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added cel-shading and outline using inverted hull example

pull/5615/head
ggrizzly 1 semana atrás
pai
commit
06623e2558
6 arquivos alterados com 309 adições e 0 exclusões
  1. +60
    -0
      examples/shaders/resources/shaders/glsl330/cel.fs
  2. +25
    -0
      examples/shaders/resources/shaders/glsl330/cel.vs
  3. +7
    -0
      examples/shaders/resources/shaders/glsl330/outline_hull.fs
  4. +15
    -0
      examples/shaders/resources/shaders/glsl330/outline_hull.vs
  5. +202
    -0
      examples/shaders/shaders_cel_shading.c
  6. BIN
      examples/shaders/shaders_cel_shading.png

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examples/shaders/resources/shaders/glsl330/cel.fs Ver arquivo

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#version 330
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Raylib standard uniforms
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// View position for future specular / fresnel use.
uniform vec3 viewPos;
// Number of discrete toon bands (2 = hard binary, 10 = default, 20 = near-smooth).
uniform float numBands;
// rlights.h compatible light block.
struct Light {
int enabled;
int type; // 0 = directional, 1 = point
vec3 position;
vec3 target;
vec4 color;
float attenuation;
};
uniform Light lights[4];
out vec4 finalColor;
void main() {
vec4 texColor = texture(texture0, fragTexCoord);
vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
vec3 norm = normalize(fragNormal);
float lightAccum = 0.08; // ambient floor
for (int i = 0; i < 4; i++) {
if (lights[i].enabled == 0) continue;
vec3 lightDir;
if (lights[i].type == 0) {
// Directional: direction is from position toward target.
lightDir = normalize(lights[i].position - lights[i].target);
} else {
// Point: direction from surface to light.
lightDir = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(norm, lightDir), 0.0);
// Quantize NdotL into numBands discrete steps.
// min() guards against NdotL == 1.0 producing an out-of-range index.
float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
lightAccum += quantized * lights[i].color.r;
}
lightAccum = clamp(lightAccum, 0.0, 1.0);
finalColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
}

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examples/shaders/resources/shaders/glsl330/cel.vs Ver arquivo

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#version 330
// Raylib standard attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Raylib standard uniforms
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
void main() {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

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examples/shaders/resources/shaders/glsl330/outline_hull.fs Ver arquivo

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#version 330
out vec4 finalColor;
void main() {
finalColor = vec4(0.05, 0.05, 0.05, 1.0);
}

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examples/shaders/resources/shaders/glsl330/outline_hull.vs Ver arquivo

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#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
uniform float outlineThickness;
void main() {
// Extrude vertex along its normal to create the hull.
vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
gl_Position = mvp * vec4(extruded, 1.0);
}

+ 202
- 0
examples/shaders/shaders_cel_shading.c Ver arquivo

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/*******************************************************************************************
*
* 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)
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <stddef.h>
#include <math.h>
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#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
//------------------------------------------------------------------------------------
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, 10.0f, 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 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");
// 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){ 5.0f, 5.0f, 0.0f }, 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 * 0.5f) * 5.0f,
5.0f,
cosf(-t * 0.5f) * 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, 10, 10, YELLOW); // Light position indicator
DrawGrid(20, 1.0f);
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 Ver arquivo

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