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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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}
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