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assetmanager.c
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159 lines (137 loc) · 6.53 KB
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#include "system/system.h"
#include "vulkan/vulkan.h"
#include "audio/audio.h"
#include "model/bmodel.h"
#include "loadingscreen.h"
#include "assetmanager.h"
extern VkuContext_t vkContext;
extern LoadingScreen_t loadingScreen;
// Layout is:
// { asset index, asset type, asset filename, asset loading flags }
// Index mapping is done through assetIndices to access asset by enum name for fast lookup.
// Example: To get SOUND_PEW1, use asset[assetIndices[SOUND_PEW1].sound...
// This will probably change later, just not sure of a less bad way of doing it right now.
AssetManager_t assets[]=
{
{ TEXTURE_ASTEROID1, ASSET_TEXTURE, "assets/asteroid1.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_ASTEROID1_NORMAL, ASSET_TEXTURE, "assets/asteroid1_n.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_ASTEROID2, ASSET_TEXTURE, "assets/asteroid2.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_ASTEROID2_NORMAL, ASSET_TEXTURE, "assets/asteroid2_n.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_ASTEROID3, ASSET_TEXTURE, "assets/asteroid3.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_ASTEROID3_NORMAL, ASSET_TEXTURE, "assets/asteroid3_n.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_ASTEROID4, ASSET_TEXTURE, "assets/asteroid4.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_ASTEROID4_NORMAL, ASSET_TEXTURE, "assets/asteroid4_n.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_CROSSHAIR, ASSET_TEXTURE, "assets/crosshair.qoi", IMAGE_NONE },
{ TEXTURE_FIGHTER1, ASSET_TEXTURE, "assets/crono782.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER1_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER2, ASSET_TEXTURE, "assets/cubik.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER2_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER3, ASSET_TEXTURE, "assets/freelancer.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER3_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER4, ASSET_TEXTURE, "assets/idolknight.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER4_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER5, ASSET_TEXTURE, "assets/krulspeld1.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER5_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER6, ASSET_TEXTURE, "assets/psionic.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER6_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER7, ASSET_TEXTURE, "assets/thor.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER7_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FIGHTER8, ASSET_TEXTURE, "assets/wilko.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_FIGHTER8_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_CUBE, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR },
{ TEXTURE_CUBE_NORMAL, ASSET_TEXTURE, "assets/null_normal.qoi", IMAGE_MIPMAP|IMAGE_BILINEAR|IMAGE_NORMALIZE },
{ TEXTURE_FOX, ASSET_TEXTURE, "assets/fox.tga", IMAGE_NEAREST },
// TODO: If I load this before the fox, the fox has corruption, if I load the fox before... Everything is fine? Why?
{ TEXTURE_CONSOLEBG, ASSET_TEXTURE, "assets/splash.qoi", IMAGE_NONE },
{ MODEL_ASTEROID1, ASSET_MODEL, "assets/asteroid1.bmodel" },
{ MODEL_ASTEROID2, ASSET_MODEL, "assets/asteroid2.bmodel" },
{ MODEL_ASTEROID3, ASSET_MODEL, "assets/asteroid3.bmodel" },
{ MODEL_ASTEROID4, ASSET_MODEL, "assets/asteroid4.bmodel" },
{ MODEL_FIGHTER, ASSET_MODEL, "assets/fighter1.bmodel" },
{ MODEL_CUBE, ASSET_MODEL, "assets/cube.bmodel" },
{ SOUND_PEW1, ASSET_SOUND, "assets/pew1.wav" },
{ SOUND_PEW2, ASSET_SOUND, "assets/pew1.wav" },
{ SOUND_PEW3, ASSET_SOUND, "assets/pew1.wav" },
{ SOUND_STONE1, ASSET_SOUND, "assets/stone1.wav" },
{ SOUND_STONE2, ASSET_SOUND, "assets/stone2.wav" },
{ SOUND_STONE3, ASSET_SOUND, "assets/stone3.wav" },
{ SOUND_CRASH, ASSET_SOUND, "assets/crash.wav" },
{ SOUND_EXPLODE1, ASSET_SOUND, "assets/explode1.qoa" },
{ SOUND_EXPLODE2, ASSET_SOUND, "assets/explode2.qoa" },
{ SOUND_EXPLODE3, ASSET_SOUND, "assets/explode3.qoa" },
};
uint32_t assetIndices[NUM_ASSETS]={ 0 };
AssetManager_t *AssetManager_GetAsset(AssetManager_t *assets, uint32_t ID)
{
return &assets[assetIndices[ID]];
}
bool AssetManagerLoad(AssetManager_t *assets, uint32_t numAssets)
{
for(uint32_t i=0;i<numAssets;i++)
{
if(assets[i].filename!=NULL)
{
DBGPRINTF(DEBUG_INFO, "Loading %s...\n", assets[i].filename);
bool result=true;
switch(assets[i].type)
{
case ASSET_TEXTURE:
{
result=Image_Upload(&vkContext, &assets[i].image, assets[i].filename, assets[i].flags);
break;
}
case ASSET_MODEL:
{
result=LoadBModel(&assets[i].model, assets[i].filename);
if(result)
BuildMemoryBuffersBModel(&vkContext, &assets[i].model);
break;
}
case ASSET_SOUND:
{
result=Audio_LoadStatic(assets[i].filename, &assets[i].sound);
break;
}
default:
DBGPRINTF(DEBUG_ERROR, "Unknown asset type.\n");
}
if(!result)
{
DBGPRINTF(DEBUG_ERROR, "Init: Failed to load %s\n", assets[i].filename);
return false;
}
LoadingScreenAdvance(&loadingScreen);
}
assetIndices[assets[i].index]=i;
}
return true;
}
void AssetManagerDestroy(AssetManager_t *assets, uint32_t numAssets)
{
for(uint32_t i=0;i<numAssets;i++)
{
switch(assets[i].type)
{
case ASSET_TEXTURE:
{
vkuDestroyImageBuffer(&vkContext, &assets[i].image);
break;
}
case ASSET_MODEL:
{
vkuDestroyBuffer(&vkContext, &assets[i].model.vertexBuffer);
for(uint32_t j=0;j<assets[i].model.numMesh;j++)
vkuDestroyBuffer(&vkContext, &assets[i].model.mesh[j].indexBuffer);
FreeBModel(&assets[i].model);
break;
}
case ASSET_SOUND:
{
Zone_Free(zone, assets[i].sound.data);
break;
}
default:
DBGPRINTF(DEBUG_ERROR, "Unknown asset type.\n");
}
}
}