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// This file is part of the 64k demo project.
// Core asset management interface for basic asset retrieval.
// For typed helpers (TextureAsset, MeshAsset), include asset_manager_utils.h
#pragma once
#include "asset_manager_dcl.h"
enum class AssetType : uint8_t {
WGSL,
SPEC,
TEXTURE,
MESH,
BINARY,
MP3,
PROC,
PROC_GPU,
};
struct AssetRecord {
const uint8_t* data; // Pointer to asset data (static or dynamic)
size_t size; // Size of the asset data
AssetType type;
const char* proc_func_name_str; // Name of procedural generation function
// (string literal)
const float* proc_params; // Parameters for procedural generation (static,
// from assets.txt)
int num_proc_params; // Number of procedural parameters
};
// Generic interface
// Retrieves a pointer to the asset data.
// - Static assets are guaranteed to be 16-byte aligned.
// - Static assets are guaranteed to be null-terminated (safe as C-strings).
// - 'out_size' returns the original asset size (excluding the null terminator).
const uint8_t* GetAsset(AssetId asset_id, size_t* out_size = nullptr);
void DropAsset(AssetId asset_id, const uint8_t* asset);
// Returns the AssetId for a given asset name, or AssetId::ASSET_LAST_ID if not
// found.
AssetId GetAssetIdByName(const char* name);
// Returns the AssetType for a given asset id.
AssetType GetAssetType(AssetId asset_id);
#if !defined(STRIP_ALL)
// Hot-reload: Parse and reload assets from config file (debug only)
bool ReloadAssetsFromFile(const char* config_path);
#endif
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