="classMercator_1_1Segment.html">Segment</a> &amp;) const </td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Check whether this <a class="el" href="classMercator_1_1Shader.html" title="Base class for Shader objects which create surface data for use when rendering terrain.">Shader</a> has any effect on the given <a class="el" href="classMercator_1_1Segment.html" title="Class storing heightfield and other data for a single fixed size square area of terrain defined by fo...">Segment</a>.  <a href="#a78923f61d335729886101fe6daff3473"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1341ccbfd376d2e203a88fcb03c723bd"></a><!-- doxytag: member="Mercator::DepthShader::shade" ref="a1341ccbfd376d2e203a88fcb03c723bd" args="(Surface &amp;) const " -->
virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a1341ccbfd376d2e203a88fcb03c723bd">shade</a> (<a class="el" href="classMercator_1_1Surface.html">Surface</a> &amp;) const </td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Populate a <a class="el" href="classMercator_1_1Surface.html" title="Data store for terrain surface data.">Surface</a> with data. <br/></td></tr>
<tr><td colspan="2"><h2><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a332b29f42075250edbabe3b2dcef691f"></a><!-- doxytag: member="Mercator::DepthShader::key_waterLevel" ref="a332b29f42075250edbabe3b2dcef691f" args="" -->
static const std::string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a332b29f42075250edbabe3b2dcef691f">key_waterLevel</a></td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Key string used when specifying the water level parameter. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a2da1755bf8ba839b688b1337334eff9d"></a><!-- doxytag: member="Mercator::DepthShader::key_murkyDepth" ref="a2da1755bf8ba839b688b1337334eff9d" args="" -->
static const std::string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a2da1755bf8ba839b688b1337334eff9d">key_murkyDepth</a></td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Key string used when specifying the murky depth parameter. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa4192bd27a66905b84c31fcae6ba9b8c"></a><!-- doxytag: member="Mercator::DepthShader::default_waterLevel" ref="aa4192bd27a66905b84c31fcae6ba9b8c" args="" -->
static const float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#aa4192bd27a66905b84c31fcae6ba9b8c">default_waterLevel</a> = 0.f</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Default level of the surface of the water. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a00b1357e99f66de23c39ef40185af45d"></a><!-- doxytag: member="Mercator::DepthShader::default_murkyDepth" ref="a00b1357e99f66de23c39ef40185af45d" args="" -->
static const float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a00b1357e99f66de23c39ef40185af45d">default_murkyDepth</a> = -64.f</td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">Default depth at which the bottom becomes completely obscured. <br/></td></tr>
<tr><td colspan="2"><h2><a name="pri-attribs"></a>
Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a48169f0c716efd90d424d926c3b12313"></a><!-- doxytag: member="Mercator::DepthShader::m_waterLevel" ref="a48169f0c716efd90d424d926c3b12313" args="" -->
float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a48169f0c716efd90d424d926c3b12313">m_waterLevel</a></td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">The level of the surface of the water. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a996680bd9a9a1ab0204850fdcee9c8c5"></a><!-- doxytag: member="Mercator::DepthShader::m_murkyDepth" ref="a996680bd9a9a1ab0204850fdcee9c8c5" args="" -->
float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classMercator_1_1DepthShader.html#a996680bd9a9a1ab0204850fdcee9c8c5">m_murkyDepth</a></td></tr>
<tr><td class="mdescLeft">&#160;</td><td class="mdescRight">The depth at which the bottom becomes completely obscured. <br/></td></tr>
</table>
<hr/><a name="_details"></a><h2>Detailed Description</h2>
<div class="textblock"><p><a class="el" href="classMercator_1_1Shader.html" title="Base class for Shader objects which create surface data for use when rendering terrain.">Shader</a> to give the appearance of deep murky water. </p>
<p>Areas of terrain covered by water should be darker as less distinct as they get deeper. This shader adds a uniform alpha blended surface below water level which becomes more opaque as it gets deeper concealing the underlying appearance of the terrain from a viewer at the surface. </p>
</div><hr/><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a6bf258fc9b533eee39e0903b4cd8e93e"></a><!-- doxytag: member="Mercator::DepthShader::DepthShader" ref="a6bf258fc9b533eee39e0903b4cd8e93e" args="(float waterLevel=default_waterLevel, float murkyDepth=default_murkyDepth)" -->
<div class="memitem">
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      <table class="memname">
        <tr>
          <td class="memname">Mercator::DepthShader::DepthShader </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>waterLevel</em> = <code><a class="el" href="classMercator_1_1DepthShader.html#aa4192bd27a66905b84c31fcae6ba9b8c">default_waterLevel</a></code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>murkyDepth</em> = <code><a class="el" href="classMercator_1_1DepthShader.html#a00b1357e99f66de23c39ef40185af45d">default_murkyDepth</a></code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td><code> [explicit]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>Constructor. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">waterLevel</td><td>level of the surface of the water. </td></tr>
    <tr><td class="paramname">murkyDepth</td><td>depth at which the bottom becomes completely obscured. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a class="anchor" id="a8b08e122929d95c9044f73a9caeb8044"></a><!-- doxytag: member="Mercator::DepthShader::DepthShader" ref="a8b08e122929d95c9044f73a9caeb8044" args="(const Parameters &amp;params)" -->
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      <table class="memname">
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          <td class="memname">Mercator::DepthShader::DepthShader </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classMercator_1_1Shader.html#a1e99426c6c90afbb8c54114bb692b861">Parameters</a> &amp;&#160;</td>
          <td class="paramname"><em>params</em></td><td>)</td>
          <td><code> [explicit]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Constructor. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">params</td><td>a map of parameters for the shader. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="a78923f61d335729886101fe6daff3473"></a><!-- doxytag: member="Mercator::DepthShader::checkIntersect" ref="a78923f61d335729886101fe6daff3473" args="(const Segment &amp;) const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool Mercator::DepthShader::checkIntersect </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classMercator_1_1Segment.html">Segment</a> &amp;&#160;</td>
          <td class="paramname"></td><td>)</td>
          <td> const<code> [virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Check whether this <a class="el" href="classMercator_1_1Shader.html" title="Base class for Shader objects which create surface data for use when rendering terrain.">Shader</a> has any effect on the given <a class="el" href="classMercator_1_1Segment.html" title="Class storing heightfield and other data for a single fixed size square area of terrain defined by fo...">Segment</a>. </p>
<dl class="return"><dt><b>Returns:</b></dt><dd>true if the given <a class="el" href="classMercator_1_1Segment.html" title="Class storing heightfield and other data for a single fixed size square area of terrain defined by fo...">Segment</a> height range is within the range that this <a class="el" href="classMercator_1_1Shader.html" title="Base class for Shader objects which create surface data for use when rendering terrain.">Shader</a> uses. e.g. A high altitude snow shader will have no effect on low level terrain. </dd></dl>

<p>Implements <a class="el" href="classMercator_1_1Shader.html#a6a69ca4a474c18f1038cc9a75a419855">Mercator::Shader</a>.</p>

<p>References <a class="el" href="classMercator_1_1DepthShader.html#a48169f0c716efd90d424d926c3b12313">m_waterLevel</a>.</p>

</div>
</div>
<hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="DepthShader_8h_source.html">DepthShader.h</a></li>
<li>DepthShader.cpp</li>
</ul>
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