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path: root/src/assets.c
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#include "assets.h"

const char textureAssetPaths[TEXTURE_ASSET_COUNT][FT_NAMEMAX] = {
  "mint.png",
  "nickel.png",
  "tree.png",
  "bush.png",
  "flower.png",
  "Samantha1.png",
  "Samantha2.png",
  "Samantha3.png",
  "Samantha4.png",
  "SamanthaFloor.png",
  "trashcan.png",
  "trash.png",
  "medicalTrash.png",
  "John.png",
  "Ron.png"
};

const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = {
  "skybox.png"
};

const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX] = {
  "skybox",
  "instancing",
  "postprocessing",
  "fuck"
};

const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = {
  "UtilityPole.obj",
  "Samantha.obj",
  "ShopKeeper.obj",
  "ShopKeeper.obj" // John and Ron ARE NOT the same person
};

void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT],
                      const Settings* settings)
{
  // Skybox.
  Shader shader = shaders[SKYBOX_SHADER];
  SetShaderValue(shader, GetShaderLocation(shader, "environmentMap"),
                 (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);

  // Instancing.
  shader = shaders[INSTANCING_SHADER];
  shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");

  // Postprocessing.
  shader = shaders[POSTPROCESSING_SHADER];
  int resolutionLoc = GetShaderLocation(shader, "resolution");
  int edgeFactorLoc = GetShaderLocation(shader, "edgeFactor");
  int gammaLoc = GetShaderLocation(shader, "gamma");
  int colorCountLoc = GetShaderLocation(shader, "colorCount");

  float resolution[2] = {settings->edgeDetectionWidth,
                         settings->edgeDetectionHeight};
  SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
  SetShaderValue(shader, edgeFactorLoc, &settings->edgeDetectionFactor,
                 SHADER_UNIFORM_FLOAT);
  SetShaderValue(shader, gammaLoc, &settings->gamma, SHADER_UNIFORM_FLOAT);
  SetShaderValue(shader, colorCountLoc, &settings->colorCount,
                 SHADER_UNIFORM_FLOAT);
}

void initModelAssets(Assets* assets)
{
  // John.
  assets->models[JOHN_MODEL].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture =
    assets->textures[JOHN_TEXTURE];

  // Ron.
  assets->models[RON_MODEL].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture =
    assets->textures[RON_TEXTURE];
}

/*
  there are people who pronounce Wario as War-io instead of Wah-rio
  do they also pronounce Mario as Mor-io?
*/

void initAssets(Assets* assets, const Settings* settings)
{
  // Textures.
  for (int index = 0; index < TEXTURE_ASSET_COUNT; ++index)
  {
    assets->textures[index] = LoadTexture(
      TextFormat("assets/images/%s", textureAssetPaths[index]));
  }

  // Images;
  for (int index = 0; index < IMAGE_ASSET_COUNT; ++index)
  {
    assets->images[index] = LoadImage(
      TextFormat("assets/images/%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]));
  }

  initShaderAssets(assets->shaders, settings);

  // Models.
  for (int index = 0; index < MODEL_ASSET_COUNT; ++index)
  {
    assets->models[index] = LoadModel(
      TextFormat("assets/models/%s", modelAssetPaths[index]));
  }

  initModelAssets(assets);
}

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]);
  }

  for (int index = 0; index < MODEL_ASSET_COUNT; ++index)
  {
    UnloadModel(assets->models[index]);
  }
}