name: forge-basic-lighting description: 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)
forge_gltf_load(path, &scene)— parse glTF (provides normals)- Upload vertex + index buffers to GPU (same as scene-loading skill)
SDL_CreateGPUGraphicsPipeline— 3 vertex attributes (pos, normal, uv)SDL_PushGPUVertexUniformData— push MVP matrix + Model matrix (128 bytes)SDL_PushGPUFragmentUniformData— push lighting params (64 bytes)SDL_DrawGPUIndexedPrimitives— draw with lighting
Uniform layouts
Vertex uniforms (128 bytes)
Both matrices must be column_major in HLSL to match C mat4 layout.
typedef struct VertUniforms {
mat4 mvp; /* combined Model-View-Projection for clip space */
mat4 model; /* model (world) matrix for lighting calculations */
} VertUniforms;
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.
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;
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)
/* 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
/* 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
/* 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
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.Missing
column_majoron both matrices — If you add the model matrix but forgetcolumn_major, the multiplication will be wrong. Bothmvpandmodelmust have it.Using
float3in the cbuffer — HLSL packsfloat3to 16 bytes with 4 bytes of padding, which silently misaligns subsequent fields. Usefloat4and explicitly pad the w component to 0.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.
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.
Normal transformation with non-uniform scale —
(float3x3)modelonly 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)