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/**
* @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); */
/* } */
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