/** * @brief */ #include "terrain.h" #include "ral.h" struct Terrain_Storage { arena terrain_allocator; Heightmap* heightmap; // NULL = no heightmap GPU_Renderpass* hmap_renderpass; GPU_Pipeline* hmap_pipeline; }; bool Terrain_Init(Terrain_Storage* storage) { return true; } void Terrain_Shutdown(Terrain_Storage* storage); /* bool terrain_system_init(terrain_state* state) { */ /* gpu_renderpass_desc rpass_desc = { */ /* .default_framebuffer = true, */ /* }; */ /* struct graphics_pipeline_desc pipeline_desc = { */ /* }; */ /* state->hmap_renderpass = gpu_renderpass_create(&rpass_desc); */ /* state->hmap_pipeline = gpu_graphics_pipeline_create(pipeline_desc); */ /* } */