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#include "utils.h"

#ifndef ASSETS_H
#define ASSETS_H

#define TEXTURE_ASSET_COUNT 6
#define IMAGE_ASSET_COUNT 1
#define SHADER_ASSET_COUNT 2
#define MODEL_ASSET_COUNT 2

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,
  SAMANTHA_TEXTURE
};

// Image asset ids.
enum {
  SKYBOX_IMAGE,
};

// Shader asset ids.
enum {
  SKYBOX_SHADER,
  INSTANCING_SHADER
};

// Model asset ids.
enum {
  UTILITY_POLE_MODEL,
  SAMANTHA_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