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authorskal <pascal.massimino@gmail.com>2026-02-06 06:51:16 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 06:51:16 +0100
commitb68c8d8cbe9274e42a89888186152d4ded1a2962 (patch)
tree0d0d64ecaad2dadd29a4eff3daeb96867437d1ae /assets/final/test_assets_list.txt
parent32a6d4f516b2ff45e25ddc7870e5400c2973fb9a (diff)
feat(3d): Implement basic OBJ mesh asset pipeline
Added support for loading and rendering OBJ meshes. - Updated asset_packer to parse .obj files into a binary format. - Added MeshAsset and GetMeshAsset helper to asset_manager. - Extended Object3D with mesh_asset_id and ObjectType::MESH. - Implemented mesh rasterization pipeline in Renderer3D. - Added a sample cube mesh and verified in test_3d_render.
Diffstat (limited to 'assets/final/test_assets_list.txt')
-rw-r--r--assets/final/test_assets_list.txt14
1 files changed, 14 insertions, 0 deletions
diff --git a/assets/final/test_assets_list.txt b/assets/final/test_assets_list.txt
index c9dd83b..7cded99 100644
--- a/assets/final/test_assets_list.txt
+++ b/assets/final/test_assets_list.txt
@@ -5,5 +5,19 @@ SHADER_SNIPPET_A, NONE, shaders/test_snippet_a.wgsl, "Test snippet A"
SHADER_SNIPPET_B, NONE, shaders/test_snippet_b.wgsl, "Test snippet B"
PROC_NOISE_256, PROC(gen_noise, 4321, 8), _, "Procedural noise for testing"
TEST_IMAGE, NONE, test_image.tga, "A test TGA image"
+TEST_MESH, NONE, test_mesh.obj, "A simple test cube mesh"
PROC_UNKNOWN, PROC(gen_unknown_func, 0), _, "Unknown proc function"
PROC_FAIL, PROC(gen_noise, -1337, 8), _, "Failing proc function"
+
+# --- Required Shaders for Renderer3D ---
+SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" \ No newline at end of file