Work on passes/pipeline, render targets
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@@ -8,8 +8,13 @@ Mesh :: struct {
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Mesh_Handle :: distinct u32
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Buffer_Handle :: distinct u32
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Mesh_Layout :: struct {
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name: string,
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amount: u8,
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type_size: u32,
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}
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create_mesh :: proc(renderer: ^Renderer, vertices: []f32, indices: []u32) -> (Mesh, bool) { // TODO: SS - Should probably return a Mesh_Handle.
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create_mesh :: proc(renderer: ^Renderer, layout: []Mesh_Layout, vertices: []f32, indices: []u32) -> (Mesh, bool) { // TODO: SS - Should probably return a Mesh_Handle.
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mesh: Mesh
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if len(vertices) == 0 {
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@@ -23,7 +28,7 @@ create_mesh :: proc(renderer: ^Renderer, vertices: []f32, indices: []u32) -> (Me
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m.amount_of_indices = u32(len(indices))
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when RENDER_BACKEND_OPENGL {
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opengl_mesh, ok := opengl_create_mesh(renderer, vertices, indices)
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opengl_mesh, ok := opengl_create_mesh(renderer, layout, vertices, indices)
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if !ok {
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return {}, false
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}
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