Added filesystem stuff on Linux

More includes for Linux
Update build script to copy assets and compile shaders
Added base code directory as include path
Added FS_SystemPath
Made asset loading work directory agnostic
This commit is contained in:
2025-10-04 23:46:13 +01:00
parent e4c1bc0a1c
commit dd316664f6
7 changed files with 278 additions and 18 deletions

View File

@@ -1,6 +1,9 @@
void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) {
FS_List assets = FS_PathList(temp.arena, S("assets"));
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", exe_path);
FS_List assets = FS_PathList(temp.arena, path);
Vk_Buffer staging = { 0 };
staging.size = MB(256);
@@ -14,21 +17,15 @@ void G_ImagesLoad(G_State *game) {
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
U32 n_images = 0;
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) {
if (Str8_Equal(it->basename, S("saloon_ext.png"), 0)) {
printf("IMAGE SALOON == %d\n", n_images);
}
n_images += 1;
game->n_images += 1;
}
}
VkBufferImageCopy copy = { 0 };
game->images = M_ArenaPush(game->arena, G_Image, .count = n_images);
n_images = 0;
game->images = M_ArenaPush(game->arena, G_Image, .count = game->n_images);
game->n_images = 0;
// Image upload is sbi_load -> copy to staging -> upload to gpu texture
@@ -38,7 +35,7 @@ void G_ImagesLoad(G_State *game) {
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
if (data) {
G_Image *image = &game->images[n_images];
G_Image *image = &game->images[game->n_images];
U64 image_sz = 4 * w * h;
@@ -62,10 +59,12 @@ void G_ImagesLoad(G_State *game) {
Assert(offset <= staging.size);
n_images += 1;
game->n_images += 1;
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
image->image.width = w;
image->image.height = h;
@@ -133,8 +132,9 @@ void G_PipelinesLoad(G_State *game) {
VkShaderModule vshader = 0, fshader = 0;
M_TempScope(0, 0) {
Str8 vshader_code = FS_ReadEntireFile(temp.arena, S("assets/shaders/basic.vert.spv"));
Str8 fshader_code = FS_ReadEntireFile(temp.arena, S("assets/shaders/basic.frag.spv"));
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 vshader_code = FS_ReadEntireFile(temp.arena, Sf(temp.arena, "%.*s/assets/shaders/basic.vert.spv", Sv(exe_path)));
Str8 fshader_code = FS_ReadEntireFile(temp.arena, Sf(temp.arena, "%.*s/assets/shaders/basic.frag.spv", Sv(exe_path)));
VkShaderModuleCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;