OpenGL: add NormalMatrix & inverse to new API

Part of T49450
This commit is contained in:
Mike Erwin 2016-10-23 23:37:53 -04:00
parent 2cb45c9938
commit 1abdb0c2ee
2 changed files with 40 additions and 0 deletions

View File

@ -126,6 +126,9 @@ const float *gpuGetModelViewMatrix3D(float m[4][4]);
const float *gpuGetProjectionMatrix3D(float m[4][4]);
const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]);
const float *gpuGetNormalMatrix(float m[3][3]);
const float *gpuGetNormalMatrixInverse(float m[3][3]);
#if SUPPORT_LEGACY_MATRIX
/* copy top matrix from each legacy stack into new fresh stack */

View File

@ -615,6 +615,34 @@ const float *gpuGetModelViewProjectionMatrix3D(float m[4][4])
return (const float*)m;
}
const float *gpuGetNormalMatrix(float m[3][3])
{
if (m == NULL) {
static Mat3 temp3;
m = temp3;
}
copy_m3_m4(m, gpuGetModelViewMatrix3D(NULL));
invert_m3(m);
transpose_m3(m);
return (const float*)m;
}
const float *gpuGetNormalMatrixInverse(float m[3][3])
{
if (m == NULL) {
static Mat3 temp3;
m = temp3;
}
gpuGetNormalMatrix(m);
invert_m3(m);
return (const float*)m;
}
void gpuBindMatrices(GLuint program)
{
/* TODO: split this into 2 functions
@ -623,6 +651,7 @@ void gpuBindMatrices(GLuint program)
GLint loc_MV = glGetUniformLocation(program, "ModelViewMatrix");
GLint loc_P = glGetUniformLocation(program, "ProjectionMatrix");
GLint loc_MVP = glGetUniformLocation(program, "ModelViewProjectionMatrix");
GLint loc_N = glGetUniformLocation(program, "NormalMatrix");
/* 2) set uniform values to matrix stack values
* program needs to be bound
@ -655,6 +684,14 @@ void gpuBindMatrices(GLuint program)
glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
}
if (loc_N != -1) {
#if DEBUG_MATRIX_BIND
puts("setting 3D normal matrix");
#endif
glUniformMatrix3fv(loc_N, 1, GL_FALSE, gpuGetNormalMatrix(NULL));
}
state.dirty = false;
}