global assets *Global_Assets; static assets *GetAssets() { return(Global_Assets); } static void SetAssets(assets *Assets) { Global_Assets = Assets; } static void LoadAsset(asset_id ID) { assets *Assets = GetAssets(); Assert(ID >= AssetID_None && ID < AssetID_COUNT); asset *Asset = Assets->Assets + ID; if(!Asset->IsLoaded) { temp Scratch = GetScratch(); string Filepath = PushFormat(Scratch.Arena, "data/%s", AssetPathLUT[ID]); platform_file_handle File = Platform.OpenFile(Filepath, PlatformAccess_Read); if(File.IsValid) { u64 DataCount = Platform.GetFileSize(File); u8 *Data = PushArray(Scratch.Arena, u8, DataCount); Platform.ReadFile(File, Data, 0, DataCount); s32 Width, Height, BPP; u8 *TextureData = stbi_load_from_memory(Data, DataCount, &Width, &Height, &BPP, 0); render_texture_format TextureFormat = Render_TextureFormat_Invalid; switch(BPP) { InvalidDefaultCase; case 1: { TextureFormat = Render_TextureFormat_R8; } break; case 3: { TextureFormat = Render_TextureFormat_RGB8; } break; case 4: { TextureFormat = Render_TextureFormat_RGBA8; } break; } Asset->Handle = Assets->AllocateTexture(V2S32(Width, Height), TextureFormat, true, TextureData); stbi_image_free(TextureData); Platform.CloseFile(File); } ReleaseScratch(Scratch); } } static void LoadPermanentAssets(assets *Assets) { SetAssets(Assets); //- sixten: assign ID to all assets & load all permanent ones for(int Index = 0; Index < AssetID_COUNT; ++Index) { asset_id ID = (asset_id)Index; asset *Asset = Assets->Assets + Index; Asset->ID = ID; if(ID != AssetID_None) { LoadAsset(ID); } } } static render_handle TextureFromAssetID(asset_id ID) { Assert(ID >= AssetID_None && ID < AssetID_COUNT); asset *Asset = GetAssets()->Assets + ID; return(Asset->Handle); }