style: color-code sphere faces to visualize seams

Each of the 6 cube-to-sphere faces now has a distinct color
(red, green, blue, yellow, magenta, cyan) passed via a
vertex color attribute. The fragment shader multiplies
lighting by this color instead of a uniform blue.

This makes the cube-face seams clearly visible when
inspecting the mapped sphere.
This commit is contained in:
2026-05-06 00:01:17 +02:00
parent 6f696d377b
commit 91fe3c6e8c
+33 -14
View File
@@ -53,15 +53,26 @@ auto sphere::build_mesh() -> void {
glm::vec3 position; glm::vec3 position;
glm::vec3 normal; glm::vec3 normal;
glm::vec2 uv; glm::vec2 uv;
glm::vec3 color;
}; };
std::uint32_t const div = 32; std::uint32_t const div = 32;
std::vector<vertex> vertices; std::vector<vertex> vertices;
std::vector<std::uint32_t> indices; std::vector<std::uint32_t> indices;
// Distinct colors for each cube face so seams are visible
glm::vec3 const face_colors[6] = {
{1.0f, 0.2f, 0.2f}, // +X red
{0.2f, 1.0f, 0.2f}, // -X green
{0.2f, 0.2f, 1.0f}, // +Y blue
{1.0f, 1.0f, 0.2f}, // -Y yellow
{1.0f, 0.2f, 1.0f}, // +Z magenta
{0.2f, 1.0f, 1.0f}, // -Z cyan
};
// Generate 6 cube faces, each with div x div vertices // Generate 6 cube faces, each with div x div vertices
auto add_face = [&](glm::vec3 const& center, glm::vec3 const& u_axis, auto add_face = [&](glm::vec3 const& center, glm::vec3 const& u_axis,
glm::vec3 const& v_axis) -> void { glm::vec3 const& v_axis, std::uint32_t face_idx) -> void {
for (std::uint32_t i = 0; i < div; ++i) { for (std::uint32_t i = 0; i < div; ++i) {
for (std::uint32_t j = 0; j < div; ++j) { for (std::uint32_t j = 0; j < div; ++j) {
float const s = float(i) / float(div - 1) * 2.0f - 1.0f; float const s = float(i) / float(div - 1) * 2.0f - 1.0f;
@@ -75,23 +86,23 @@ auto sphere::build_mesh() -> void {
float const len = glm::length(pos); float const len = glm::length(pos);
glm::vec3 normal = pos / len; glm::vec3 normal = pos / len;
vertices.push_back({normal, normal, {float(i) / float(div - 1), float(j) / float(div - 1)}}); vertices.push_back({normal, normal, {float(i) / float(div - 1), float(j) / float(div - 1)}, face_colors[face_idx]});
} }
} }
}; };
// +X face (right) // +X face (right)
add_face(glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}); add_face(glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}, 0);
// -X face (left) // -X face (left)
add_face(glm::vec3{-1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{0.0f, 0.0f, -1.0f}); add_face(glm::vec3{-1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{0.0f, 0.0f, -1.0f}, 1);
// +Y face (top) // +Y face (top)
add_face(glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, -1.0f}); add_face(glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, -1.0f}, 2);
// -Y face (bottom) // -Y face (bottom)
add_face(glm::vec3{0.0f, -1.0f, 0.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}); add_face(glm::vec3{0.0f, -1.0f, 0.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}, 3);
// +Z face (front) // +Z face (front)
add_face(glm::vec3{0.0f, 0.0f, 1.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}); add_face(glm::vec3{0.0f, 0.0f, 1.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, 4);
// -Z face (back) // -Z face (back)
add_face(glm::vec3{0.0f, 0.0f, -1.0f}, glm::vec3{-1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}); add_face(glm::vec3{0.0f, 0.0f, -1.0f}, glm::vec3{-1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, 5);
// Generate indices for each face // Generate indices for each face
std::uint32_t offset = 0; std::uint32_t offset = 0;
@@ -132,16 +143,21 @@ auto sphere::build_mesh() -> void {
// location 1: normal (vec3) // location 1: normal (vec3)
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(vertex),
reinterpret_cast<void*>(offsetof(vertex, normal))); reinterpret_cast<void*>(3 * sizeof(float)));
// location 2: uv (vec2) // location 2: uv (vec2)
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex), glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex),
reinterpret_cast<void*>(3 * sizeof(float) + 3 * sizeof(float))); reinterpret_cast<void*>(6 * sizeof(float)));
// location 3: color (vec3)
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex),
reinterpret_cast<void*>(8 * sizeof(float)));
m_ebo.unbind();
m_vbo.unbind();
m_vao.unbind(); m_vao.unbind();
m_vbo.unbind();
m_ebo.unbind();
} }
auto sphere::build_shader() -> bool { auto sphere::build_shader() -> bool {
@@ -150,17 +166,20 @@ auto sphere::build_shader() -> bool {
layout(location = 0) in vec3 a_pos; layout(location = 0) in vec3 a_pos;
layout(location = 1) in vec3 a_normal; layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_uv; layout(location = 2) in vec2 a_uv;
layout(location = 3) in vec3 a_color;
uniform mat4 u_model; uniform mat4 u_model;
uniform mat4 u_view; uniform mat4 u_view;
uniform mat4 u_proj; uniform mat4 u_proj;
out vec3 v_normal; out vec3 v_normal;
out vec3 v_world_pos; out vec3 v_world_pos;
out vec2 v_uv; out vec2 v_uv;
out vec3 v_color;
void main() { void main() {
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0); gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
v_normal = mat3(u_model) * a_normal; v_normal = mat3(u_model) * a_normal;
v_world_pos = (u_model * vec4(a_pos, 1.0)).xyz; v_world_pos = (u_model * vec4(a_pos, 1.0)).xyz;
v_uv = a_uv; v_uv = a_uv;
v_color = a_color;
} }
)glsl"; )glsl";
@@ -169,14 +188,14 @@ auto sphere::build_shader() -> bool {
in vec3 v_normal; in vec3 v_normal;
in vec3 v_world_pos; in vec3 v_world_pos;
in vec2 v_uv; in vec2 v_uv;
in vec3 v_color;
out vec4 frag_color; out vec4 frag_color;
void main() { void main() {
vec3 light_dir = normalize(vec3(1.0, 1.0, 2.0)); vec3 light_dir = normalize(vec3(1.0, 1.0, 2.0));
vec3 normal = normalize(v_normal); vec3 normal = normalize(v_normal);
float diff = max(dot(normal, light_dir), 0.0); float diff = max(dot(normal, light_dir), 0.0);
vec3 ambient = vec3(0.2); vec3 ambient = vec3(0.2);
vec3 color = vec3(0.4, 0.6, 1.0); vec3 result = (ambient + diff * 0.8) * v_color;
vec3 result = (ambient + diff * 0.8) * color;
frag_color = vec4(result, 1.0); frag_color = vec4(result, 1.0);
} }
)glsl"; )glsl";