3D extension library for Raylib. Adding loads of additional features and capabilities to raylib, including multiple render pipelines, and lighting features, as well as effectively wrapping the functions of raylib into a namespace ( a prefix R3D_* )
#3d #gamedev #raylib #library #rendering #game-engine #game-dev #2d #framework #c #glsl #opengl
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11 miesięcy temu | |
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| .github | 11 miesięcy temu | |
| embedded | 11 miesięcy temu | |
| examples | 11 miesięcy temu | |
| external | 11 miesięcy temu | |
| include | 11 miesięcy temu | |
| scripts | 11 miesięcy temu | |
| src | 11 miesięcy temu | |
| .gitattributes | 1 rok temu | |
| .gitignore | 11 miesięcy temu | |
| .gitmodules | 1 rok temu | |
| CMakeLists.txt | 11 miesięcy temu | |
| CMakePresets.json | 1 rok temu | |
| LICENSE | 1 rok temu | |
| README.md | 11 miesięcy temu | |
| TODO | 11 miesięcy temu | |
| logo.png | 1 rok temu |
R3D is a 3D rendering library designed to work with raylib. It offers features for lighting, shadows, materials, post effects, and more.
R3D is ideal for developers who want to add 3D rendering to their raylib projects without building a full rendering engine from scratch.
R3D is a work in progress and may have build or shader issues on some platforms. You can report them in an issue if you wish, but as long as this warning is present, nothing is guaranteed.
To use R3D, you must have raylib installed, or if you don’t have it, clone the repository with the command:
git clone --recurse-submodules https://github.com/Bigfoot71/r3d
If you have already cloned the repository without cloning raylib with it, you can do:
git submodule update --init --recursive
To build and use R3D, ensure you have the following dependencies installed:
raylib 5.5 or later
The library is included as an optional submodule. If raylib 5.5 is already installed on your system, you can use R3D without cloning the submodule.
🔹 Note: It is recommended to use raylib 5.6-dev (commit c647d337), as it includes a fix for a default issue affecting normal maps.
Python (>= 3.6)
Required for shader minification, which integrates optimized shaders into the library's binary.
C Compiler
A compiler supporting C99 or later is necessary for building the project.
CMake
Used to configure and build the library.
R3D requires an OpenGL 3.3+ compatible driver. OpenGL ES support is not yet available but is planned for future updates.
Clone the repository:
git clone https://github.com/Bigfoot71/r3d
cd R3D
Optional: Clone raylib submodule:
git submodule update --init --recursive
Build the library:
Use CMake to configure and build the library.
mkdir build
cd build
cmake ..
cmake --build .
Link the library to your project:
add_subdirectory() or by linking directly to the built library.R3D_BUILD_EXAMPLES in CMake.To initialize R3D, you need to specify the internal resolution in which it will render, as well as the flags that determine how it should operate. You can simply set them to '0' to start.
Here is a basic example:
#include <r3d.h>
int main()
{
// Initialize raylib window
InitWindow(800, 600, "R3D Example");
// Initialize R3D Renderer with default settings
R3D_Init(800, 600, 0);
// Load a model to render
Model model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
// Setup material with default values
R3D_SetMaterialOcclusion(&model.materials[0], NULL, 1.0f);
R3D_SetMaterialRoughness(&model.materials[0], NULL, 1.0f);
R3D_SetMaterialMetalness(&model.materials[0], NULL, 0.0f);
// Create a directional light
R3D_Light light = R3D_CreateLight(R3D_DIRLIGHT);
R3D_SetLightDirection(light, Vector3Normalize((vector3) { -1, -1, -1 }));
// Init a Camera3D
Camera3D camera = {
.position = (Vector3) { 0, 0, 5 },
.target = (Vector3) { 0, 0, 0 },
.up = (Vector3) { 0, 1, 0 },
.fovy = 60.0f,
.projection = CAMERA_PERSPECTIVE
};
// Main rendering loop
while (!WindowShouldClose()) {
BeginDrawing();
R3D_Begin(camera);
R3D_DrawModel(model, (Vector3) { 0 }, 1.0f);
R3D_End();
EndDrawing();
}
// Close R3D renderer and raylib
R3D_Close();
CloseWindow();
return 0;
}
This example demonstrates how to set up a basic 3D scene using R3D:
R3D_Init() to set up the R3D renderer with the default internal resolution (same as the raylib window).LoadModelFromMesh().NULL is used for the texture, meaning the current (default) texture is kept, then we assign the material map factor.Camera3D to view the scene.R3D supports several types of lights, each with its own behavior and characteristics. You can create and manage lights as shown below:
R3D_Light light = R3D_CreateLight(R3D_SPOTLIGHT, 0); // Adds a spotlight, without shadows (zero parameter)
R3D_SetLightPositionTarget(light, (Vector3){0, 10, 0}, (Vector3){0}); // Set light position and target
The R3D_CreateLight() function takes one parameter: the light type, which remains constant for the light's lifetime.
R3D supports the following light types:
R3D_DIRLIGHT (Directional Light):
R3D_SPOTLIGHT (Spotlight):
R3D_OMNILIGHT (Omni Light):
To draw a model in the scene, use the R3D_DrawModel() methods. There are three possible variants:
void R3D_DrawModel(const R3D_Model* model)void R3D_DrawModelEx(const R3D_Model* model, Vector3 position, float scale)void R3D_DrawModelPro(const R3D_Model* model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale)These functions work like raylib’s but differ internally. The only visible difference is that they don’t take a tint. This is due to implementation details, but you can still set the color in your material’s albedo map.
Otherwise, the types used are the same as in raylib, so you can load them directly with raylib, here’s an example:
Model model = LoadModel("model.obj");
R3D_DrawModel(model, (Vector3) { 0 }, 1.0f);
Shadow Mapping: Supports shadows for point, spot, and directional lights. When creating a light, you can specify a shadow map resolution. Shadows can still be disabled later using the R3D_DisableLightShadow function:
R3D_EnableLightShadow(light, 2048); // Enable shadow mapping with a 2048x2048 shadow map resolution
R3D_DisableLightShadow(light, false); // Disables the light; `false` keeps the allocated shadow map, while `true` destroys it
Material System: R3D uses raylib’s materials but provides helper functions to simplify setup, as raylib doesn’t always initialize all values and configuring a model’s material can be repetitive.
Material material = LoadMaterialDefault(); // Provided by raylib
// Sets the material's albedo with a texture (copied) and a tint.
R3D_SetMaterialAlbedo(&material, &myTexture, WHITE);
// Sets roughness; `NULL` keeps the existing texture.
// If none was set, R3D assigns a default one.
R3D_SetMaterialRoughness(&material, NULL, 1.0f);
// Metalness and roughness should be set together.
// By default, both are 0, similar to smooth plastic.
R3D_SetMaterialMetalness(&material, NULL, 0.0f);
// It’s recommended to set occlusion to `1` by default.
// Otherwise, shadowed areas may appear completely black.
// While it may seem logical for the value to be inverted,
// for standard formats, like GLB, `1` should be interpreted as no occlusion.
R3D_SetMaterialOcclusion(&material, NULL, 1.0f);
// If no emission texture is assigned, R3D defaults it to black.
// Calling this function with `NULL` changes it to white, assuming you want emission.
// But don't panic! If the factor is `0`, the material won’t emit light.
R3D_SetMaterialEmission(&material, NULL, RED, 3.0f);
Post-processing: Post-processing effects like fog, bloom, tonemapping or color correction can be added at the end of the rendering pipeline using R3D's built-in shaders.
If you'd like to contribute, feel free to open an issue or submit a pull request.
This project is licensed under the Zlib License - see the LICENSE file for details.
Thanks to raylib for providing an easy-to-use framework for 3D development!