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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 13:54:23 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 13:54:23 +0100 |
| commit | 844f5d32f37877bf65e72bcfb994d39b713a7317 (patch) | |
| tree | 1c4ac55126b8392a15293b6871f0ecf4daf858ad /src/3d/renderer.h | |
| parent | fc4c3a907ebe73169d9b869bc9d559645a23cbe9 (diff) | |
feat(3d): Support non-uniform scale and shadows on rasterized objects
- Implemented full support for non-uniform scaling by calculating and passing the 'model_inverse_transpose' matrix to the shader for correct normal transformation.
- Added 'transpose()' and 'inverse()' methods to the 'mat4' class in 'mini_math.h'.
- Refactored the shader to use the new matrix for lighting rasterized objects.
- Updated the test scene to use a rasterized floor (CUBE) instead of an SDF one, ensuring it receives correct lighting and shadows even with non-uniform scale.
Diffstat (limited to 'src/3d/renderer.h')
| -rw-r--r-- | src/3d/renderer.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h index c4fec06..43e7cfe 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -23,6 +23,7 @@ struct GlobalUniforms { // Matches the GPU struct layout struct ObjectData { mat4 model; + mat4 model_inverse_transpose; vec4 color; vec4 params; // Type, etc. }; |
