Remove stdstring, use platform layer to open files
This commit is contained in:
parent
3c51010e77
commit
6251e105c8
@ -122,6 +122,7 @@
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<ItemGroup>
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<ClCompile Include="src\AssetManager.cpp" />
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<ClCompile Include="src\dengine.cpp" />
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<ClCompile Include="src\Platform.cpp" />
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<ClCompile Include="src\Renderer.cpp" />
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<ClCompile Include="src\Shader.cpp" />
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<ClCompile Include="src\WorldTraveller.cpp" />
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@ -135,6 +136,7 @@
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<None Include="data\shaders\sprite.vert.glsl" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Dengine\Platform.h" />
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<ClInclude Include="src\include\Dengine\AssetManager.h" />
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<ClInclude Include="src\include\Dengine\Common.h" />
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<ClInclude Include="src\include\Breakout\Game.h" />
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@ -36,6 +36,9 @@
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<ClCompile Include="src\WorldTraveller.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Platform.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="data\shaders\default.vert.glsl" />
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@ -74,5 +77,8 @@
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<ClInclude Include="src\include\Dengine\Math.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\Dengine\Platform.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -3,33 +3,31 @@
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#define STBI_FAILURE_USERMSG
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#define STB_IMAGE_IMPLEMENTATION
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#include <STB/stb_image.h>
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#include <fstream>
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std::map<std::string, Texture> textures;
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std::map<std::string, Shader> shaders;
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Texture *asset_getTexture(const std::string name)
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Texture *asset_getTexture(const char *const name)
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{
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// NOTE(doyle): Since we're using a map, the count of an object can
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// only be 1 or 0
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if (textures.count(name) == 1)
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return &textures[name];
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return nullptr;
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return NULL;
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}
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const i32 asset_loadTextureImage(const std::string path, const std::string name)
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const i32 asset_loadTextureImage(const char *const path, const char *const name)
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{
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/* Open the texture image */
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i32 imgWidth, imgHeight, bytesPerPixel;
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stbi_set_flip_vertically_on_load(TRUE);
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u8 *image =
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stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0);
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stbi_load(path, &imgWidth, &imgHeight, &bytesPerPixel, 0);
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if (!image)
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{
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std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
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<< std::endl;
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printf("stdbi_load() failed: %s\n", stbi_failure_reason());
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return -1;
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}
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@ -42,7 +40,7 @@ const i32 asset_loadTextureImage(const std::string path, const std::string name)
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return 0;
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}
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Shader *asset_getShader(const std::string name)
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Shader *asset_getShader(const char *const name)
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{
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if (shaders.count(name) == 1)
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return &shaders[name];
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@ -50,34 +48,15 @@ Shader *asset_getShader(const std::string name)
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return nullptr;
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}
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INTERNAL std::string stringFromFile(const std::string &filename)
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INTERNAL GLuint createShaderFromPath(const char *const path, GLuint shadertype)
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{
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std::ifstream file;
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file.open(filename.c_str(), std::ios::in | std::ios::binary);
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PlatformFileReadResult file = {0};
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std::string output;
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std::string line;
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i32 status = platform_readFileToBuffer(path, &file);
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if (status)
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return status;
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if (!file.is_open())
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{
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std::runtime_error(std::string("Failed to open file: ") + filename);
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}
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else
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{
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while (file.good())
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{
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std::getline(file, line);
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output.append(line + "\n");
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}
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}
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file.close();
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return output;
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}
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INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
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{
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std::string shaderSource = stringFromFile(path);
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const GLchar *source = shaderSource.c_str();
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const GLchar *source = CAST(char *)file.buffer;
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GLuint result = glCreateShader(shadertype);
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glShaderSource(result, 1, &source, NULL);
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@ -89,15 +68,17 @@ INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype)
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if (!success)
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{
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glGetShaderInfoLog(result, 512, NULL, infoLog);
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std::cout << "glCompileShader failed: " << infoLog << std::endl;
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printf("glCompileShader() failed: %s\n", infoLog);
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}
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platform_closeFileReadResult(&file);
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return result;
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}
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const i32 asset_loadShaderFiles(const std::string vertexPath,
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const std::string fragmentPath,
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const std::string name)
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const i32 asset_loadShaderFiles(const char *const vertexPath,
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const char *const fragmentPath,
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const char *const name)
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{
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GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER);
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GLuint fragmentShader =
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49
src/Platform.cpp
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49
src/Platform.cpp
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@ -0,0 +1,49 @@
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#include <Dengine/Platform.h>
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i32 platform_readFileToBuffer(const char *const filePath,
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PlatformFileReadResult *file)
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{
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HANDLE fileHandle = CreateFile(filePath, GENERIC_READ, FILE_SHARE_READ,
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NULL, OPEN_ALWAYS, 0, NULL);
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if (fileHandle == INVALID_HANDLE_VALUE)
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{
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printf("CreateFile() failed: INVALID_HANDLE_VALUE\n");
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return -1;
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}
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LARGE_INTEGER fileSize;
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BOOL status = GetFileSizeEx(fileHandle, &fileSize);
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if (!status)
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{
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printf("GetFileSizeEx() failed: %d error number\n",
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status);
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return status;
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}
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// TODO(doyle): Warning we assume files less than 4GB
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file->buffer = (void *)calloc(fileSize.LowPart, sizeof(char));
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file->size = fileSize.LowPart;
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DWORD numBytesRead = 0;
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status =
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ReadFile(fileHandle, file->buffer, file->size, &numBytesRead, NULL);
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if (!status)
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{
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printf("ReadFile() failed: %d error number\n",
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status);
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free(file->buffer);
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return status;
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}
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else if (numBytesRead != file->size)
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{
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printf(
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"ReadFile() failed: Number of bytes read doesn't match file "
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"size\n");
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free(file->buffer);
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return -1;
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}
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return 0;
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}
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@ -1,9 +1,6 @@
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#if 1
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#include <Dengine/AssetManager.h>
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#include <Dengine/Common.h>
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#include <Dengine/OpenGL.h>
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#include <Dengine/Renderer.h>
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#include <Dengine/Shader.h>
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#include <WorldTraveller/WorldTraveller.h>
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@ -1,38 +1,25 @@
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#ifndef DENGINE_ASSET_MANAGER_H
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#define DENGINE_ASSET_MANAGER_H
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#include <Dengine/Common.h>
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#include <Dengine/Platform.h>
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#include <Dengine/Shader.h>
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#include <Dengine/Texture.h>
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#include <iostream>
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#include <map>
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#include <string>
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enum Assets
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{
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asset_vertShader,
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asset_fragShader,
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asset_hero,
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};
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struct AssetManager
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{
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Textures textures[256];
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Shaders shaders[256];
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};
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extern std::map<std::string, Texture> textures;
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extern std::map<std::string, Shader> shaders;
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/* Texture */
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Texture *asset_getTexture(const std::string name);
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const i32 asset_loadTextureImage(const std::string path,
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const std::string name);
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Texture *asset_getTexture(const char *const name);
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const i32 asset_loadTextureImage(const char *const path,
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const char *const name);
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/* Shaders */
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Shader *asset_getShader(const std::string name);
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const i32 asset_loadShaderFiles(const std::string vertexPath,
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const std::string fragmentPath,
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const std::string name);
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Shader *asset_getShader(const char *const name);
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const i32 asset_loadShaderFiles(const char *const vertexPath,
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const char *const fragmentPath,
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const char *const name);
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#endif
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@ -2,7 +2,6 @@
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#define DENGINE_COMMON_H
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#include <stdint.h>
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#include <stdlib.h>
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typedef uint8_t u8;
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typedef uint32_t u32;
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#ifndef DENGINE_ENTITY_H
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#define DENGINE_ENTITY_H
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#include <Dengine/Common.h>
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#include <Dengine/Texture.h>
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#include <glm/glm.hpp>
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26
src/include/Dengine/Platform.h
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26
src/include/Dengine/Platform.h
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@ -0,0 +1,26 @@
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#ifndef DENGINE_PLATFORM_H
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#define DENGINE_PLATFORM_H
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#include <Dengine/Common.h>
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#include <stdio.h>
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#include <Windows.h>
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typedef struct
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{
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void *buffer;
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i32 size;
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} PlatformFileReadResult;
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i32 platform_readFileToBuffer(const char *const filePath,
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PlatformFileReadResult *file);
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inline void platform_closeFileReadResult(PlatformFileReadResult *file)
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{
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if (file->buffer)
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{
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free(file->buffer);
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}
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}
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#endif
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