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path: root/src/GFX/Util/Primitives.cpp
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#include "Primitives.hpp"

namespace MC::GFX::Util::Primitives {

PlanePrimitive plane(AABB aabb, FaceSet face) {
    decltype(PlanePrimitive::positions) positions;
    auto [min, max] = aabb;

    switch (face) {
    case FaceSet::Front:
        positions = {{
            {min.x(), min.y(), min.z()}, {min.x(), max.y(), min.z()},
            {max.x(), max.y(), min.z()}, {max.x(), min.y(), min.z()}
        }};
        break;
    case FaceSet::Back:
        positions = {{
            {min.x(), min.y(), max.z()}, {max.x(), min.y(), max.z()},
            {max.x(), max.y(), max.z()}, {min.x(), max.y(), max.z()}
        }};
        break;
    case FaceSet::Top:
        positions = {{
            {min.x(), max.y(), min.z()}, {min.x(), max.y(), max.z()},
            {max.x(), max.y(), max.z()}, {max.x(), max.y(), min.z()}
        }};
        break;
    case FaceSet::Bottom:
        positions = {{
            {min.x(), min.y(), min.z()}, {max.x(), min.y(), min.z()},
            {max.x(), min.y(), max.z()}, {min.x(), min.y(), max.z()}
        }};
        break;
    case FaceSet::Right:
        positions = {{
            {max.x(), min.y(), min.z()}, {max.x(), max.y(), min.z()},
            {max.x(), max.y(), max.z()}, {max.x(), min.y(), max.z()}
        }};
        break;
    case FaceSet::Left:
        positions = {{
            {min.x(), min.y(), min.z()}, {min.x(), min.y(), max.z()},
            {min.x(), max.y(), max.z()}, {min.x(), max.y(), min.z()}
        }};
        break;
    }

    auto is_side = [=](FaceSet f) -> I8 { return f == face; };
    Vector<3, F32> normal = {
        is_side(FaceSet::Right) - is_side(FaceSet::Left),
        is_side(FaceSet::Top) - is_side(FaceSet::Bottom),
        is_side(FaceSet::Front) - is_side(FaceSet::Back),
    };

    return {positions, {normal, normal, normal, normal}, {0, 1, 2, 2, 3, 0}};
}

BoxPrimitive box(AABB aabb, FaceSet faces) {
    BoxPrimitive box{};
    auto [min, max] = aabb;

    UInt set_faces = 0;
    U8 face_value = 1;
    for (UInt face_index = 0; face_index < FaceSet::Size; face_index++, face_value <<= 1) {
        FaceSet face = (FaceSet::Value)face_value;
        if ((faces & face) == 0) continue;

        AABB face_aabb;
        switch (face) {
        case FaceSet::Front:
            face_aabb = {min, {max.x(), max.y(), min.z()}};
            break;
        case FaceSet::Back:
            face_aabb = {{min.x(), min.y(), max.z()}, max};
            break;
        case FaceSet::Top:
            face_aabb = {{min.x(), max.y(), min.z()}, {max.x(), max.y(), max.z()}};
            break;
        case FaceSet::Bottom:
            face_aabb = {min, {max.x(), min.y(), max.z()}};
            break;
        case FaceSet::Right:
            face_aabb = {{max.x(), min.y(), min.z()}, max};
            break;
        case FaceSet::Left:
            face_aabb = {min, {min.x(), max.y(), max.z()}};
            break;
        }

        auto p = plane(face_aabb, face);

        for (UInt i = 0; i < p.positions.size(); i++) {
            box.positions[set_faces * 4 + i] = p.positions[i];
        }
        for (UInt i = 0; i < p.normals.size(); i++) {
            box.normals[set_faces * 4 + i] = p.normals[i];
        }
        for (UInt i = 0; i < p.indices.size(); i++) {
            box.indices[set_faces * 6 + i] = p.indices[i] + set_faces * 4;
        }
        set_faces++;
    }

    return box;
}

}