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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); */
/* } */