feat: stroke tessellation and gpu rendering
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@@ -43,4 +43,15 @@ void vektor_framebuffer_drawline(VektorFramebuffer* fb, V2 a, V2 b,
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void vektor_framebuffer_rasterize(VektorFramebuffer* fb,
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VektorPrimitiveBuffer* primitives);
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typedef struct {
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V2* vertices;
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size_t count;
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size_t capacity;
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} VertexBuffer;
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void vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2);
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void vektor_edge_to_triangles(VertexBuffer* vb, Edge e, float thickness);
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VertexBuffer vektor_edges_to_triangles(EdgeBuffer* edges, float thickness);
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VertexBuffer vektor_rasterize(VektorPrimitiveBuffer* prims);
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#endif // RASTER_H_
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