package electrosphere.engine.assetmanager; /** * Assets that should be included by the engine by default or generated */ public class AssetDataStrings { public static final String ASSET_STRING_BITMAP_FONT_MESH_NAME = "quad"; public static final String ASSET_STRING_SKYBOX_BASIC = "skyboxBasic"; public static final String BITMAP_CHARACTER_MODEL = "bitmapCharacterModel"; public static final String LEAVES_MODEL = "leaves"; /** * Shaders */ public static final String SHADER_DEFAULT_VERT = "Shaders/VertexShader.vs"; public static final String SHADER_DEFAULT_FRAG = "Shaders/FragmentShader.fs"; public static final String SHADER_BLOCK_SINGLE_VERT = "Shaders/entities/blocksingle/block.vs"; public static final String SHADER_BLOCK_SINGLE_FRAG = "Shaders/entities/blocksingle/block.fs"; /** * The basic geometry of the engine */ public static final String UNITSPHERE = "unitSphere"; public static final String UNITCYLINDER = "unitCylinder"; public static final String UNITCUBE = "unitCube"; public static final String MODEL_PARTICLE = "particleModel"; public static final String TEXTURE_PARTICLE = "particleTexture"; public static final String POSE_EMPTY = "poseEmpty"; public static final String MODEL_BLOCK_SINGLE = "modelBlockSingle"; /** * Fundamental textures of the engine */ public static final String TEXTURE_TEAL_TRANSPARENT = "Textures/color/transparent_teal.png"; /** * Atlas texture paths */ public static final String TEXTURE_BLOCK_ATLAS = "textureBlockAtlas"; /** * UI textures */ public static final String UI_ENGINE_LOGO_1 = "Textures/engine/stormenginelogo1.png"; public static final String UI_FRAME_TEXTURE_DEFAULT_1 = "Textures/ui/uiFrame1.png"; public static final String UI_FRAME_TEXTURE_DEFAULT_2 = "Textures/ui/uiFrame2.png"; public static final String UI_FRAME_TEXTURE_DEFAULT_3 = "Textures/ui/panel-001.png"; /** * UI generic audio */ public static final String UI_TONE_CONFIRM_PRIMARY = "Audio/ui/generic/confirm_style_4_001.wav"; public static final String UI_TONE_CONFIRM_SECONDARY = "Audio/ui/generic/confirm_style_4_003.wav"; public static final String UI_TONE_CURSOR_PRIMARY = "Audio/ui/generic/cursor_style_2.wav"; public static final String UI_TONE_CURSOR_SECONDARY = "Audio/ui/generic/cursor_style_4.wav"; public static final String UI_TONE_BACK_PRIMARY = "Audio/ui/generic/back_style_4_001.wav"; public static final String UI_TONE_BACK_SECONDARY = "Audio/ui/generic/back_style_4_003.wav"; public static final String UI_TONE_ERROR_PRIMARY = "Audio/ui/generic/error_style_4_002.wav"; public static final String UI_TONE_ERROR_SECONDARY = "Audio/ui/generic/error_style_4_001.wav"; /** * UI button-specific audio */ public static final String UI_TONE_BUTTON_TITLE = "Audio/ui/generic/back_style_4_007.wav"; /** * UI menu audio */ public static final String UI_SFX_INVENTORY_OPEN = "Audio/ui/menu/Open Inventory Bag A.wav"; public static final String UI_SFX_INVENTORY_CLOSE = "Audio/ui/menu/Close Inventory Bag A.wav"; /** * UI item audio */ public static final String UI_SFX_ITEM_GRAB = "Audio/ui/items/inventoryGrabItem.ogg"; public static final String UI_SFX_ITEM_RELEASE = "Audio/ui/items/inventorySlotItem.ogg"; /** * Compute shaders */ public static final String COMPUTE_LIGHT_CLUSTER = "Shaders/core/light/cluster.comp"; public static final String COMPUTE_LIGHT_CULL = "Shaders/core/light/cull.comp"; }