chore: clean recommit
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252
Examples/Shaders/CelShading.cs
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252
Examples/Shaders/CelShading.cs
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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) and reviewed by Ramon Santamaria (@raysan5)
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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) 2026 Gleb A (@ggrizzly)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Raymath;
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using static Raylib_cs.Rlgl;
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using Examples.Shared;
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namespace Examples.Shaders;
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public partial class CelShading : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int MaxLights = 4;
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// rlgl cull face modes (rlgl.h: RL_CULL_FACE_FRONT = 0, RL_CULL_FACE_BACK = 1)
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private const int CullFaceFront = 0;
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private const int CullFaceBack = 1;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Cel Shading";
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public string Title => "raylib [shaders] example - cel shading";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Model model;
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private Shader celShader;
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private Shader defaultShader;
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private Shader outlineShader;
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private float numBands;
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private int numBandsLoc;
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private int outlineThicknessLoc;
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private Light[] lights;
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private bool celEnabled;
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private bool outlineEnabled;
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public unsafe void Init()
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{
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camera = new();
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camera.Position = new Vector3(9.0f, 6.0f, 9.0f);
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camera.Target = new Vector3(0.0f, 1.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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// Load model
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model = LoadModel("resources/models/old_car_new.glb");
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// Load cel shader
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celShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/cel.vs",
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$"resources/shaders/glsl{GlslVersion}/cel.fs"
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);
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celShader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(celShader, "viewPos");
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// Apply cel shader to model, keep copy of default shader
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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 = 10.0f;
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numBandsLoc = GetShaderLocation(celShader, "numBands");
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Raylib.SetShaderValue(celShader, numBandsLoc, numBands, ShaderUniformDataType.Float);
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// Inverted-hull outline shader: draws back faces extruded along normals
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outlineShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/outline_hull.vs",
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$"resources/shaders/glsl{GlslVersion}/outline_hull.fs"
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);
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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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lights = new Light[MaxLights];
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lights[0] = Rlights.CreateLight(
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0,
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LightType.Directorional,
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new Vector3(50.0f, 50.0f, 50.0f),
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Vector3.Zero,
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Color.White,
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celShader
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);
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celEnabled = true;
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outlineEnabled = true;
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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Raylib.SetShaderValue(
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celShader,
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celShader.Locs[(int)ShaderLocationIndex.VectorView],
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camera.Position,
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ShaderUniformDataType.Vec3
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);
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// [Z] Toggle cel shading on/off
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if (IsKeyPressed(KeyboardKey.Z))
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{
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celEnabled = !celEnabled;
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if (celEnabled)
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{
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model.Materials[0].Shader = celShader; // Apply cel shader to model
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}
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else
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{
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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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if (IsKeyPressed(KeyboardKey.C))
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{
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outlineEnabled = !outlineEnabled;
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}
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// [Q/E] Decrease/increase toon band count (press or hold to repeat)
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if (IsKeyPressed(KeyboardKey.E) || IsKeyPressedRepeat(KeyboardKey.E))
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{
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numBands = Clamp(numBands + 1.0f, 2.0f, 20.0f);
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}
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if (IsKeyPressed(KeyboardKey.Q) || IsKeyPressedRepeat(KeyboardKey.Q))
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{
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numBands = Clamp(numBands - 1.0f, 2.0f, 20.0f);
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}
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Raylib.SetShaderValue(celShader, numBandsLoc, numBands, ShaderUniformDataType.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 = new Vector3(MathF.Sin(-t * 0.3f) * 5.0f, 5.0f, MathF.Cos(-t * 0.3f) * 5.0f);
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for (var i = 0; i < MaxLights; i++)
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{
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Rlights.UpdateLightValues(celShader, lights[i]);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.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 = 0.005f;
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Raylib.SetShaderValue(outlineShader, outlineThicknessLoc, thickness, ShaderUniformDataType.Float);
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SetCullFace(CullFaceFront);
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model.Materials[0].Shader = outlineShader;
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DrawModel(model, Vector3.Zero, 0.75f, Color.White);
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if (celEnabled)
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{
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model.Materials[0].Shader = celShader; // Apply cel shader to model
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}
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else
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{
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model.Materials[0].Shader = defaultShader; // Apply default shader to model
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}
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SetCullFace(CullFaceBack);
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}
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DrawModel(model, Vector3.Zero, 0.75f, Color.White);
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DrawSphereEx(lights[0].Position, 0.2f, 50, 50, Color.Yellow); // Light position indicator
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DrawGrid(10, 10.0f);
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EndMode3D();
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DrawFPS(10, 10);
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DrawText($"Cel: {(celEnabled ? "ON" : "OFF")} [Z]", 10, 65, 20, celEnabled ? Color.DarkGreen : Color.DarkGray);
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DrawText($"Outline: {(outlineEnabled ? "ON" : "OFF")} [C]", 10, 90, 20, outlineEnabled ? Color.DarkGreen : Color.DarkGray);
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DrawText($"Bands: {numBands:0} [Q/E]", 10, 115, 20, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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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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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new CelShading();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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