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#include "asset.h"
#include "memory.h"
#include "plat.h"
#include "standard.h"
#include <stdlib.h>

static const Asset_Meta asset_meta[] = {
#define x(id, type, path) { type, path },
	assets_xmacro()
#undef x
};

Asset* loaded_assets[asset_id_count];

static void init_mesh_asset(Asset* asset, void* raw, int size) {
	Mesh* m = raw;
	asset->payload = raw;
	asset->payload_size = size;
	m->p = (int*)&m[1];
	m->n = (int*)&m->p[m->pc * 3];
	m->t = (int*)&m->n[m->nc * 3];
	m->verts = (Mesh_Vert*)&m->t[m->tc * 2];
}

static void init_texture_asset(Asset* asset, void* raw, int size) {
	asset->payload = raw;
	asset->payload_size = size;
}

/* Loading assets isn't that efficient. Too bad. */
static int get_asset_info(
	File* pack,
	int pack_count,
	const char* name,
	int* offset,
	int* size
) {
	int head_size = 8, i;
	char buf[56];
	file_seek(pack, head_size, file_whence_begin);
	for (i = 0; i < pack_count; i++) {
		file_read(pack, size,   4);
		file_read(pack, offset, 4);
		file_read(pack, buf,    sizeof buf);
		if (string_equal(buf, name)) {
			return 1;
		}
	}
	return 0;
}

Asset_Data* read_asset_data(
	const char* name,
	Arena* arena
) {
	Asset_Data* r = 0;
	File* pack;
	int pack_count, offset, size;
	pack = file_open("pack", file_flags_read);
	if (!pack) {
		print_err("Couldn't find 'pack'. Did you delete it?\n");
		pbreak(error_file_not_found);
		return 0;
	}
	file_read(pack, &pack_count, 4);
	if (get_asset_info(pack, pack_count, name, &offset, &size)) {
		r = arena_alloc(arena, sizeof *r);
		r->offset = offset;
		r->size = size;
		r->buffer = arena_alloc(arena, r->size);
		file_seek(pack, offset, file_whence_begin);
		file_read(pack, r->buffer, r->size);
	} else {
		print_err(\
			"%s doesn't exist in the pack. "
			"Is the pack corrupt?\n",
			name
		);
		file_close(pack);
		return 0;
	}
	file_close(pack);
	return r;
}

void preload_assets(Arena* mem) {
	int offset, size, pack_count, id;
	Asset* asset;
	File* pack;
	const Asset_Meta* meta;
	const char* name;
	Asset_Type type;
	void* raw;
	pack = file_open("pack", file_flags_read);
	if (!pack) {
		print_err("Couldn't find 'pack'. Did you delete it?\n");
		pbreak(error_file_not_found);
	}
	file_read(pack, &pack_count, 4);
#define gi(e_) \
		meta = get_asset_meta((Asset_ID)id); \
		name = meta->name; \
		type = meta->type; \
		if (get_asset_info( \
			pack, \
			pack_count, \
			name, \
			&offset, \
			&size \
		)) { \
			file_seek(pack, offset, file_whence_begin); \
			e_ \
		} else { \
			print_err( \
				"%s doesn't exist in the pack. " \
				"Is the pack corrupt?\n", \
				name \
			); \
			pbreak(error_file_not_found); \
		}
	for (id = 0; id < asset_id_count; id++) {
		gi({
			asset = arena_alloc(mem, sizeof *asset);
			asset->id = (Asset_ID)id;
			asset->type = type;
			raw = arena_alloc(mem, size);
			file_seek(pack, offset, file_whence_begin);
			file_read(pack, raw, size);
			switch (type) {
				case asset_type_mesh:
					init_mesh_asset(asset, raw, size);
					break;
				case asset_type_texture:
					init_texture_asset(asset, raw, size);
					break;
				default:
					print_err("Invalid asset type.\n");
					pbreak(error_invalid_asset);
					break;
			}
			loaded_assets[id] = asset;
		});
	}
#undef gi
	file_close(pack);
}

const Asset* get_asset(Asset_ID id) {
	return loaded_assets[id];
}

const Asset_Meta* get_asset_meta(Asset_ID id) {
	return &asset_meta[id];
}

const struct Mesh* get_mesh(Asset_ID id) {
	const Asset* a = get_asset(id);
	return (struct Mesh*)a->payload;
}

const struct Texture* get_texture(Asset_ID id) {
	const Asset* a = get_asset(id);
	return (struct Texture*)a->payload;
}