#include "resources.h" void resources_init(Resources* self) { texture_from_encoded_data_init(&self->atlas, TEXTURE_ATLAS_SIZE, TEXTURE_CHANNELS, (u8*)TEXTURE_ATLAS, TEXTURE_ATLAS_LENGTH); for (s32 i = 0; i < SHADER_COUNT; i++) shader_init(&self->shaders[i], SHADER_DATA[i].vertex, SHADER_DATA[i].fragment); } void resources_free(Resources* self) { for (auto& shader : self->shaders) shader_free(&shader); texture_free(&self->atlas); }