249 lines
8.4 KiB
C#
249 lines
8.4 KiB
C#
/*******************************************************************************************
|
|
*
|
|
* 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) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* 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) 2026 Gleb A (@ggrizzly)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
using static Raylib_cs.Raymath;
|
|
using static Raylib_cs.Rlgl;
|
|
using Examples.Shared;
|
|
|
|
namespace Examples.Shaders;
|
|
|
|
public partial class CelShading : IExample
|
|
{
|
|
private const int screenWidth = 800;
|
|
private const int screenHeight = 450;
|
|
|
|
private const int MaxLights = 4;
|
|
|
|
// rlgl cull face modes (rlgl.h: RL_CULL_FACE_FRONT = 0, RL_CULL_FACE_BACK = 1)
|
|
private const int CullFaceFront = 0;
|
|
private const int CullFaceBack = 1;
|
|
|
|
#if BROWSER
|
|
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
|
#else
|
|
private const int GlslVersion = 330;
|
|
#endif
|
|
|
|
public string Name => "Shaders / Cel Shading";
|
|
|
|
public string Title => "raylib [shaders] example - cel shading";
|
|
|
|
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
|
|
|
private Camera3D camera;
|
|
private Model model;
|
|
private Shader celShader;
|
|
private Shader defaultShader;
|
|
private Shader outlineShader;
|
|
private float numBands;
|
|
private int numBandsLoc;
|
|
private int outlineThicknessLoc;
|
|
private Light[] lights;
|
|
private bool celEnabled;
|
|
private bool outlineEnabled;
|
|
|
|
public unsafe void Init()
|
|
{
|
|
camera = new();
|
|
camera.Position = new Vector3(9.0f, 6.0f, 9.0f);
|
|
camera.Target = new Vector3(0.0f, 1.0f, 0.0f);
|
|
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
|
camera.FovY = 45.0f;
|
|
camera.Projection = CameraProjection.Perspective;
|
|
|
|
// Load model
|
|
model = LoadModel("resources/models/old_car_new.glb");
|
|
|
|
// Load cel shader
|
|
celShader = LoadShader(
|
|
$"resources/shaders/glsl{GlslVersion}/cel.vs",
|
|
$"resources/shaders/glsl{GlslVersion}/cel.fs"
|
|
);
|
|
celShader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(celShader, "viewPos");
|
|
|
|
// Apply cel shader to model, keep copy of default shader
|
|
defaultShader = model.Materials[0].Shader;
|
|
model.Materials[0].Shader = celShader;
|
|
|
|
// numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth)
|
|
numBands = 10.0f;
|
|
numBandsLoc = GetShaderLocation(celShader, "numBands");
|
|
Raylib.SetShaderValue(celShader, numBandsLoc, numBands, ShaderUniformDataType.Float);
|
|
|
|
// Inverted-hull outline shader: draws back faces extruded along normals
|
|
outlineShader = LoadShader(
|
|
$"resources/shaders/glsl{GlslVersion}/outline_hull.vs",
|
|
$"resources/shaders/glsl{GlslVersion}/outline_hull.fs"
|
|
);
|
|
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.
|
|
lights = new Light[MaxLights];
|
|
lights[0] = Rlights.CreateLight(
|
|
0,
|
|
LightType.Directorional,
|
|
new Vector3(50.0f, 50.0f, 50.0f),
|
|
Vector3.Zero,
|
|
Color.White,
|
|
celShader
|
|
);
|
|
|
|
celEnabled = true;
|
|
outlineEnabled = true;
|
|
}
|
|
|
|
public unsafe void Update()
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
UpdateCamera(ref camera, CameraMode.Orbital);
|
|
|
|
Raylib.SetShaderValue(
|
|
celShader,
|
|
celShader.Locs[(int)ShaderLocationIndex.VectorView],
|
|
camera.Position,
|
|
ShaderUniformDataType.Vec3
|
|
);
|
|
|
|
// [Z] Toggle cel shading on/off
|
|
if (IsKeyPressed(KeyboardKey.Z))
|
|
{
|
|
celEnabled = !celEnabled;
|
|
if (celEnabled)
|
|
{
|
|
model.Materials[0].Shader = celShader; // Apply cel shader to model
|
|
}
|
|
else
|
|
{
|
|
model.Materials[0].Shader = defaultShader; // Apply default shader to model
|
|
}
|
|
}
|
|
|
|
// [C] Toggle outline on/off
|
|
if (IsKeyPressed(KeyboardKey.C))
|
|
{
|
|
outlineEnabled = !outlineEnabled;
|
|
}
|
|
|
|
// [Q/E] Decrease/increase toon band count (press or hold to repeat)
|
|
if (IsKeyPressed(KeyboardKey.E) || IsKeyPressedRepeat(KeyboardKey.E))
|
|
{
|
|
numBands = Clamp(numBands + 1.0f, 2.0f, 20.0f);
|
|
}
|
|
if (IsKeyPressed(KeyboardKey.Q) || IsKeyPressedRepeat(KeyboardKey.Q))
|
|
{
|
|
numBands = Clamp(numBands - 1.0f, 2.0f, 20.0f);
|
|
}
|
|
Raylib.SetShaderValue(celShader, numBandsLoc, numBands, ShaderUniformDataType.Float);
|
|
|
|
// Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical
|
|
float t = (float)GetTime();
|
|
lights[0].Position = new Vector3(MathF.Sin(-t * 0.3f) * 5.0f, 5.0f, MathF.Cos(-t * 0.3f) * 5.0f);
|
|
|
|
for (var i = 0; i < MaxLights; i++)
|
|
{
|
|
Rlights.UpdateLightValues(celShader, lights[i]);
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(Color.RayWhite);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
if (outlineEnabled)
|
|
{
|
|
// Outline pass: cull front faces, draw extruded back faces as silhouette
|
|
float thickness = 0.005f;
|
|
Raylib.SetShaderValue(outlineShader, outlineThicknessLoc, thickness, ShaderUniformDataType.Float);
|
|
|
|
SetCullFace(CullFaceFront);
|
|
|
|
model.Materials[0].Shader = outlineShader;
|
|
|
|
DrawModel(model, Vector3.Zero, 0.75f, Color.White);
|
|
|
|
if (celEnabled)
|
|
{
|
|
model.Materials[0].Shader = celShader; // Apply cel shader to model
|
|
}
|
|
else
|
|
{
|
|
model.Materials[0].Shader = defaultShader; // Apply default shader to model
|
|
}
|
|
|
|
SetCullFace(CullFaceBack);
|
|
}
|
|
|
|
DrawModel(model, Vector3.Zero, 0.75f, Color.White);
|
|
DrawSphereEx(lights[0].Position, 0.2f, 50, 50, Color.Yellow); // Light position indicator
|
|
DrawGrid(10, 10.0f);
|
|
|
|
EndMode3D();
|
|
|
|
DrawFPS(10, 10);
|
|
DrawText($"Cel: {(celEnabled ? "ON" : "OFF")} [Z]", 10, 65, 20, celEnabled ? Color.DarkGreen : Color.DarkGray);
|
|
DrawText($"Outline: {(outlineEnabled ? "ON" : "OFF")} [C]", 10, 90, 20, outlineEnabled ? Color.DarkGreen : Color.DarkGray);
|
|
DrawText($"Bands: {numBands:0} [Q/E]", 10, 115, 20, Color.DarkGray);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
UnloadModel(model);
|
|
UnloadShader(celShader);
|
|
UnloadShader(outlineShader);
|
|
}
|
|
|
|
public static int Main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading");
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
var game = new CelShading();
|
|
game.Init();
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
game.Update();
|
|
}
|
|
|
|
game.Unload();
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
}
|