work towards DeferredCommandDraw being universal, support for DeferredCommandDepthRange, rework of cirlce mesh (has a bug still), get_quad_element_buffer() now more general, as it should be with gl_any
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@ -20,7 +20,10 @@
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extern Matrix4 camera_projection_matrix;
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extern Matrix4 camera_look_at_matrix;
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#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
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#define CIRCLE_VERTICES_MAX 2048
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#define CIRCLE_ELEMENT_BUFFER_LENGTH (CIRCLE_VERTICES_MAX * 3)
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typedef GLuint VertexBuffer;
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@ -129,11 +132,9 @@ void render_queue_clear(void);
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/* fills two existing arrays with the geometry data of a circle */
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/* the size of indices must be at least 3 times the number of vertices */
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void create_circle_geometry(Vec2 position,
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Color color,
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float radius,
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size_t num_vertices,
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SDL_Vertex vertices[],
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int indices[]);
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Vec2 vertices[]);
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struct QuadBatch {
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size_t size; /* how many primitives are in current batch */
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@ -191,6 +192,8 @@ void set_depth_range(double low, double high);
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VertexBuffer get_quad_element_buffer(void);
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VertexBuffer get_circle_element_buffer(void);
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void render_circle(const CirclePrimitive *circle);
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void render_rectangle(const RectPrimitive *rectangle);
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