Files
raylib/examples/shaders/shaders_cel_shading.c
2026-03-06 17:11:44 +01:00

176 lines
7.2 KiB
C

/*******************************************************************************************
*
* 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 <math.h> // 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;
}