diff options
| 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 | |
| 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')
| -rw-r--r-- | src/3d/renderer.cc | 14 | ||||
| -rw-r--r-- | src/3d/renderer.h | 1 |
2 files changed, 11 insertions, 4 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index 267c165..b655588 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -20,6 +20,7 @@ struct GlobalUniforms { struct ObjectData { model: mat4x4<f32>, + model_inv_tr: mat4x4<f32>, color: vec4<f32>, params: vec4<f32>, }; @@ -152,13 +153,13 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { var normal: vec3<f32>; let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0)); - if (obj_type == 0.0) { // Rasterized object (like the floor) + if (obj_type == 0.0) { // Rasterized object p = in.world_pos; let local_normal = normalize(cross(dpdx(in.local_pos), dpdy(in.local_pos))); - // Simplified normal transform (incorrect for non-uniform scale, but works for axis-aligned floor) - let model_mat3 = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz); - normal = normalize(model_mat3 * local_normal); + // Correct normal transformation using inverse transpose + let mat3_it = mat3x3<f32>(obj.model_inv_tr[0].xyz, obj.model_inv_tr[1].xyz, obj.model_inv_tr[2].xyz); + normal = normalize(mat3_it * local_normal); } else { // SDF object let center = vec3<f32>(obj.model[3].x, obj.model[3].y, obj.model[3].z); let scale = length(vec3<f32>(obj.model[0].x, obj.model[0].y, obj.model[0].z)); @@ -420,6 +421,11 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, for (const auto& obj : scene.objects) { ObjectData data; data.model = obj.get_model_matrix(); + + // Calculate Inverse Transpose for correct normal transformation + mat4 inverse = data.model.inverse(); + data.model_inverse_transpose = mat4::transpose(inverse); + data.color = obj.color; float type_id = 0.0f; if (obj.type == ObjectType::SPHERE) 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. }; |
