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Quick, tidy and (good) lazy access to image, shader, font assets

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ofxAssets

Introduction

ofxAssets is an openFrameworks addon for simple access to assets inside your data folder.

Usage

Include source and headers

Setup the addon with your project (e.g. drag the ofxAssets src files into your XCode project).

Put assets into an assets folder

Assets go inside data/assets

appFolder/
appFolder/data/assets/images - places images here (png, jpg, jpeg)
appFolder/data/assets/shaders - place any shaders here (vert, frag, geom)
appFolder/data/assets/fonts - place any font files here (ttf)

Use ofxAssets in your code

header

#include “ofxAssets.h”
using namespace ofxAssets; // this is optional

source

//example
void testApp::draw() {

    // quick access to assets
	image("imageName").draw(10,10);	
	font("fontName", 30).drawString("...", 10, 10); 
	shader("shaderName").begin();
    
    // if you don’t put ‘using namespace ofxAssets’ at the top of your source or header, then use:	
	ofxAssets::image("imageName").draw(10,10);
}

You can also reload the asset register (e.g. you edit an image externally and what to see it updated in your app) using

AssetRegister::refresh()

Notes

Don't write the extension into your code

If your asset filename is background.png, then you access this asset without the extension, e.g. image("background").

Shaders are merged

If phong.vert and phong.frag both exist in your assets/shaders folder, then they will all be merged into one shader asset shader("phong"). This is of course true for any combinationn of fragment vertex and geometry shader files. Your filesystem is not affected by this 'merging'.

References

The functions:

  • image(string)
  • font(string, int)
  • shader(string)

All return non-const references to instances of relevent types, i.e.:

  • ofImage
  • ofTrueTypeFont
  • ofShader

respectively.

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Quick, tidy and (good) lazy access to image, shader, font assets

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