Update shaders_cel_shading.c

This commit is contained in:
Ray
2026-03-06 17:11:44 +01:00
parent eed30b6f90
commit 1839b3edb0

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@@ -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 <stddef.h>
#include <math.h>
#include <math.h> // 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();
//--------------------------------------------------------------------------------------