diff --git a/examples/shaders/resources/shaders/glsl330/cel.fs b/examples/shaders/resources/shaders/glsl330/cel.fs new file mode 100644 index 000000000..435f6fb7d --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/cel.fs @@ -0,0 +1,60 @@ +#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); +} diff --git a/examples/shaders/resources/shaders/glsl330/cel.vs b/examples/shaders/resources/shaders/glsl330/cel.vs new file mode 100644 index 000000000..813ab8836 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/cel.vs @@ -0,0 +1,25 @@ +#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); +} diff --git a/examples/shaders/resources/shaders/glsl330/outline_hull.fs b/examples/shaders/resources/shaders/glsl330/outline_hull.fs new file mode 100644 index 000000000..c8a33de08 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/outline_hull.fs @@ -0,0 +1,7 @@ +#version 330 + +out vec4 finalColor; + +void main() { + finalColor = vec4(0.05, 0.05, 0.05, 1.0); +} diff --git a/examples/shaders/resources/shaders/glsl330/outline_hull.vs b/examples/shaders/resources/shaders/glsl330/outline_hull.vs new file mode 100644 index 000000000..4a3dafdce --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/outline_hull.vs @@ -0,0 +1,15 @@ +#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); +} diff --git a/examples/shaders/shaders_cel_shading.c b/examples/shaders/shaders_cel_shading.c new file mode 100644 index 000000000..6dfcc7321 --- /dev/null +++ b/examples/shaders/shaders_cel_shading.c @@ -0,0 +1,202 @@ +/******************************************************************************************* +* +* 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 +#include + +#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; +} diff --git a/examples/shaders/shaders_cel_shading.png b/examples/shaders/shaders_cel_shading.png new file mode 100644 index 000000000..2ca6ab570 Binary files /dev/null and b/examples/shaders/shaders_cel_shading.png differ