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-rw-r--r--assets.h44
1 files changed, 24 insertions, 20 deletions
diff --git a/assets.h b/assets.h
index d5de588..ca9deae 100644
--- a/assets.h
+++ b/assets.h
@@ -21,25 +21,29 @@
#ifndef ASSETS_H
#define ASSETS_H
-#define ASSET_PATH "assets/kenney_nature-kit/Models/OBJ format/"
-#define ASSETS(ASSET) \
- ASSET(ground_riverOpen) \
- ASSET(ground_riverCornerSmall) \
- ASSET(ground_riverSideOpen) \
- ASSET(ground_riverSide) \
- ASSET(ground_riverCross) \
- ASSET(ground_riverSplit) \
- ASSET(ground_riverStraight) \
- ASSET(ground_riverCorner) \
- ASSET(ground_riverBend) \
- ASSET(ground_riverEndClosed) \
- ASSET(ground_riverTile) \
- ASSET(ground_grass) \
- ASSET(cliff_top_rock) \
- ASSET(tree_oak) \
- ASSET(tent_detailedOpen)
-
-#define AS_ENUM(name) name,
+#define ASSET_PATH_NATURE "assets/kenney_nature-kit/Models/OBJ format/"
+#define ASSET_PATH_FURNITURE "assets/kenney_furniture-kit/Models/OBJ format/"
+
+#define ASSETS(ASSET) \
+ ASSET(ASSET_PATH_NATURE, ground_riverOpen) \
+ ASSET(ASSET_PATH_NATURE, ground_riverCornerSmall) \
+ ASSET(ASSET_PATH_NATURE, ground_riverSideOpen) \
+ ASSET(ASSET_PATH_NATURE, ground_riverSide) \
+ ASSET(ASSET_PATH_NATURE, ground_riverCross) \
+ ASSET(ASSET_PATH_NATURE, ground_riverSplit) \
+ ASSET(ASSET_PATH_NATURE, ground_riverStraight) \
+ ASSET(ASSET_PATH_NATURE, ground_riverCorner) \
+ ASSET(ASSET_PATH_NATURE, ground_riverBend) \
+ ASSET(ASSET_PATH_NATURE, ground_riverEndClosed) \
+ ASSET(ASSET_PATH_NATURE, ground_riverTile) \
+ ASSET(ASSET_PATH_NATURE, ground_grass) \
+ ASSET(ASSET_PATH_NATURE, cliff_top_rock) \
+ ASSET(ASSET_PATH_NATURE, tree_oak) \
+ ASSET(ASSET_PATH_NATURE, tent_detailedOpen) \
+ ASSET(ASSET_PATH_FURNITURE, floorFull) \
+ ASSET(ASSET_PATH_FURNITURE, wall)
+
+#define AS_ENUM(path, name) name,
enum Asset {
ASSETS(AS_ENUM)
ASSET_LEN
@@ -48,7 +52,7 @@ enum Asset {
#ifdef ASSET_IMPLEMENTATION
Model assets[ASSET_LEN];
-#define AS_ARRAY(name) assets[name] = LoadModel(ASSET_PATH #name ".obj");
+#define AS_ARRAY(path, name) assets[name] = LoadModel(path #name ".obj");
void LoadModels() {
ASSETS(AS_ARRAY)
}