cOMS/asset/Asset.h

72 lines
2.0 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_ASSET_H
#define TOS_ASSET_H
#include "../stdlib/Types.h"
#include "../object/Vertex.h"
#include "../stdlib/HashMap.h"
#include "AssetType.h"
#define MAX_ASSET_NAME_LENGTH 32
struct Asset {
// The id is the same as its location in memory/in the ams array
// This is is only an internal id and NOT the same as a db id (e.g. player id)
uint64 internal_id;
// Could be 0 if there is no official id
uint64 official_id;
char name[MAX_ASSET_NAME_LENGTH];
AssetType type;
// Counts the references to this asset
// e.g. textures
int reference_count;
// Describes how much ram/vram the asset uses
// E.g. vram_size = 0 but ram_size > 0 means that it never uses any gpu memory
uint64 ram_size;
uint64 vram_size;
// Usually 1 but in some cases an ams may hold entities of variable chunk length
// For textures for example a 128x128 is of size 1 but 256x256 is of size 4
uint32 size;
// Describes if the memory is currently available in ram/vram
// E.g. an asset might be uploaded to the gpu and no longer held in ram (or the other way around)
bool is_ram;
bool is_vram;
// Describes if the asset can be removed/garbage collected IF necessary
// This however only happens if space is needed
bool can_garbage_collect_ram;
bool can_garbage_collect_vram;
// Describes if the asset should be removed/garbage collected during CPU/GPU down time
bool should_garbage_collect_ram;
bool should_garbage_collect_vram;
Asset* next;
Asset* prev;
// An asset can reference up to N other entities
// This allows us to quickly update the other entities
// Example: A player pulls N mobs
// @bug This means there are hard limits on how many mobs can be pulled by a player
Asset* references[50];
uint64 free_references; // bits show which is free
// Actual memory address and specific asset data
byte* self;
};
#endif