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forge-basic-lighting

Add Blinn-Phong lighting (ambient + diffuse + specular) to a 3D scene with world-space normals, light direction, and camera position uniforms. Use when someone needs to light a mesh, add shading, or implement basic real-time lighting in SDL3 GPU.

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forge-basic-lighting
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Add Blinn-Phong lighting (ambient + diffuse + specular) to a 3D scene with world-space normals, light direction, and camera position uniforms. Use when someone needs to light a mesh, add shading, or implement basic real-time lighting in SDL3 GPU.
# Basic Lighting — Blinn-Phong Shading This skill teaches how to add Blinn-Phong lighting to a rendered 3D scene. It builds on `scene-loading` (Lesson 09) and adds world-space lighting calculations in the fragment shader. ## When to use - Adding lighting/shading to a 3D model or scene - Implementing ambient, diffuse, or specular shading - Passing light direction and camera position as shader uniforms - Transforming normals from object space to world space - Setting up a fragment shader with per-pixel lighting ## Key API calls (ordered) 1. `forge_gltf_load(path, &scene)` — parse glTF (provides normals) 2. Upload vertex + index buffers to GPU (same as scene-loading skill) 3. `SDL_CreateGPUGraphicsPipeline` — 3 vertex attributes (pos, normal, uv) 4. `SDL_PushGPUVertexUniformData` — push MVP matrix + Model matrix (128 bytes) 5. `SDL_PushGPUFragmentUniformData` — push lighting params (64 bytes) 6. `SDL_DrawGPUIndexedPrimitives` — draw with lighting ## Uniform layouts ### Vertex uniforms (128 bytes) Both matrices must be `column_major` in HLSL to match C `mat4` layout. ```c typedef struct VertUniforms { mat4 mvp; /* combined Model-View-Projection for clip space */ mat4 model; /* model (world) matrix for lighting calculations */ } VertUniforms; ``` ```hlsl cbuffer VertUniforms : register(b0, space1) { column_major float4x4 mvp; column_major float4x4 model; }; ``` ### Fragment uniforms (64 bytes) Use `float4` (not `float3`) for vectors to avoid HLSL cbuffer packing issues. ```c typedef struct FragUniforms { float base_color[4]; /* material color (RGBA) */ float light_dir[4]; /* normalized, toward light (xyz) */ float eye_pos[4]; /* camera world position (xyz) */ Uint32 has_texture; /* 0 = solid color, 1 = sample tex */ float shininess; /* specular exponent (32, 64, 128...) */ float ambient; /* ambient intensity [0..1] */ float specular_str; /* specular intensity [0..1] */ } FragUniforms; ``` ```hlsl cbuffer FragUniforms : register(b0, space3) { float4 base_color; float4 light_dir; float4 eye_pos; uint has_texture; float shininess; float ambient; float specular_str; }; ``` ## Code template ### Vertex shader — normal transformation (adjugate transpose) ```hlsl /* World-space position for view direction calculation */ float4 wp = mul(model, float4(input.position, 1.0)); output.world_pos = wp.xyz; /* Transform normal by the ADJUGATE TRANSPOSE of the model matrix's * upper-left 3x3. Unlike (float3x3)model, this preserves * perpendicularity even under non-uniform scale. The rows of the * adjugate transpose are cross products of pairs of model matrix rows. * Do NOT normalize here — the rasterizer will interpolate, and we * normalize per-pixel in the fragment shader. */ float3x3 m = (float3x3)model; float3x3 adj_t; adj_t[0] = cross(m[1], m[2]); adj_t[1] = cross(m[2], m[0]); adj_t[2] = cross(m[0], m[1]); output.world_norm = mul(adj_t, input.normal); ``` ### Fragment shader — Blinn-Phong ```hlsl /* MUST normalize after interpolation — interpolated normals aren't unit length */ float3 N = normalize(input.world_norm); float3 L = normalize(light_dir.xyz); /* toward light */ float3 V = normalize(eye_pos.xyz - input.world_pos); /* toward camera */ /* Ambient: constant minimum brightness */ float3 ambient_term = ambient * surface_color.rgb; /* Diffuse: Lambert's cosine law */ float NdotL = max(dot(N, L), 0.0); float3 diffuse_term = NdotL * surface_color.rgb; /* Specular: Blinn half-vector */ float3 H = normalize(L + V); float NdotH = max(dot(N, H), 0.0); float3 specular_term = specular_str * pow(NdotH, shininess) * float3(1, 1, 1); float3 final = ambient_term + diffuse_term + specular_term; ``` ### C side — pushing lighting uniforms ```c /* Vertex: MVP + model matrix */ VertUniforms vu; vu.mvp = mat4_multiply(vp, node->world_transform); vu.model = node->world_transform; SDL_PushGPUVertexUniformData(cmd, 0, &vu, sizeof(vu)); /* Fragment: material + lighting */ FragUniforms fu; fu.base_color[0] = mat->base_color[0]; /* ... etc */ fu.light_dir[0] = light_dir.x; fu.light_dir[1] = light_dir.y; fu.light_dir[2] = light_dir.z; fu.light_dir[3] = 0.0f; fu.eye_pos[0] = cam_pos.x; fu.eye_pos[1] = cam_pos.y; fu.eye_pos[2] = cam_pos.z; fu.eye_pos[3] = 0.0f; fu.shininess = 64.0f; fu.ambient = 0.15f; fu.specular_str = 0.5f; SDL_PushGPUFragmentUniformData(cmd, 0, &fu, sizeof(fu)); ``` ## Common mistakes 1. **Forgetting to normalize interpolated normals** — The rasterizer interpolates vertex shader outputs linearly. Even if every vertex normal is unit length, the interpolated result won't be. Always `normalize()` in the fragment shader. 2. **Missing `column_major` on both matrices** — If you add the model matrix but forget `column_major`, the multiplication will be wrong. Both `mvp` and `model` must have it. 3. **Using `float3` in the cbuffer** — HLSL packs `float3` to 16 bytes with 4 bytes of padding, which silently misaligns subsequent fields. Use `float4` and explicitly pad the w component to 0. 4. **Light direction convention** — Our convention: light_dir points FROM the surface TOWARD the light. Some tutorials use the opposite. If your model looks like the dark side is lit, negate the direction. 5. **Normalizing in the vertex shader** — Don't normalize normals in the vertex shader. The rasterizer will interpolate them anyway, making the normalization pointless. Save it for the fragment shader. 6. **Normal transformation with non-uniform scale** — `(float3x3)model` only works correctly for rotation + uniform scale. Always use the adjugate transpose instead — three cross products of the matrix rows: `adj_t[0] = cross(m[1], m[2])` etc. This is correct for ALL matrices (including singular ones) and cheaper than inverse-transpose. ## Typical parameter values | Parameter | Value | Effect | |-----------|-------|--------| | shininess | 8-16 | Rough, matte surface | | shininess | 32-64 | Typical plastic / painted | | shininess | 128-256 | Polished, metallic | | ambient | 0.05-0.15 | Subtle fill light | | ambient | 0.2-0.3 | Bright ambient (indoor) | | specular_str | 0.3-0.5 | Moderate shine | | specular_str | 0.8-1.0 | Very shiny / wet | ## References - **GPU Lesson 10** — Basic Lighting (full implementation) - **Math Lesson 01** — Vectors (dot product, normalize) - **Math Lesson 02** — Coordinate Spaces (object, world, view) - **Math Lesson 05** — Matrices (model matrix transformation)
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