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LibGL+LibSoftGPU: Implement normalization of normals
* LibGL now supports the `GL_NORMALIZE` capability * LibSoftGPU transforms and normalizes the vertices' normals Normals are heavily used in texture coordinate generation, to be implemented in a future commit.
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4 changed files with 38 additions and 4 deletions
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@ -524,7 +524,8 @@ DeviceInfo Device::info() const
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};
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}
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void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units)
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void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const& transform, FloatMatrix3x3 const& normal_transform,
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FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units)
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{
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// At this point, the user has effectively specified that they are done with defining the geometry
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// of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
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@ -675,8 +676,17 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
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continue;
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}
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if (area > 0) {
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if (area > 0)
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swap(triangle.vertices[0], triangle.vertices[1]);
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// Transform normals
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triangle.vertices[0].normal = normal_transform * triangle.vertices[0].normal;
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triangle.vertices[1].normal = normal_transform * triangle.vertices[1].normal;
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triangle.vertices[2].normal = normal_transform * triangle.vertices[2].normal;
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if (m_options.normalization_enabled) {
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triangle.vertices[0].normal.normalize();
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triangle.vertices[1].normal.normalize();
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triangle.vertices[2].normal.normalize();
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}
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submit_triangle(triangle, enabled_texture_units);
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