diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-08 07:00:28 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 07:00:28 +0100 |
| commit | 1bc1cf8cd2c66bbae615a5ddba883b7cd55bd67f (patch) | |
| tree | 15d989e9ff31c1a691bfaa840f661f3eed92a6b2 /src/generated/assets_data.cc | |
| parent | ef3839ac767057d80feb55aaaf3f4ededfe69e91 (diff) | |
feat(3d): Implement Blender export and binary scene loading pipeline
Diffstat (limited to 'src/generated/assets_data.cc')
| -rw-r--r-- | src/generated/assets_data.cc | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc index 49d7368..b9a6a8a 100644 --- a/src/generated/assets_data.cc +++ b/src/generated/assets_data.cc @@ -1,5 +1,6 @@ // This file is auto-generated by asset_packer.cc. Do not edit. +#include <cstring> #include "util/asset_manager.h" #include "assets.h" namespace procedural { void gen_noise(uint8_t*, int, int, const float*, int); } @@ -369390,3 +369391,48 @@ size_t GetAssetCount() { return 41; } +AssetId GetAssetIdByName(const char* name) { + if (std::strcmp(name, "KICK_1") == 0) return AssetId::ASSET_KICK_1; + if (std::strcmp(name, "KICK_2") == 0) return AssetId::ASSET_KICK_2; + if (std::strcmp(name, "SNARE_1") == 0) return AssetId::ASSET_SNARE_1; + if (std::strcmp(name, "SNARE_2") == 0) return AssetId::ASSET_SNARE_2; + if (std::strcmp(name, "SNARE_3") == 0) return AssetId::ASSET_SNARE_3; + if (std::strcmp(name, "HIHAT_1") == 0) return AssetId::ASSET_HIHAT_1; + if (std::strcmp(name, "HIHAT_2") == 0) return AssetId::ASSET_HIHAT_2; + if (std::strcmp(name, "HIHAT_3") == 0) return AssetId::ASSET_HIHAT_3; + if (std::strcmp(name, "CRASH_1") == 0) return AssetId::ASSET_CRASH_1; + if (std::strcmp(name, "RIDE_1") == 0) return AssetId::ASSET_RIDE_1; + if (std::strcmp(name, "SPLASH_1") == 0) return AssetId::ASSET_SPLASH_1; + if (std::strcmp(name, "BASS_1") == 0) return AssetId::ASSET_BASS_1; + if (std::strcmp(name, "BASS_2") == 0) return AssetId::ASSET_BASS_2; + if (std::strcmp(name, "BASS_3") == 0) return AssetId::ASSET_BASS_3; + if (std::strcmp(name, "NOISE_TEX") == 0) return AssetId::ASSET_NOISE_TEX; + if (std::strcmp(name, "SHADER_RENDERER_3D") == 0) return AssetId::ASSET_SHADER_RENDERER_3D; + if (std::strcmp(name, "SHADER_COMMON_UNIFORMS") == 0) return AssetId::ASSET_SHADER_COMMON_UNIFORMS; + if (std::strcmp(name, "SHADER_SDF_PRIMITIVES") == 0) return AssetId::ASSET_SHADER_SDF_PRIMITIVES; + if (std::strcmp(name, "SHADER_LIGHTING") == 0) return AssetId::ASSET_SHADER_LIGHTING; + if (std::strcmp(name, "SHADER_RAY_BOX") == 0) return AssetId::ASSET_SHADER_RAY_BOX; + if (std::strcmp(name, "SHADER_MAIN") == 0) return AssetId::ASSET_SHADER_MAIN; + if (std::strcmp(name, "SHADER_PARTICLE_COMPUTE") == 0) return AssetId::ASSET_SHADER_PARTICLE_COMPUTE; + if (std::strcmp(name, "SHADER_PARTICLE_RENDER") == 0) return AssetId::ASSET_SHADER_PARTICLE_RENDER; + if (std::strcmp(name, "SHADER_PASSTHROUGH") == 0) return AssetId::ASSET_SHADER_PASSTHROUGH; + if (std::strcmp(name, "SHADER_ELLIPSE") == 0) return AssetId::ASSET_SHADER_ELLIPSE; + if (std::strcmp(name, "SHADER_PARTICLE_SPRAY_COMPUTE") == 0) return AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE; + if (std::strcmp(name, "SHADER_GAUSSIAN_BLUR") == 0) return AssetId::ASSET_SHADER_GAUSSIAN_BLUR; + if (std::strcmp(name, "SHADER_SOLARIZE") == 0) return AssetId::ASSET_SHADER_SOLARIZE; + if (std::strcmp(name, "SHADER_DISTORT") == 0) return AssetId::ASSET_SHADER_DISTORT; + if (std::strcmp(name, "SHADER_CHROMA_ABERRATION") == 0) return AssetId::ASSET_SHADER_CHROMA_ABERRATION; + if (std::strcmp(name, "SHADER_VISUAL_DEBUG") == 0) return AssetId::ASSET_SHADER_VISUAL_DEBUG; + if (std::strcmp(name, "SHADER_SKYBOX") == 0) return AssetId::ASSET_SHADER_SKYBOX; + if (std::strcmp(name, "SHADER_MATH_SDF_SHAPES") == 0) return AssetId::ASSET_SHADER_MATH_SDF_SHAPES; + if (std::strcmp(name, "SHADER_MATH_SDF_UTILS") == 0) return AssetId::ASSET_SHADER_MATH_SDF_UTILS; + if (std::strcmp(name, "SHADER_RENDER_SHADOWS") == 0) return AssetId::ASSET_SHADER_RENDER_SHADOWS; + if (std::strcmp(name, "SHADER_RENDER_SCENE_QUERY_BVH") == 0) return AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH; + if (std::strcmp(name, "SHADER_RENDER_SCENE_QUERY_LINEAR") == 0) return AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR; + if (std::strcmp(name, "SHADER_RENDER_LIGHTING_UTILS") == 0) return AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS; + if (std::strcmp(name, "SHADER_MESH") == 0) return AssetId::ASSET_SHADER_MESH; + if (std::strcmp(name, "MESH_CUBE") == 0) return AssetId::ASSET_MESH_CUBE; + if (std::strcmp(name, "DODECAHEDRON") == 0) return AssetId::ASSET_DODECAHEDRON; + return AssetId::ASSET_LAST_ID; +} + |
