#include #include #include #include "glad/glad.h" #include "glm/gtc/matrix_transform.hpp" #include "glm/gtc/type_ptr.hpp" #include "scenes/sphere.hpp" namespace cbt::scenes { sphere::sphere() { m_start = std::chrono::steady_clock::now(); } auto sphere::init() -> bool { if (!build_shader()) { return false; } build_mesh(); glEnable(GL_DEPTH_TEST); return true; } auto sphere::update(float) -> void {} auto sphere::render(int width, int height) -> void { auto now = std::chrono::steady_clock::now(); auto elapsed = std::chrono::duration(now - m_start).count(); glClearColor(0.15f, 0.15f, 0.2f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); auto aspect = float(width) / float(height); auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f); auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -4.0f}); auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.3f, 0.2f}); m_prog.use(); glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj)); glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model)); m_vao.bind(); glDrawElements(GL_TRIANGLES, m_index_count, GL_UNSIGNED_INT, nullptr); m_vao.unbind(); m_prog.unuse(); } auto sphere::build_mesh() -> void { struct vertex { glm::vec3 position; glm::vec3 normal; glm::vec2 uv; glm::vec3 color; }; std::uint32_t const div = 32; std::vector vertices; std::vector 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 auto add_face = [&](glm::vec3 const& center, glm::vec3 const& u_axis, glm::vec3 const& v_axis, std::uint32_t face_idx) -> void { for (std::uint32_t i = 0; i < div; ++i) { for (std::uint32_t j = 0; j < div; ++j) { float const s = float(i) / float(div - 1) * 2.0f - 1.0f; float const t = float(j) / float(div - 1) * 2.0f - 1.0f; // Position on cube face glm::vec3 pos = center + u_axis * s + v_axis * t; // FIX: normalize to project onto unit sphere // (the original nrz.cpp used a broken formula with p=50.0) float const len = glm::length(pos); glm::vec3 normal = pos / len; vertices.push_back({normal, normal, {float(i) / float(div - 1), float(j) / float(div - 1)}, face_colors[face_idx]}); } } }; // +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}, 0); // -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}, 1); // +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}, 2); // -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}, 3); // +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}, 4); // -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}, 5); // Generate indices for each face std::uint32_t offset = 0; for (std::uint32_t face = 0; face < 6; ++face) { for (std::uint32_t i = 0; i < div - 1; ++i) { for (std::uint32_t j = 0; j < div - 1; ++j) { std::uint32_t const a = offset + i * div + j; std::uint32_t const b = offset + (i + 1) * div + j; std::uint32_t const c = offset + (i + 1) * div + j + 1; std::uint32_t const d = offset + i * div + j + 1; // Two triangles per quad (consistent winding) indices.push_back(a); indices.push_back(b); indices.push_back(d); indices.push_back(b); indices.push_back(c); indices.push_back(d); } } offset += div * div; } m_index_count = static_cast(indices.size()); m_vbo.upload(vertices.data(), vertices.size() * sizeof(vertex)); m_ebo.upload(indices.data(), indices.size() * sizeof(std::uint32_t)); m_vao.bind(); m_vbo.bind(); m_ebo.bind(); // location 0: position (vec3) glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), nullptr); // location 1: normal (vec3) glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), reinterpret_cast(3 * sizeof(float))); // location 2: uv (vec2) glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex), reinterpret_cast(6 * sizeof(float))); // location 3: color (vec3) glEnableVertexAttribArray(3); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), reinterpret_cast(8 * sizeof(float))); m_vao.unbind(); m_vbo.unbind(); m_ebo.unbind(); } auto sphere::build_shader() -> bool { char const* vert_src = R"glsl( #version 410 core layout(location = 0) in vec3 a_pos; layout(location = 1) in vec3 a_normal; layout(location = 2) in vec2 a_uv; layout(location = 3) in vec3 a_color; uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_proj; out vec3 v_normal; out vec3 v_world_pos; out vec2 v_uv; out vec3 v_color; void main() { gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0); v_normal = mat3(u_model) * a_normal; v_world_pos = (u_model * vec4(a_pos, 1.0)).xyz; v_uv = a_uv; v_color = a_color; } )glsl"; char const* frag_src = R"glsl( #version 410 core in vec3 v_normal; in vec3 v_world_pos; in vec2 v_uv; in vec3 v_color; out vec4 frag_color; void main() { vec3 light_dir = normalize(vec3(1.0, 1.0, 2.0)); vec3 normal = normalize(v_normal); float diff = max(dot(normal, light_dir), 0.0); vec3 ambient = vec3(0.2); vec3 result = (ambient + diff * 0.8) * v_color; frag_color = vec4(result, 1.0); } )glsl"; if (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) { return false; } m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj"); m_loc_view = glGetUniformLocation(m_prog.id(), "u_view"); m_loc_model = glGetUniformLocation(m_prog.id(), "u_model"); return true; } }