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<title>Light.normal — Ludic</title>
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<meta name="description" content="Stamp a surface normal over a rectangle so lights shade it by facing (N·L).">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-light.html">Light</a> <span>›</span> <span class="here">Light.normal</span></div>
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Light.normal</h1>
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</div>
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<code class="sig">Light.normal(x, y, width, height, nx, ny)</code>
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<div class="desc"><p>Stamps a **surface normal** over a screen rectangle into the light pass's normal buffer. Where a normal is stamped, a light shades the surface by the angle it faces — the Lambert term <code>N·L</code> — not by distance alone: a wall facing a torch is bright, one turned away is dim, giving flat sprites a sense of relief (tier 3). <code>nx</code> and <code>ny</code> are the normal's x/y as a <code>fixed</code> in <code>[-1, 1]</code> (a surface facing straight at the camera is <code>0, 0</code>); the z component is derived. Unstamped pixels are unaffected, and the buffer is allocated only when you stamp — clear it each frame with <a href="light-clear_normals"><code>Light.clear_normals</code></a>. Deterministic (Q16.16 dot product).</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
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property Wall { x: int = 0, y: int = 0 }
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model Block { Wall }
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handler Render phase Update {
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Screen.clear(0)
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Light.ambient(Color.rgb(24, 24, 32))
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Light.clear_normals()
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Light.normal(60, 50, 16, 24, 0.7, 0.0) # this face is tilted rightward
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Light.point(120, 62, 90, Color.rgb(255, 240, 200), 1.0)
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Screen.show()
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}
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}</pre></div>
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