79 lines
1.4 KiB
C++
79 lines
1.4 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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namespace deerith
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{
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glm::ivec3 voxel_direction_order[6] = {
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glm::ivec3(-1, 0, 0),
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glm::ivec3(1, 0, 0),
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glm::ivec3(0, -1, 0),
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glm::ivec3(0, 1, 0),
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glm::ivec3(0, 0, -1),
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glm::ivec3(0, 0, 1),
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};
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glm::vec2 voxel_uv_order[4] = {
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glm::vec2(0.0f, 0.0f),
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glm::vec2(1.0f, 0.0f),
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glm::vec2(0.0f, 1.0f),
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glm::vec2(1.0f, 1.0f),
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};
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glm::vec3 voxel_direction_vertices[6][4] = {
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// -X
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{
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{0, 0, 1},
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{0, 0, 0},
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{0, 1, 1},
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{0, 1, 0},
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},
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// +X
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{
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{1, 0, 0},
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{1, 0, 1},
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{1, 1, 0},
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{1, 1, 1},
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},
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// -Y
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{
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{0, 0, 1},
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{1, 0, 1},
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{0, 0, 0},
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{1, 0, 0},
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},
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// +Y
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{
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{0, 1, 0},
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{1, 1, 0},
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{0, 1, 1},
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{1, 1, 1},
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},
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// -Z
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{
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{0, 0, 0},
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{1, 0, 0},
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{0, 1, 0},
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{1, 1, 0},
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},
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// +Z
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{
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{1, 0, 1},
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{0, 0, 1},
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{1, 1, 1},
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{0, 1, 1},
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},
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};
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uint32_t face_indices_order[6] = {
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0,
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2,
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1,
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3,
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1,
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2,
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};
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} |