#define STBI_FAILURE_USERMSG #define STB_IMAGE_IMPLEMENTATION #include #include "Dengine/Platform.h" #include "Dengine/AssetManager.h" GLOBAL_VAR AssetManager assetManager; Texture *asset_getTexture(const enum TexList type) { if (type < texlist_count) return &assetManager.textures[type]; return NULL; } TexAtlas *asset_getTextureAtlas(const enum TexList type) { if (type < texlist_count) return &assetManager.texAtlas[type]; return NULL; } const i32 asset_loadTextureImage(const char *const path, const enum TexList type) { /* Open the texture image */ i32 imgWidth, imgHeight, bytesPerPixel; stbi_set_flip_vertically_on_load(TRUE); u8 *image = stbi_load(path, &imgWidth, &imgHeight, &bytesPerPixel, 0); if (!image) { printf("stdbi_load() failed: %s\n", stbi_failure_reason()); return -1; } Texture tex = genTexture(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight), CAST(GLint)(bytesPerPixel), image); glCheckError(); stbi_image_free(image); assetManager.textures[type] = tex; return 0; } Shader *asset_getShader(const enum ShaderList type) { if (type < shaderlist_count) return &assetManager.shaders[type]; return NULL; } INTERNAL GLuint createShaderFromPath(const char *const path, GLuint shadertype) { PlatformFileReadResult file = {0}; i32 status = platform_readFileToBuffer(path, &file); if (status) return status; const GLchar *source = CAST(char *)file.buffer; GLuint result = glCreateShader(shadertype); glShaderSource(result, 1, &source, NULL); glCompileShader(result); GLint success; GLchar infoLog[512]; glGetShaderiv(result, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(result, 512, NULL, infoLog); printf("glCompileShader() failed: %s\n", infoLog); } platform_closeFileReadResult(&file); return result; } const i32 asset_loadShaderFiles(const char *const vertexPath, const char *const fragmentPath, const enum ShaderList type) { GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER); GLuint fragmentShader = createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER); Shader shader; i32 result = shader_loadProgram(&shader, vertexShader, fragmentShader); if (result) return result; assetManager.shaders[type] = shader; return 0; }