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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"
};
const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = {
"skybox.png"
};
const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX] = {
"skybox"
};
const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = {
"UtilityPole.obj"
};
void initAssets(Assets* assets)
{
// 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]));
}
// Models.
for (int index = 0; index < MODEL_ASSET_COUNT; ++index)
{
assets->models[index] = LoadModel(
TextFormat("assets/models/%s", modelAssetPaths[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]);
}
for (int index = 0; index < MODEL_ASSET_COUNT; ++index)
{
UnloadModel(assets->models[index]);
}
}
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