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authorskal <pascal.massimino@gmail.com>2026-02-08 07:00:28 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 07:00:28 +0100
commit1bc1cf8cd2c66bbae615a5ddba883b7cd55bd67f (patch)
tree15d989e9ff31c1a691bfaa840f661f3eed92a6b2 /src/generated/assets_data.cc
parentef3839ac767057d80feb55aaaf3f4ededfe69e91 (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.cc46
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;
+}
+