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/* Asset Management */
#pragma once

#include <gfx/core.h>

#include <stddef.h>

typedef struct Gfx           Gfx;
typedef struct Model         Model;
typedef struct ShaderProgram ShaderProgram;
typedef struct Texture       Texture;

/// Describes where the asset comes from.
typedef enum AssetOrigin {
  AssetFromMemory,
  AssetFromFile,
} AssetOrigin;

/// Describes a texture's colour space.
typedef enum TextureColourSpace {
  sRGB, // The most likely default.
  LinearColourSpace,
} TextureColourSpace;

/// Describes a command to load a texture.
typedef struct LoadTextureCmd {
  AssetOrigin origin;
  enum { LoadTexture, LoadCubemap } type;
  TextureColourSpace colour_space;
  TextureFiltering   filtering;
  TextureWrapping    wrap;
  bool               mipmaps;
  union {
    // A single texture.
    struct {
      union {
        struct {
          mstring filepath;
        };
        struct {
          const void* data;
          size_t      size_bytes;
        };
      };
    } texture;
    // Cubemap texture.
    struct {
      union {
        struct {
          mstring filepath_pos_x;
          mstring filepath_neg_x;
          mstring filepath_pos_y;
          mstring filepath_neg_y;
          mstring filepath_pos_z;
          mstring filepath_neg_z;
        } filepaths;
        struct {
          const void* data_pos_x;
          const void* data_neg_x;
          const void* data_pos_y;
          const void* data_neg_y;
          const void* data_pos_z;
          const void* data_neg_z;
        } buffers;
      };
    } cubemap;
  } data;
} LoadTextureCmd;

/// Describes a command to load a model.
///
/// |shader| is an optional shader program assigned to the loaded model objects.
/// If no shader is given, a Cook-Torrance shader based on the object's
/// characteristics (presence of normals, tangents, etc) is assigned.
typedef struct LoadModelCmd {
  AssetOrigin origin;
  union {
    struct {
      mstring filepath;
    };
    struct {
      const void* data;
      size_t      size_bytes;
    };
  };
  ShaderProgram* shader;
} LoadModelCmd;

/// Load a model.
///
/// For animated models, this function returns a (shallow) clone of the model
/// that is safe to mutate. For static models, this returns the original model
/// in the cache.
///
/// Currently only supports the GLTF format.
Model* gfx_load_model(Gfx*, const LoadModelCmd*);

/// Load a texture.
const Texture* gfx_load_texture(Gfx*, const LoadTextureCmd*);