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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 /src/gpu
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 'src/gpu')
-rw-r--r--src/gpu/effects/shaders.cc1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 4fc8108..0646f92 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -40,6 +40,7 @@ void InitShaderComposer() {
AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR);
register_if_exists("render/lighting_utils",
AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS);
+ register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH);
register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES);