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/**
* @file terrain.c
* @author your name (you@domain.com)
* @brief
* @version 0.1
* @date 2024-06-22
*
* @copyright Copyright (c) 2024
*
*/
#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;
};
PUB bool Terrain_Init(Terrain_Storage* storage) {
return true;
}
PUB 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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