GSOC 26: normal (bump) map support - #9067
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what
adds normal (bump) map support (
map_Bump), the last of the mtl texture maps. a normal-mapped material perturbs the surface normal per pixel so lighting shows surface detail that isn't in the geometry.how
normal mapping needs a per-vertex tangent basis, which p5 didn't have. the pieces:
p5.Geometry.computeTangents()(new) computes a per-vertex surface tangent from the uvs (edge vectors + uv deltas, accumulated per vertex, Gram-Schmidt orthogonalised against the normal). the bitangent handedness is stored in the tangent'swso the shader can rebuild it ascross(normal, tangent) * w.buildMaterialPartshands each part its slice, mirroring how normals flow.aTangentvertex attribute (defaults to a dummy so it's always valid; the shader only uses it when a normal map is bound).phong.verttransforms the tangent into view space alongside the normal and passes it on.phong.fragrebuilds the TBN basis, samples the normal map, and perturbs the normal, gated byuHasNormalMapso untextured draws are unaffected.zero regression
the
aTangentattribute and shader branch are gated/defaulted so existing 3D draws are untouched. confirmed by the full visual + unit suite staying green.testing
computeTangents()unit test with a known triangle (asserts the exact tangent vector + handedness), plus the no-uvs caseloadModeltest: a normal-mapped obj computes tangents, and the part carries both the normal map and its own per-vertex tangentsmtlToPartStateunit test for the normal map fieldpart of the gsoc multi-material .mtl work, follows #8879, #8955, #9063, and #9066.