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LibSoftGPU: Transform normals during T&L stage
As well as Vertex Positions, the normals also need to be transformed into eye-space so that lighting can be applied correctly.
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@ -636,6 +636,11 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
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triangle.vertices[1].eye_coordinates = model_view_transform * triangle.vertices[1].position;
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triangle.vertices[2].eye_coordinates = model_view_transform * triangle.vertices[2].position;
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// Transform the vertex normals into eye-space
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triangle.vertices[0].normal = transform_direction(model_view_transform, triangle.vertices[0].normal);
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triangle.vertices[1].normal = transform_direction(model_view_transform, triangle.vertices[1].normal);
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triangle.vertices[2].normal = transform_direction(model_view_transform, triangle.vertices[2].normal);
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// Transform eye coordinates into clip coordinates using the projection transform
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triangle.vertices[0].clip_coordinates = projection_transform * triangle.vertices[0].eye_coordinates;
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triangle.vertices[1].clip_coordinates = projection_transform * triangle.vertices[1].eye_coordinates;
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