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#include "utils.h"
#ifndef ASSETS_H
#define ASSETS_H
#define TEXTURE_ASSET_COUNT 5
#define IMAGE_ASSET_COUNT 1
#define SHADER_ASSET_COUNT 1
#define MODEL_ASSET_COUNT 1
extern const char textureAssetPaths[TEXTURE_ASSET_COUNT][FT_NAMEMAX];
extern const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX];
extern const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX];
extern const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX];
typedef int8_t AssetId;
// Texture asset ids.
enum {
MINT_TEXTURE,
NICKEL_TEXTURE,
TREE_TEXTURE,
BUSH_TEXTURE,
FLOWER_TEXTURE,
};
// Image asset ids.
enum {
SKYBOX_IMAGE
};
// Shader asset ids.
enum {
SKYBOX_SHADER
};
// Model asset ids.
enum {
UTILITY_POLE_MODEL
};
typedef struct {
Texture textures[TEXTURE_ASSET_COUNT];
Image images[IMAGE_ASSET_COUNT];
Shader shaders[SHADER_ASSET_COUNT];
Model models[MODEL_ASSET_COUNT];
} Assets;
void initAssets(Assets* assets);
void closeAssets(Assets* assets);
#endif
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