2022-04-16 11:00:32 +00:00
|
|
|
#if !defined(LUMENARIUM_EDITOR_GRAPHICS_H)
|
|
|
|
#define LUMENARIUM_EDITOR_GRAPHICS_H
|
|
|
|
|
|
|
|
#define os_gl_no_error() os_gl_no_error_((char*)__FILE__, (u32)__LINE__)
|
|
|
|
void os_gl_no_error_(char* file, u32 line);
|
|
|
|
|
|
|
|
#define GL_NULL (u32)0
|
|
|
|
|
|
|
|
#define SHADER_MAX_ATTRS 8
|
|
|
|
#define SHADER_ATTR_LAST (u32)(1 << 31)
|
|
|
|
typedef struct Shader Shader;
|
|
|
|
struct Shader
|
|
|
|
{
|
|
|
|
u32 id;
|
|
|
|
u32 attrs[SHADER_MAX_ATTRS];
|
|
|
|
u32 uniforms[SHADER_MAX_ATTRS];
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef struct XPlatform_Shader_Program_Src XPlatform_Shader_Program_Src;
|
|
|
|
struct XPlatform_Shader_Program_Src
|
|
|
|
{
|
|
|
|
String win32_vert;
|
|
|
|
String win32_frag;
|
|
|
|
|
|
|
|
String osx_vert;
|
|
|
|
String osx_frag;
|
|
|
|
|
|
|
|
String wasm_vert;
|
|
|
|
String wasm_frag;
|
|
|
|
};
|
|
|
|
|
|
|
|
String xplatform_shader_program_get_vert(XPlatform_Shader_Program_Src src);
|
|
|
|
String xplatform_shader_program_get_frag(XPlatform_Shader_Program_Src src);
|
|
|
|
|
|
|
|
typedef struct Geometry_Buffer Geometry_Buffer;
|
|
|
|
struct Geometry_Buffer
|
|
|
|
{
|
|
|
|
u32 buffer_id_vao;
|
|
|
|
u32 buffer_id_vertices;
|
|
|
|
u32 buffer_id_indices;
|
|
|
|
u32 vertices_len;
|
|
|
|
u32 indices_len;
|
|
|
|
};
|
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
typedef struct Texture_Desc Texture_Desc;
|
|
|
|
struct Texture_Desc
|
|
|
|
{
|
|
|
|
u32 w, h, s;
|
|
|
|
u32 mag_filter, min_filter, fmt_internal, fmt_data;
|
|
|
|
};
|
|
|
|
|
2022-04-16 11:00:32 +00:00
|
|
|
typedef struct Texture Texture;
|
|
|
|
struct Texture
|
|
|
|
{
|
|
|
|
u32 id;
|
2022-04-17 14:24:22 +00:00
|
|
|
Texture_Desc desc;
|
2022-04-16 11:00:32 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
typedef struct Graphics_Frame_Desc Graphics_Frame_Desc;
|
|
|
|
struct Graphics_Frame_Desc
|
|
|
|
{
|
|
|
|
v4 clear_color;
|
|
|
|
v2 viewport_min;
|
|
|
|
v2 viewport_max;
|
|
|
|
};
|
|
|
|
|
|
|
|
void frame_begin(Graphics_Frame_Desc desc);
|
|
|
|
void frame_clear();
|
|
|
|
|
|
|
|
// Geometry
|
|
|
|
Geometry_Buffer geometry_buffer_create(r32* vertices, u32 vertices_len, u32* indices, u32 indices_len);
|
|
|
|
Shader shader_create(String code_vert, String code_frag, String* attribs, u32 attribs_len, String* uniforms, u32 uniforms_len);
|
|
|
|
void geometry_buffer_update(Geometry_Buffer* buffer, r32* verts, u32 verts_offset, u32 verts_len, u32* indices, u32 indices_offset, u32 indices_len);
|
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
Geometry_Buffer unit_quad_create();
|
|
|
|
|
2022-04-16 11:00:32 +00:00
|
|
|
// Shaders
|
|
|
|
void geometry_bind(Geometry_Buffer geo);
|
|
|
|
void shader_bind(Shader shader);
|
2022-04-16 12:14:55 +00:00
|
|
|
void geometry_drawi(Geometry_Buffer geo, u32 indices, u32 offset);
|
2022-04-16 11:00:32 +00:00
|
|
|
void geometry_draw(Geometry_Buffer geo);
|
|
|
|
void vertex_attrib_pointer(Geometry_Buffer geo, Shader shader, u32 count, u32 attr_index, u32 stride, u32 offset);
|
|
|
|
void set_uniform(Shader shader, u32 index, m44 u);
|
|
|
|
|
|
|
|
// Textures
|
2022-04-17 14:24:22 +00:00
|
|
|
Texture texture_create(Texture_Desc desc, u8* pixels);
|
2022-04-16 11:00:32 +00:00
|
|
|
void texture_bind(Texture tex);
|
|
|
|
void texture_update(Texture tex, u8* new_pixels, u32 width, u32 height, u32 stride);
|
|
|
|
|
|
|
|
//////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////
|
|
|
|
// IMPLEMENTATION
|
|
|
|
//////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////
|
|
|
|
|
|
|
|
Geometry_Buffer
|
|
|
|
geometry_buffer_create(
|
|
|
|
r32* vertices, u32 vertices_len,
|
|
|
|
u32* indices, u32 indices_len
|
|
|
|
){
|
|
|
|
Geometry_Buffer result = {};
|
|
|
|
|
|
|
|
gl.glGenVertexArrays(1, &result.buffer_id_vao);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
GLuint buffers[2];
|
|
|
|
gl.glGenBuffers(2, (GLuint*)buffers);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
result.buffer_id_vertices = buffers[0];
|
|
|
|
result.buffer_id_indices = buffers[1];
|
|
|
|
|
|
|
|
// Vertices
|
|
|
|
gl.glBindVertexArray(result.buffer_id_vao);
|
|
|
|
gl.glBindBuffer(GL_ARRAY_BUFFER, result.buffer_id_vertices);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
gl.glBufferData(GL_ARRAY_BUFFER, sizeof(r32) * vertices_len, vertices, GL_STATIC_DRAW);
|
|
|
|
os_gl_no_error();
|
|
|
|
result.vertices_len = vertices_len;
|
|
|
|
|
|
|
|
// Indices
|
|
|
|
gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.buffer_id_indices);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(u32) * indices_len, indices, GL_STATIC_DRAW);
|
|
|
|
os_gl_no_error();
|
|
|
|
result.indices_len = indices_len;
|
|
|
|
|
|
|
|
gl.glBindBuffer(GL_ARRAY_BUFFER, GL_NULL);
|
|
|
|
gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_NULL);
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
geometry_buffer_update(
|
|
|
|
Geometry_Buffer* buffer,
|
|
|
|
r32* verts,
|
|
|
|
u32 verts_offset,
|
|
|
|
u32 verts_len,
|
|
|
|
u32* indices,
|
|
|
|
u32 indices_offset,
|
|
|
|
u32 indices_len
|
|
|
|
){
|
|
|
|
gl.glBindVertexArray(buffer->buffer_id_vao);
|
|
|
|
gl.glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer_id_vertices);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
if (verts_len > buffer->vertices_len)
|
|
|
|
{
|
|
|
|
// NOTE(PS): this is because we're going to delete the old buffer and
|
|
|
|
// create a new one. In order to do that and not lose data, the update
|
|
|
|
// function needs to have been passed all the buffer's data
|
|
|
|
assert(verts_offset == 0);
|
|
|
|
gl.glBufferData(GL_ARRAY_BUFFER, verts_len * sizeof(r32), (void*)verts, GL_STATIC_DRAW);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gl.glBufferSubData(GL_ARRAY_BUFFER, verts_offset * sizeof(r32), verts_len * sizeof(r32), (void*)verts);
|
|
|
|
}
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->buffer_id_indices);
|
|
|
|
os_gl_no_error();
|
|
|
|
if (indices_len > buffer->indices_len)
|
|
|
|
{
|
|
|
|
// NOTE(PS): this is because we're going to delete the old buffer and
|
|
|
|
// create a new one. In order to do that and not lose data, the update
|
|
|
|
// function needs to have been passed all the buffer's data
|
|
|
|
assert(indices_offset == 0);
|
|
|
|
gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_len * sizeof(u32), (void*)indices, GL_STATIC_DRAW);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gl.glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indices_offset * sizeof(u32), indices_len * sizeof(u32), (void*)indices);
|
|
|
|
}
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
Geometry_Buffer
|
|
|
|
unit_quad_create()
|
|
|
|
{
|
|
|
|
r32 z = 0;
|
|
|
|
r32 r = 1;
|
|
|
|
r32 verts[] = {
|
|
|
|
// pos uv
|
|
|
|
-r, -r, z, 0, 0,
|
|
|
|
r, -r, z, 1, 0,
|
|
|
|
r, r, z, 1, 1,
|
|
|
|
-1, r, z, 0, 1,
|
|
|
|
};
|
|
|
|
u32 indices[] = { 0, 1, 2, 0, 2, 3 };
|
|
|
|
return geometry_buffer_create(verts, sizeof(verts) / sizeof(r32), indices, 6);
|
|
|
|
}
|
|
|
|
|
2022-04-16 11:00:32 +00:00
|
|
|
Shader
|
|
|
|
shader_create(String code_vert, String code_frag, String* attrs, u32 attrs_len, String* uniforms, u32 uniforms_len){
|
|
|
|
Shader result = {};
|
|
|
|
|
|
|
|
GLuint shader_vert = gl.glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
s32* code_vert_len = (s32*)&code_vert.len;
|
|
|
|
gl.glShaderSource(shader_vert, 1, (const char**)&code_vert.str, code_vert_len);
|
|
|
|
gl.glCompileShader(shader_vert);
|
|
|
|
{ // errors
|
|
|
|
GLint shader_vert_compiled;
|
|
|
|
gl.glGetShaderiv(shader_vert, GL_COMPILE_STATUS, &shader_vert_compiled);
|
|
|
|
if (!shader_vert_compiled)
|
|
|
|
{
|
|
|
|
GLsizei log_length = 0;
|
|
|
|
GLchar message[1024];
|
|
|
|
gl.glGetShaderInfoLog(shader_vert, 1024, &log_length, message);
|
|
|
|
printf("GLSL Error: %s\n", message);
|
|
|
|
invalid_code_path;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GLuint shader_frag = gl.glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
s32* code_frag_len = (s32*)&code_frag.len;
|
|
|
|
gl.glShaderSource(shader_frag, 1, (const char**)&code_frag.str, code_frag_len);
|
|
|
|
gl.glCompileShader(shader_frag);
|
|
|
|
{ // errors
|
|
|
|
GLint shader_frag_compiled;
|
|
|
|
gl.glGetShaderiv(shader_frag, GL_COMPILE_STATUS, &shader_frag_compiled);
|
|
|
|
if (!shader_frag_compiled)
|
|
|
|
{
|
|
|
|
GLsizei log_length = 0;
|
|
|
|
GLchar message[1024];
|
|
|
|
gl.glGetShaderInfoLog(shader_frag, 1024, &log_length, message);
|
|
|
|
printf("GLSL Error: %s\n", message);
|
|
|
|
printf("%.*s\n", str_varg(code_frag));
|
|
|
|
invalid_code_path;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
result.id = (u32)gl.glCreateProgram();
|
|
|
|
gl.glAttachShader(result.id, shader_vert);
|
|
|
|
gl.glAttachShader(result.id, shader_frag);
|
|
|
|
gl.glLinkProgram(result.id);
|
|
|
|
|
|
|
|
GLint program_linked;
|
|
|
|
gl.glGetProgramiv(result.id, GL_LINK_STATUS, &program_linked);
|
|
|
|
if (program_linked != GL_TRUE)
|
|
|
|
{
|
|
|
|
GLsizei log_length = 0;
|
|
|
|
GLchar message[1024];
|
|
|
|
gl.glGetProgramInfoLog(result.id, 1024, &log_length, message);
|
|
|
|
printf("GLSL Error: %s\n", message);
|
|
|
|
invalid_code_path;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl.glUseProgram(result.id);
|
|
|
|
|
|
|
|
// TODO(PS): delete the vert and frag programs
|
|
|
|
|
|
|
|
assert(attrs_len < SHADER_MAX_ATTRS);
|
|
|
|
for (u32 i = 0; i < attrs_len; i++)
|
|
|
|
{
|
|
|
|
result.attrs[i] = gl.glGetAttribLocation(result.id, (char*)attrs[i].str);
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
result.attrs[attrs_len] = SHADER_ATTR_LAST;
|
|
|
|
|
|
|
|
assert(uniforms_len < SHADER_MAX_ATTRS);
|
|
|
|
for (GLuint i = 0; i < uniforms_len; i++)
|
|
|
|
{
|
|
|
|
s32 len = (s32)uniforms[i].len;
|
|
|
|
result.uniforms[i] = gl.glGetUniformLocation(result.id, (char*)uniforms[i].str);
|
|
|
|
}
|
|
|
|
result.uniforms[uniforms_len] = SHADER_ATTR_LAST;
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
set_uniform(Shader shader, u32 index, m44 u)
|
|
|
|
{
|
|
|
|
gl.glUniformMatrix4fv(shader.uniforms[index], 1, GL_FALSE, (r32*)u.Elements);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
geometry_bind(Geometry_Buffer geo)
|
|
|
|
{
|
|
|
|
gl.glBindVertexArray(geo.buffer_id_vao);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
gl.glBindBuffer(GL_ARRAY_BUFFER, geo.buffer_id_vertices);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geo.buffer_id_indices);
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
shader_bind(Shader shader)
|
|
|
|
{
|
|
|
|
gl.glUseProgram(shader.id);
|
|
|
|
os_gl_no_error();
|
|
|
|
for (u32 i = 0;
|
|
|
|
((i < SHADER_MAX_ATTRS) && (shader.attrs[i] != SHADER_ATTR_LAST));
|
|
|
|
i++)
|
|
|
|
{
|
|
|
|
gl.glEnableVertexAttribArray(shader.attrs[i]);
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2022-04-16 12:14:55 +00:00
|
|
|
geometry_drawi(Geometry_Buffer geo, u32 indices, u32 offset){
|
|
|
|
glDrawElements(GL_TRIANGLES, indices, GL_UNSIGNED_INT, (void*)(offset * sizeof(u32)));
|
2022-04-16 11:00:32 +00:00
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
geometry_draw(Geometry_Buffer geo){
|
2022-04-16 12:14:55 +00:00
|
|
|
geometry_drawi(geo, geo.indices_len, 0);
|
2022-04-16 11:00:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void vertex_attrib_pointer(Geometry_Buffer geo, Shader shader, GLuint count, GLuint attr_index, GLuint stride, GLuint offset){
|
|
|
|
geometry_bind(geo);
|
|
|
|
gl.glVertexAttribPointer(shader.attrs[attr_index], count, GL_FLOAT, false, stride * sizeof(float), (void*)(offset * sizeof(float)));
|
|
|
|
os_gl_no_error();
|
|
|
|
gl.glEnableVertexAttribArray(shader.attrs[attr_index]);
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
Texture_Desc
|
|
|
|
texture_desc_default(u32 width, u32 height)
|
|
|
|
{
|
|
|
|
return (Texture_Desc){
|
|
|
|
.w = width,
|
|
|
|
.h = height,
|
|
|
|
.s = width,
|
|
|
|
.min_filter = GL_NEAREST,
|
|
|
|
.mag_filter = GL_LINEAR,
|
|
|
|
.fmt_internal = GL_RGBA,
|
|
|
|
.fmt_data = GL_RGBA
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
2022-04-16 11:00:32 +00:00
|
|
|
Texture
|
2022-04-17 14:24:22 +00:00
|
|
|
texture_create(Texture_Desc desc, u8* pixels)
|
2022-04-16 11:00:32 +00:00
|
|
|
{
|
|
|
|
Texture result = {};
|
|
|
|
glGenTextures(1, &result.id);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, result.id);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
2022-04-17 14:24:22 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, desc.min_filter);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, desc.mag_filter);
|
2022-04-16 11:00:32 +00:00
|
|
|
os_gl_no_error();
|
|
|
|
|
|
|
|
glTexImage2D(
|
|
|
|
GL_TEXTURE_2D,
|
|
|
|
0,
|
2022-04-17 14:24:22 +00:00
|
|
|
desc.fmt_internal,
|
|
|
|
desc.w,
|
|
|
|
desc.h,
|
2022-04-16 11:00:32 +00:00
|
|
|
0,
|
2022-04-17 14:24:22 +00:00
|
|
|
desc.fmt_data,
|
2022-04-16 11:00:32 +00:00
|
|
|
GL_UNSIGNED_BYTE,
|
|
|
|
pixels
|
|
|
|
);
|
|
|
|
os_gl_no_error();
|
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
result.desc = desc;
|
2022-04-16 11:00:32 +00:00
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
2022-04-16 11:00:32 +00:00
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
texture_update(Texture tex, u8* new_pixels, u32 width, u32 height, u32 stride)
|
|
|
|
{
|
|
|
|
// NOTE(PS): this function simply replaces the entire image
|
|
|
|
// we can write a more granular version if we need it
|
|
|
|
|
2022-04-17 14:24:22 +00:00
|
|
|
assert(tex.desc.w == width && tex.desc.h == height && tex.desc.s == stride);
|
2022-04-16 11:00:32 +00:00
|
|
|
texture_bind(tex);
|
|
|
|
glTexSubImage2D(
|
|
|
|
GL_TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
0, 0, // offset
|
|
|
|
width, height,
|
|
|
|
GL_RGBA,
|
|
|
|
GL_UNSIGNED_BYTE,
|
|
|
|
new_pixels
|
|
|
|
);
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
texture_bind(Texture tex)
|
|
|
|
{
|
|
|
|
glBindTexture(GL_TEXTURE_2D, tex.id);
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
frame_begin(Graphics_Frame_Desc desc)
|
|
|
|
{
|
|
|
|
v4 cc = desc.clear_color;
|
|
|
|
glClearColor(cc.r, cc.g, cc.b, cc.a);
|
|
|
|
|
|
|
|
v2 vmin = desc.viewport_min;
|
2022-04-17 14:24:22 +00:00
|
|
|
v2 vdim = HMM_SubtractVec2(desc.viewport_max, desc.viewport_min);
|
|
|
|
glViewport((GLsizei)vmin.x, (GLsizei)vmin.y, (GLint)vdim.x, (GLint)vdim.y);
|
2022-04-16 11:00:32 +00:00
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
|
|
|
|
os_gl_no_error();
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
frame_clear()
|
|
|
|
{
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
String
|
|
|
|
xplatform_shader_program_get_vert(XPlatform_Shader_Program_Src src)
|
|
|
|
{
|
|
|
|
#if defined(PLATFORM_win32)
|
|
|
|
return src.win32_vert;
|
|
|
|
#elif defined(PLATFORM_osx)
|
|
|
|
return src.osx_vert;
|
|
|
|
#elif defined(PLATFORM_wasm)
|
|
|
|
return src.wasm_vert;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
String
|
|
|
|
xplatform_shader_program_get_frag(XPlatform_Shader_Program_Src src)
|
|
|
|
{
|
|
|
|
#if defined(PLATFORM_win32)
|
|
|
|
return src.win32_frag;
|
|
|
|
#elif defined(PLATFORM_osx)
|
|
|
|
return src.osx_frag;
|
|
|
|
#elif defined(PLATFORM_wasm)
|
|
|
|
return src.wasm_frag;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#endif // LUMENARIUM_EDITOR_GRAPHICS_H
|