#pragma once #include namespace deerith { inline constexpr glm::ivec3 voxel_direction_order[6] = { glm::ivec3(-1, 0, 0), glm::ivec3(1, 0, 0), glm::ivec3(0, -1, 0), glm::ivec3(0, 1, 0), glm::ivec3(0, 0, -1), glm::ivec3(0, 0, 1), }; inline constexpr glm::vec2 voxel_uv_order[4] = { glm::vec2(0.0f, 0.0f), glm::vec2(1.0f, 0.0f), glm::vec2(0.0f, 1.0f), glm::vec2(1.0f, 1.0f), }; inline constexpr glm::vec3 voxel_direction_vertices[6][4] = { // -X { {0, 0, 1}, {0, 0, 0}, {0, 1, 1}, {0, 1, 0}, }, // +X { {1, 0, 0}, {1, 0, 1}, {1, 1, 0}, {1, 1, 1}, }, // -Y { {0, 0, 1}, {1, 0, 1}, {0, 0, 0}, {1, 0, 0}, }, // +Y { {0, 1, 0}, {1, 1, 0}, {0, 1, 1}, {1, 1, 1}, }, // -Z { {0, 0, 0}, {1, 0, 0}, {0, 1, 0}, {1, 1, 0}, }, // +Z { {1, 0, 1}, {0, 0, 1}, {1, 1, 1}, {0, 1, 1}, }, }; inline constexpr uint32_t face_indices_order[6] = { 0, 2, 1, 3, 1, 2, }; }