#include "assets.h" const char textureAssetPaths[TEXTURE_ASSET_COUNT][ASSET_PATH_MAX] = { "/home/nathan/Documents/KillaFacsista/assets/icon.png", "/home/nathan/Documents/KillaFacsista/assets/icon128.png", "/home/nathan/Documents/KillaFacsista/assets/icon64.png", "/home/nathan/Documents/KillaFacsista/assets/gyroscope.png" }; const char modelAssetPaths[MODEL_ASSET_COUNT][ASSET_PATH_MAX] = { "/home/nathan/Documents/KillaFacsista/assets/antifaShip.obj", "/home/nathan/Documents/KillaFacsista/assets/soldato.obj", "/home/nathan/Documents/KillaFacsista/assets/caporale.obj", "/home/nathan/Documents/KillaFacsista/assets/sergente.obj", "/home/nathan/Documents/KillaFacsista/assets/maresciallo.obj", "/home/nathan/Documents/KillaFacsista/assets/generale.obj", "/home/nathan/Documents/KillaFacsista/assets/mussolini.obj", "/home/nathan/Documents/KillaFacsista/assets/guidedMissile.obj", "/home/nathan/Documents/KillaFacsista/assets/missile.obj", "/home/nathan/Documents/KillaFacsista/assets/gyroscope.obj" }; // Some models have textures and other stuff to be set. void configModelAssets(Assets * assets) { // Gyroscope SetMaterialTexture( &assets->models[GYROSCOPE_ASSET].materials[0], MATERIAL_MAP_DIFFUSE, assets->textures[GYROSCOPE_TEXTURE_ASSET] ); } void LoadAssets(Assets * assets) { int i; // Textures first because models can use textures. // Textures. for (i = 0; i < TEXTURE_ASSET_COUNT; ++i) assets->textures[i] = LoadTexture(textureAssetPaths[i]); // Models. for (i = 0; i < MODEL_ASSET_COUNT; ++i) assets->models[i] = LoadModel(modelAssetPaths[i]); configModelAssets(assets); TraceLog(LOG_INFO, "Assets loaded"); } void unloadAssets(Assets * assets) { int i; // Textures. for (i = 0; i < TEXTURE_ASSET_COUNT; ++i) UnloadTexture(assets->textures[i]); // Models. for (i = 0; i < MODEL_ASSET_COUNT; ++i) UnloadModel(assets->models[i]); TraceLog(LOG_INFO, "Assets unloaded"); }