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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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return model; |
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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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// 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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SetConfigFlags(FLAG_MSAA_4X_HINT); |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading"); |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 9.0f, 10.0f, 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), |
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TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION)); |
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celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos"); |
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// numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth) |
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float numBands = 10.0f; |
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int numBandsLoc = GetShaderLocation(celShader, "numBands"); |
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SetShaderValue(celShader, numBandsLoc, &numBands, SHADER_UNIFORM_FLOAT); |
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// Inverted-hull outline shader: draws back faces extruded along normals |
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Shader outlineShader = LoadShader( |
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TextFormat("resources/shaders/glsl%i/outline_hull.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/outline_hull.fs", GLSL_VERSION)); |
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int outlineThicknessLoc = GetShaderLocation(outlineShader, "outlineThickness"); |
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// Single directional white light, angled so toon bands are visible on the model sides. |
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// Spins opposite to CAMERA_ORBITAL (0.5 rad/s) so lighting changes as you watch. |
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Light lights[MAX_LIGHTS] = { 0 }; |
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lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 5.0f, 5.0f, 0.0f }, Vector3Zero(), WHITE, celShader); |
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bool celEnabled = true; |
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bool outlineEnabled = true; |
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Model model = celLoadModel(); |
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Shader defaultShader = model.materials[0].shader; |
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ApplyShaderToModel(model, celShader); |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera, CAMERA_ORBITAL); |
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; |
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SetShaderValue(celShader, celShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); |
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// [Z] Toggle cel shading on/off |
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if (IsKeyPressed(KEY_Z)) |
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{ |
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celEnabled = !celEnabled; |
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ApplyShaderToModel(model, celEnabled ? celShader : defaultShader); |
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} |
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// [C] Toggle outline on/off |
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if (IsKeyPressed(KEY_C)) outlineEnabled = !outlineEnabled; |
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// [Q/E] Decrease/increase toon band count (press or hold to repeat) |
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if (IsKeyPressed(KEY_E) || IsKeyPressedRepeat(KEY_E)) numBands = Clamp(numBands + 1.0f, 2.0f, 20.0f); |
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if (IsKeyPressed(KEY_Q) || IsKeyPressedRepeat(KEY_Q)) numBands = Clamp(numBands - 1.0f, 2.0f, 20.0f); |
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SetShaderValue(celShader, numBandsLoc, &numBands, SHADER_UNIFORM_FLOAT); |
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// Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical |
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float t = (float)GetTime(); |
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lights[0].position = (Vector3){ |
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sinf(-t * 0.5f) * 5.0f, |
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5.0f, |
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cosf(-t * 0.5f) * 5.0f |
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}; |
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(celShader, lights[i]); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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BeginMode3D(camera); |
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if (outlineEnabled) |
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{ |
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// Outline pass: cull front faces, draw extruded back faces as silhouette |
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float thickness = MODEL.outlineThickness; |
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SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT); |
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rlSetCullFace(RL_CULL_FACE_FRONT); |
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ApplyShaderToModel(model, outlineShader); |
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DrawModel(model, Vector3Zero(), MODEL.scale, WHITE); |
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ApplyShaderToModel(model, celEnabled ? celShader : defaultShader); |
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rlSetCullFace(RL_CULL_FACE_BACK); |
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} |
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DrawModel(model, Vector3Zero(), MODEL.scale, WHITE); |
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DrawSphereEx(lights[0].position, 0.2f, 10, 10, YELLOW); // Light position indicator |
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DrawGrid(20, 1.0f); |
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EndMode3D(); |
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DrawFPS(10, 10); |
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DrawText(TextFormat("Cel: %s [Z]", celEnabled ? "ON" : "OFF"), 10, 65, 20, celEnabled ? DARKGREEN : DARKGRAY); |
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DrawText(TextFormat("Outline: %s [C]", outlineEnabled ? "ON" : "OFF"), 10, 90, 20, outlineEnabled ? DARKGREEN : DARKGRAY); |
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DrawText(TextFormat("Bands: %.0f [Q/E]", numBands), 10, 115, 20, DARKGRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModel(model); |
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UnloadShader(celShader); |
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UnloadShader(outlineShader); |
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CloseWindow(); |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |