59 lines
1.2 KiB
C++
59 lines
1.2 KiB
C++
#pragma once
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#include "GameData.hpp"
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#include "Map.hpp"
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#include <concepts>
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#include <cstdint>
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#include <vector>
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namespace ee_assets
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{
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struct AssetData {};
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template<typename T> concept Asset = std::derived_from<T, AssetData>;
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enum AssetType
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{
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BINARY,
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MAP_MESH,
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SAVE,
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SHADER,
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MATERIAL,
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IMAGE
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};
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struct AssetBinary : public AssetData
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{
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uint8_t* content = nullptr;
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size_t size = 0;
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AssetBinary(uint8_t* &source, const size_t sourceSize);
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~AssetBinary();
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};
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struct AssetMapMesh : public AssetData
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{
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ee_engine::MapMesh content;
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uint8_t* Serialize(size_t &size);
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AssetMapMesh() {};
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AssetMapMesh(uint8_t* &source, const size_t sourceSize);
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};
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struct AssetSave : public AssetData
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{
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std::vector<ee_data::Subject> subjects;
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uint8_t* Serialize(size_t &size);
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AssetSave() {};
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AssetSave(uint8_t* &source, const size_t sourceSize);
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};
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#define AssetShader AssetBinary
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struct AssetMaterial : public AssetData
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{
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uint32_t vertexShaderAssetID;
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uint32_t fragmentShaderAssetID;
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};
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} |