2026-11-08 21:31:52 +01:00

79 lines
1.4 KiB
C++

#pragma once
#include <glm/glm.hpp>
namespace deerith
{
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),
};
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),
};
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},
},
};
uint32_t face_indices_order[6] = {
0,
2,
1,
3,
1,
2,
};
}