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Update shaders_cel_shading.c
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@ -9,20 +9,20 @@
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*
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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*
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* Example contributed by Gleb A (@ggrizzly)
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* Example contributed by Gleb A (@ggrizzly) and reviewed by Ramon Santamaria (@raysan5)
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*
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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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* 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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* BSD-like license that allows static linking with closed source software
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*
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*
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* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5)
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* Copyright (c) 2026 Gleb A (@ggrizzly)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "raymath.h"
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#include "rlgl.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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#include <math.h> // Required for: sinf(), cosf()
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#define RLIGHTS_IMPLEMENTATION
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#include "rlights.h"
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@ -33,40 +33,6 @@
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#define GLSL_VERSION 100
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#define GLSL_VERSION 100
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#endif
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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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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -81,16 +47,24 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading");
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Camera camera = { 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 9.0f, 6.0f, 9.0f };
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camera.position = (Vector3){ 9.0f, 6.0f, 9.0f };
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camera.target = (Vector3){ 0.0f, 1.0f, 0.0f };
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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.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load model
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Model model = LoadModel("resources/models/old_car_new.glb");
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// Load cel shader
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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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Shader celShader = LoadShader(
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TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION));
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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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celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos");
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// Apply cel shader to model, keep copy of default shader
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Shader defaultShader = model.materials[0].shader;
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model.materials[0].shader = celShader;
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// numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth)
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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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float numBands = 10.0f;
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@ -108,14 +82,9 @@ int main(void)
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Light lights[MAX_LIGHTS] = { 0 };
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 50.0f }, Vector3Zero(), WHITE, celShader);
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lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 50.0f }, Vector3Zero(), WHITE, celShader);
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bool celEnabled = true;
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bool celEnabled = true;
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bool outlineEnabled = 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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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -133,7 +102,8 @@ int main(void)
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if (IsKeyPressed(KEY_Z))
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if (IsKeyPressed(KEY_Z))
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{
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{
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celEnabled = !celEnabled;
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celEnabled = !celEnabled;
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ApplyShaderToModel(model, celEnabled ? celShader : defaultShader);
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if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model
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else model.materials[0].shader = defaultShader; // Apply default shader to model
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}
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}
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// [C] Toggle outline on/off
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// [C] Toggle outline on/off
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@ -146,11 +116,7 @@ int main(void)
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// Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical
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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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float t = (float)GetTime();
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lights[0].position = (Vector3){
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lights[0].position = (Vector3){ sinf(-t*0.3f)*5.0f, 5.0f, cosf(-t*0.3f)*5.0f };
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sinf(-t * 0.3f) * 5.0f,
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5.0f,
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cosf(-t * 0.3f) * 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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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(celShader, lights[i]);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -166,25 +132,31 @@ int main(void)
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if (outlineEnabled)
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if (outlineEnabled)
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{
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{
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// Outline pass: cull front faces, draw extruded back faces as silhouette
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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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float thickness = 0.005f;
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SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT);
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SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT);
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rlSetCullFace(RL_CULL_FACE_FRONT);
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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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model.materials[0].shader = outlineShader;
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ApplyShaderToModel(model, celEnabled ? celShader : defaultShader);
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DrawModel(model, Vector3Zero(), 0.75f, WHITE);
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if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model
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else model.materials[0].shader = defaultShader; // Apply default shader to model
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rlSetCullFace(RL_CULL_FACE_BACK);
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rlSetCullFace(RL_CULL_FACE_BACK);
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}
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}
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DrawModel(model, Vector3Zero(), MODEL.scale, WHITE);
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DrawModel(model, Vector3Zero(), 0.75f, WHITE);
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DrawSphereEx(lights[0].position, 0.2f, 50, 50, YELLOW); // Light position indicator
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DrawSphereEx(lights[0].position, 0.2f, 50, 50, YELLOW); // Light position indicator
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DrawGrid(10, 10.0f);
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DrawGrid(10, 10.0f);
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EndMode3D();
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EndMode3D();
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DrawFPS(10, 10);
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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("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("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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DrawText(TextFormat("Bands: %.0f [Q/E]", numBands), 10, 115, 20, DARKGRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -195,6 +167,7 @@ int main(void)
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UnloadModel(model);
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UnloadModel(model);
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UnloadShader(celShader);
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UnloadShader(celShader);
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UnloadShader(outlineShader);
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UnloadShader(outlineShader);
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CloseWindow();
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CloseWindow();
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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