/******************************************************************************************* * * raylib [shaders] example - cel shading * * Example complexity rating: [★★★☆] 3/4 * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3) * * 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) 2026 Gleb A (@ggrizzly) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include "rlgl.h" #include // Required for: sinf(), cosf() #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); 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.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)); 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; 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; 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; 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 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 = 0.005f; SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT); rlSetCullFace(RL_CULL_FACE_FRONT); 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(), 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); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); UnloadShader(celShader); UnloadShader(outlineShader); CloseWindow(); //-------------------------------------------------------------------------------------- return 0; }