diff --git a/src/shader.h b/src/shader.h index 0ce575f..c94568e 100644 --- a/src/shader.h +++ b/src/shader.h @@ -54,6 +54,7 @@ struct GLVertexAttrib char* name; }; +// TODO: add a note explaining usage when we implement complex entities struct GLBufferToAttribMapping { GLVertexAttrib* attrib; @@ -86,6 +87,8 @@ struct GLBuffer GLuint id; GLenum target; GLenum data_type; + // FIXME: we should initialize both of these to UINT_MAX because '0' is a + // valid location and index GLuint location; // NOTE: if used as backing for vertex attribute GLuint binding_idx; // NOTE: if used as backing from uniform buffer object char* name; diff --git a/src/tangerine.h b/src/tangerine.h index 2a3b8cc..eb44e19 100644 --- a/src/tangerine.h +++ b/src/tangerine.h @@ -72,6 +72,32 @@ struct RenderGroup char* name; }; +#if 0 +struct Scene +{ + MemoryArena* rg_arena; + u32 num_render_groups; + u32 max_render_groups; + RenderGroup* render_groups; + + u32 num_point_lights; + u32 max_point_lights; + PointLight* p_lights; + + u32 num_d_lights; + u32 max_d_lights; + DirectionalLight* d_lights; + + u32 num_spot_lights; + u32 max_spot_lights; + SpotLight* s_lights; + + Node root_node; + + Camera cam; +}; +#endif + struct GLClearColor { GLfloat R;