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https://github.com/raysan5/raylib.git
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[example] cel-shading and outline using inverted hull (#5615)
* added cel-shading and outline using inverted hull example * new screenshot * added glsl100+120 compat * updated view * unnecessary spacing
This commit is contained in:
58
examples/shaders/resources/shaders/glsl100/cel.fs
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58
examples/shaders/resources/shaders/glsl100/cel.fs
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#version 100
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precision mediump float;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec3 viewPos;
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uniform float numBands;
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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uniform Light lights[4];
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void main()
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{
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vec4 texColor = texture2D(texture0, fragTexCoord);
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vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
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vec3 norm = normalize(fragNormal);
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float lightAccum = 0.08; // ambient floor
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for (int i = 0; i < 4; i++)
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{
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if (lights[i].enabled == 1) // no continue in GLSL ES 1.0
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{
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vec3 lightDir;
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if (lights[i].type == 0)
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{
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// Directional: direction is from position toward target.
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lightDir = normalize(lights[i].position - lights[i].target);
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}
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else
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{
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// Point: direction from surface to light.
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lightDir = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(norm, lightDir), 0.0);
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// Quantize NdotL into numBands discrete steps.
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float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
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lightAccum += quantized * lights[i].color.r;
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}
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}
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lightAccum = clamp(lightAccum, 0.0, 1.0);
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gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
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}
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47
examples/shaders/resources/shaders/glsl100/cel.vs
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47
examples/shaders/resources/shaders/glsl100/cel.vs
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@@ -0,0 +1,47 @@
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#version 100
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform mat4 matModel;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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mat3 inverse(mat3 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22*a11 - a12*a21;
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float b11 = -a22*a10 + a12*a20;
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float b21 = a21*a10 - a11*a20;
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float det = a00*b01 + a01*b11 + a02*b21;
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return mat3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11),
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b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10),
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b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) / det;
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}
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix * vertexNormal);
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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@@ -0,0 +1,8 @@
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#version 100
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.05, 0.05, 0.05, 1.0);
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}
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15
examples/shaders/resources/shaders/glsl100/outline_hull.vs
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15
examples/shaders/resources/shaders/glsl100/outline_hull.vs
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#version 100
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attribute vec3 vertexPosition;
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attribute vec3 vertexNormal;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform float outlineThickness;
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void main()
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{
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vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
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gl_Position = mvp * vec4(extruded, 1.0);
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}
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56
examples/shaders/resources/shaders/glsl120/cel.fs
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56
examples/shaders/resources/shaders/glsl120/cel.fs
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#version 120
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec3 viewPos;
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uniform float numBands;
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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uniform Light lights[4];
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void main()
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{
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vec4 texColor = texture2D(texture0, fragTexCoord);
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vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
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vec3 norm = normalize(fragNormal);
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float lightAccum = 0.08; // ambient floor
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for (int i = 0; i < 4; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 lightDir;
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if (lights[i].type == 0)
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{
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// Directional: direction is from position toward target.
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lightDir = normalize(lights[i].position - lights[i].target);
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}
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else
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{
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// Point: direction from surface to light.
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lightDir = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(norm, lightDir), 0.0);
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// Quantize NdotL into numBands discrete steps.
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float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
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lightAccum += quantized * lights[i].color.r;
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}
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}
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lightAccum = clamp(lightAccum, 0.0, 1.0);
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gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
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}
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48
examples/shaders/resources/shaders/glsl120/cel.vs
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48
examples/shaders/resources/shaders/glsl120/cel.vs
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#version 120
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform mat4 matModel;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// inverse() and transpose() are not built-in until GLSL 1.40
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mat3 inverse(mat3 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22*a11 - a12*a21;
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float b11 = -a22*a10 + a12*a20;
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float b21 = a21*a10 - a11*a20;
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float det = a00*b01 + a01*b11 + a02*b21;
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return mat3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11),
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b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10),
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b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) / det;
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}
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix * vertexNormal);
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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#version 120
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void main()
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{
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gl_FragColor = vec4(0.05, 0.05, 0.05, 1.0);
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}
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15
examples/shaders/resources/shaders/glsl120/outline_hull.vs
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15
examples/shaders/resources/shaders/glsl120/outline_hull.vs
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@@ -0,0 +1,15 @@
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#version 120
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attribute vec3 vertexPosition;
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attribute vec3 vertexNormal;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform float outlineThickness;
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void main()
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{
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vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
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gl_Position = mvp * vec4(extruded, 1.0);
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}
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60
examples/shaders/resources/shaders/glsl330/cel.fs
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60
examples/shaders/resources/shaders/glsl330/cel.fs
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#version 330
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Raylib standard uniforms
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// View position for future specular / fresnel use.
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uniform vec3 viewPos;
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// Number of discrete toon bands (2 = hard binary, 10 = default, 20 = near-smooth).
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uniform float numBands;
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// rlights.h compatible light block.
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struct Light {
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int enabled;
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int type; // 0 = directional, 1 = point
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vec3 position;
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vec3 target;
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vec4 color;
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float attenuation;
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};
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uniform Light lights[4];
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out vec4 finalColor;
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void main() {
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vec4 texColor = texture(texture0, fragTexCoord);
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vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
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vec3 norm = normalize(fragNormal);
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float lightAccum = 0.08; // ambient floor
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for (int i = 0; i < 4; i++) {
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if (lights[i].enabled == 0) continue;
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vec3 lightDir;
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if (lights[i].type == 0) {
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// Directional: direction is from position toward target.
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lightDir = normalize(lights[i].position - lights[i].target);
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} else {
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// Point: direction from surface to light.
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lightDir = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(norm, lightDir), 0.0);
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// Quantize NdotL into numBands discrete steps.
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// min() guards against NdotL == 1.0 producing an out-of-range index.
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float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
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lightAccum += quantized * lights[i].color.r;
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}
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lightAccum = clamp(lightAccum, 0.0, 1.0);
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finalColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
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}
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25
examples/shaders/resources/shaders/glsl330/cel.vs
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25
examples/shaders/resources/shaders/glsl330/cel.vs
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#version 330
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// Raylib standard attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Raylib standard uniforms
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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void main() {
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0)));
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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@@ -0,0 +1,7 @@
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#version 330
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out vec4 finalColor;
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void main() {
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finalColor = vec4(0.05, 0.05, 0.05, 1.0);
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}
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15
examples/shaders/resources/shaders/glsl330/outline_hull.vs
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15
examples/shaders/resources/shaders/glsl330/outline_hull.vs
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@@ -0,0 +1,15 @@
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#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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uniform mat4 mvp;
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uniform float outlineThickness;
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void main() {
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// Extrude vertex along its normal to create the hull.
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vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
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gl_Position = mvp * vec4(extruded, 1.0);
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}
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202
examples/shaders/shaders_cel_shading.c
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202
examples/shaders/shaders_cel_shading.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - cel shading
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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* Example contributed by Gleb A (@ggrizzly)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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#include <stddef.h>
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#include <math.h>
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Model table: path, optional diffuse texture path (NULL = embedded), draw scale
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//------------------------------------------------------------------------------------
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typedef struct {
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const char *modelPath;
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const char *texturePath; // NULL for GLB files with embedded textures
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float scale;
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float outlineThickness;
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} ModelInfo;
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static const ModelInfo MODEL = { "resources/models/old_car_new.glb", NULL, 0.75f, 0.005f };
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//------------------------------------------------------------------------------------
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// Load model and its diffuse texture (if any). Does NOT assign a shader.
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//------------------------------------------------------------------------------------
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static Model celLoadModel()
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{
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Model model = LoadModel(MODEL.modelPath);
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if (MODEL.texturePath != NULL)
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||||
{
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||||
Texture2D tex = LoadTexture(MODEL.texturePath);
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||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = tex;
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||||
}
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||||
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return model;
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||||
}
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||||
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static void ApplyShaderToModel(Model model, Shader shader)
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{
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model.materials[0].shader = shader;
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}
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||||
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||||
//------------------------------------------------------------------------------------
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// Program main entry point
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||||
//------------------------------------------------------------------------------------
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int main(void)
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{
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||||
// Initialization
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||||
//--------------------------------------------------------------------------------------
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||||
const int screenWidth = 800;
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const int screenHeight = 450;
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||||
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading");
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||||
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||||
Camera camera = { 0 };
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||||
camera.position = (Vector3){ 9.0f, 6.0f, 9.0f };
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||||
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f };
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||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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||||
|
||||
// Load cel shader
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||||
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");
|
||||
|
||||
// numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth)
|
||||
float numBands = 10.0f;
|
||||
int numBandsLoc = GetShaderLocation(celShader, "numBands");
|
||||
SetShaderValue(celShader, numBandsLoc, &numBands, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// Inverted-hull outline shader: draws back faces extruded along normals
|
||||
Shader outlineShader = LoadShader(
|
||||
TextFormat("resources/shaders/glsl%i/outline_hull.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/outline_hull.fs", GLSL_VERSION));
|
||||
int outlineThicknessLoc = GetShaderLocation(outlineShader, "outlineThickness");
|
||||
|
||||
// Single directional white light, angled so toon bands are visible on the model sides.
|
||||
// Spins opposite to CAMERA_ORBITAL (0.5 rad/s) so lighting changes as you watch.
|
||||
Light lights[MAX_LIGHTS] = { 0 };
|
||||
lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 50.0f }, Vector3Zero(), WHITE, celShader);
|
||||
|
||||
|
||||
bool celEnabled = true;
|
||||
bool outlineEnabled = true;
|
||||
|
||||
Model model = celLoadModel();
|
||||
Shader defaultShader = model.materials[0].shader;
|
||||
ApplyShaderToModel(model, celShader);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(celShader, celShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// [Z] Toggle cel shading on/off
|
||||
if (IsKeyPressed(KEY_Z))
|
||||
{
|
||||
celEnabled = !celEnabled;
|
||||
ApplyShaderToModel(model, celEnabled ? celShader : defaultShader);
|
||||
}
|
||||
|
||||
// [C] Toggle outline on/off
|
||||
if (IsKeyPressed(KEY_C)) outlineEnabled = !outlineEnabled;
|
||||
|
||||
// [Q/E] Decrease/increase toon band count (press or hold to repeat)
|
||||
if (IsKeyPressed(KEY_E) || IsKeyPressedRepeat(KEY_E)) numBands = Clamp(numBands + 1.0f, 2.0f, 20.0f);
|
||||
if (IsKeyPressed(KEY_Q) || IsKeyPressedRepeat(KEY_Q)) numBands = Clamp(numBands - 1.0f, 2.0f, 20.0f);
|
||||
SetShaderValue(celShader, numBandsLoc, &numBands, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// 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
|
||||
};
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(celShader, lights[i]);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
if (outlineEnabled)
|
||||
{
|
||||
// Outline pass: cull front faces, draw extruded back faces as silhouette
|
||||
float thickness = MODEL.outlineThickness;
|
||||
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);
|
||||
rlSetCullFace(RL_CULL_FACE_BACK);
|
||||
}
|
||||
|
||||
DrawModel(model, Vector3Zero(), MODEL.scale, 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);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model);
|
||||
UnloadShader(celShader);
|
||||
UnloadShader(outlineShader);
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_cel_shading.png
Normal file
BIN
examples/shaders/shaders_cel_shading.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 45 KiB |
Reference in New Issue
Block a user