#include "assets.h" const char textureAssetPaths[TEXTURE_ASSET_COUNT][FT_NAMEMAX] = { "mint.png", "nickel.png", "tree.png", "bush.png", "flower.png" }; const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = { "skybox.png" }; const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX] = { "skybox" }; void initAssets(Assets* assets) { // Textures. for (int index = 0; index < TEXTURE_ASSET_COUNT; ++index) { assets->textures[index] = LoadTexture( TextFormat("assets/%s", textureAssetPaths[index])); } // Images; for (int index = 0; index < IMAGE_ASSET_COUNT; ++index) { assets->images[index] = LoadImage( TextFormat("assets/%s", imageAssetPaths[index])); } // Shaders. for (int index = 0; index < SHADER_ASSET_COUNT; ++index) { assets->shaders[index] = LoadShader( TextFormat("assets/shaders/glsl%i/%s.vs", GLSL_VERSION, shaderAssetNames[index]), TextFormat("assets/shaders/glsl%i/%s.fs", GLSL_VERSION, shaderAssetNames[index])); } } void closeAssets(Assets* assets) { for (int index = 0; index < TEXTURE_ASSET_COUNT; ++index) { UnloadTexture(assets->textures[index]); } for (int index = 0; index < IMAGE_ASSET_COUNT; ++index) { UnloadImage(assets->images[index]); } for (int index = 0; index < SHADER_ASSET_COUNT; ++index) { UnloadShader(assets->shaders[index]); } }