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Map.h
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Map.h
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#ifndef TERRAINPROJECT_MAP_H
#define TERRAINPROJECT_MAP_H
//This defines how many zones the terrain is broken into
//There are lots of important tradeoffs going on here
//This affects the density of zones, zone textures, the time
//spent compiling terrain, and many other minor details.
#define ZONE_GRID 8
#define ZONES (ZONE_GRID * ZONE_GRID)
enum {
LAYER_GRASS,
LAYER_LOWGRASS,
LAYER_DIRT,
LAYER_ROCK,
LAYER_SAND,
LAYER_COUNT,
LAYER_LIGHTING,
LAYER_SPECIAL,
};
rgba MapLight( int x, int y );
float MapDistance( int x, int y );
float MapDot( int x, int y );
float MapElevation( float x, float y );
float MapLayer( int x, int y, int layer );
vec3 MapNormal( int x, int y );
vec3 MapPosition( int x, int y );
float MapElevation( int x, int y );
void MapInit( void );
void MapTerm( void );
void MapUpdate( void );
int MapSize( void );
#endif