diff --git a/examples/shaders/shaders_cel_shading.c b/examples/shaders/shaders_cel_shading.c index cab86a26f..133b8db9e 100644 --- a/examples/shaders/shaders_cel_shading.c +++ b/examples/shaders/shaders_cel_shading.c @@ -9,20 +9,20 @@ * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3) * -* Example contributed by Gleb A (@ggrizzly) +* Example contributed by Gleb A (@ggrizzly) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * -* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5) +* Copyright (c) 2026 Gleb A (@ggrizzly) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include "rlgl.h" -#include -#include + +#include // Required for: sinf(), cosf() #define RLIGHTS_IMPLEMENTATION #include "rlights.h" @@ -33,40 +33,6 @@ #define GLSL_VERSION 100 #endif -//------------------------------------------------------------------------------------ -// Model table: path, optional diffuse texture path (NULL = embedded), draw scale -//------------------------------------------------------------------------------------ -typedef struct { - const char *modelPath; - const char *texturePath; // NULL for GLB files with embedded textures - float scale; - float outlineThickness; -} ModelInfo; - -static const ModelInfo MODEL = { "resources/models/old_car_new.glb", NULL, 0.75f, 0.005f }; - - -//------------------------------------------------------------------------------------ -// Load model and its diffuse texture (if any). Does NOT assign a shader. -//------------------------------------------------------------------------------------ -static Model celLoadModel() -{ - Model model = LoadModel(MODEL.modelPath); - - if (MODEL.texturePath != NULL) - { - Texture2D tex = LoadTexture(MODEL.texturePath); - model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = tex; - } - - return model; -} - -static void ApplyShaderToModel(Model model, Shader shader) -{ - model.materials[0].shader = shader; -} - //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -81,16 +47,24 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading"); Camera camera = { 0 }; - camera.position = (Vector3){ 9.0f, 6.0f, 9.0f }; - camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; + camera.position = (Vector3){ 9.0f, 6.0f, 9.0f }; + camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; + + // Load model + Model model = LoadModel("resources/models/old_car_new.glb"); // Load cel shader - Shader celShader = LoadShader(TextFormat("resources/shaders/glsl%i/cel.vs", GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION)); + Shader celShader = LoadShader( + TextFormat("resources/shaders/glsl%i/cel.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION)); celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos"); + + // Apply cel shader to model, keep copy of default shader + Shader defaultShader = model.materials[0].shader; + model.materials[0].shader = celShader; // numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth) float numBands = 10.0f; @@ -108,14 +82,9 @@ int main(void) Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 50.0f }, Vector3Zero(), WHITE, celShader); - - bool celEnabled = true; + bool celEnabled = true; bool outlineEnabled = true; - Model model = celLoadModel(); - Shader defaultShader = model.materials[0].shader; - ApplyShaderToModel(model, celShader); - SetTargetFPS(60); //-------------------------------------------------------------------------------------- @@ -133,7 +102,8 @@ int main(void) if (IsKeyPressed(KEY_Z)) { celEnabled = !celEnabled; - ApplyShaderToModel(model, celEnabled ? celShader : defaultShader); + if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model + else model.materials[0].shader = defaultShader; // Apply default shader to model } // [C] Toggle outline on/off @@ -146,11 +116,7 @@ int main(void) // Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical float t = (float)GetTime(); - lights[0].position = (Vector3){ - sinf(-t * 0.3f) * 5.0f, - 5.0f, - cosf(-t * 0.3f) * 5.0f - }; + lights[0].position = (Vector3){ sinf(-t*0.3f)*5.0f, 5.0f, cosf(-t*0.3f)*5.0f }; for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(celShader, lights[i]); //---------------------------------------------------------------------------------- @@ -166,25 +132,31 @@ int main(void) if (outlineEnabled) { // Outline pass: cull front faces, draw extruded back faces as silhouette - float thickness = MODEL.outlineThickness; + float thickness = 0.005f; SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT); + rlSetCullFace(RL_CULL_FACE_FRONT); - ApplyShaderToModel(model, outlineShader); - DrawModel(model, Vector3Zero(), MODEL.scale, WHITE); - ApplyShaderToModel(model, celEnabled ? celShader : defaultShader); + + model.materials[0].shader = outlineShader; + + DrawModel(model, Vector3Zero(), 0.75f, WHITE); + + if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model + else model.materials[0].shader = defaultShader; // Apply default shader to model + rlSetCullFace(RL_CULL_FACE_BACK); } - DrawModel(model, Vector3Zero(), MODEL.scale, WHITE); + DrawModel(model, Vector3Zero(), 0.75f, WHITE); DrawSphereEx(lights[0].position, 0.2f, 50, 50, YELLOW); // Light position indicator DrawGrid(10, 10.0f); EndMode3D(); DrawFPS(10, 10); - DrawText(TextFormat("Cel: %s [Z]", celEnabled ? "ON" : "OFF"), 10, 65, 20, celEnabled ? DARKGREEN : DARKGRAY); - DrawText(TextFormat("Outline: %s [C]", outlineEnabled ? "ON" : "OFF"), 10, 90, 20, outlineEnabled ? DARKGREEN : DARKGRAY); - DrawText(TextFormat("Bands: %.0f [Q/E]", numBands), 10, 115, 20, DARKGRAY); + DrawText(TextFormat("Cel: %s [Z]", celEnabled? "ON" : "OFF"), 10, 65, 20, celEnabled? DARKGREEN : DARKGRAY); + DrawText(TextFormat("Outline: %s [C]", outlineEnabled? "ON" : "OFF"), 10, 90, 20, outlineEnabled? DARKGREEN : DARKGRAY); + DrawText(TextFormat("Bands: %.0f [Q/E]", numBands), 10, 115, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- @@ -195,6 +167,7 @@ int main(void) UnloadModel(model); UnloadShader(celShader); UnloadShader(outlineShader); + CloseWindow(); //--------------------------------------------------------------------------------------