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_FLAG_FORCE_FORWARD, or let the engine choose the optimal path based on rendering parameters.R3D_Material system that handles blend modes, face culling, and all material properties in one place.R3D_Mesh system with unified vertex buffer containing all attributes (position, texcoord, normal, color, tangent) for better performance and consistency.R3D_LoadModelFromMemory() for embedded resources scenarios.R3D_UploadMesh() for better control over GPU resource management.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
By default, R3D uses find_package(raylib) to detect a system-installed version. If you don't have the required version installed, or prefer not to install it manually, you can enable the R3D_RAYLIB_VENDORED CMake option to use the vendored version included as a Git submodule.
To clone the submodule, refer to the Getting Started section.
Assimp
By default, R3D uses find_package(assimp) to detect a system-installed version. If you don't have Assimp installed, or prefer to use a specific version, you can enable the R3D_ASSIMP_VENDORED CMake option to use the vendored version included as a Git submodule.
To clone the submodule, refer to the Getting Started section.
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.BUILD_SHARED_LIBS.Cross Compilation:
You can also perform cross-compilation on Linux for Windows using MinGW.
#### Prerequisites Ensure that MinGW is installed on your system. For example, on a Debian or Ubuntu-based system, run:
sudo apt-get install mingw-w64
#### Project Configuration
Once inside the build directory, use one of the following commands depending on the target architecture:
For Windows 32-bit:
cmake .. -DCMAKE_TOOLCHAIN_FILE=cmake/mingw-w32-x86_64.cmake
For Windows 64-bit:
cmake .. -DCMAKE_TOOLCHAIN_FILE=cmake/mingw-w64-x86_64.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
// 'true' indicates that we upload immediately to the GPU
R3D_Mesh mesh = R3D_GenMeshSphere(1.0f, 16, 32, true);
// Get a material with default values
R3D_Material = R3D_GetDefaultMaterial();
// Create a directional light
// NOTE: The direction will be normalized
R3D_Light light = R3D_CreateLight(R3D_LIGHT_DIR);
R3D_SetLightDirection(light, (Vector3) { -1, -1, -1 });
R3D_SetLightActive(light, true);
// Init a Camera3D
Camera3D camera = {
.position = (Vector3) { -3, 3, 3 },
.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_DrawMesh(&mesh, &material, MatrixIdentity());
R3D_End();
EndDrawing();
}
// Close R3D renderer and raylib
R3D_UnloadMesh(mesh);
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).R3D_GenMeshSphere().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); // Create a spotlight and return its ID
R3D_LightLookAt(light, (Vector3){0, 10, 0}, (Vector3){0}); // Set light position and target
R3D_SetLightActive(light, true); // Indicates to turn on the light
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() functions. 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.
The 'tint' must be set directly in the material via the material.albedo.color member.
Note that this material is copied internally, so you can modify it between each call and the results will be different.
R3D_Model model = R3D_LoadModel("model.fbx");
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 its own R3D_Material system that provides a unified approach to handling textures, rendering modes, and material parameters. The material system integrates blend modes, face culling, shadow casting, and billboard settings directly into the material structure.
R3D_Material material = R3D_LoadMaterialDefault(); // Creates a default R3D material, default material config below
// Sets the material's albedo with a texture and color tint
material.albedo.texture = R3D_GetWhiteTexture();
material.albedo.color = WHITE;
// Configure ORM (Occlusion-Roughness-Metalness) properties
material.orm.texture = R3D_GetWhiteTexture(); // Optional: combined ORM texture
material.orm.roughness = 1.0f; // Surface roughness (0.0 = mirror, 1.0 = rough)
material.orm.metalness = 0.0f; // Metallic property (0.0 = dielectric, 1.0 = metallic)
material.orm.occlusion = 1.0f; // Ambient occlusion (1.0 = no occlusion)
// Set up emission properties
material.emission.texture = R3D_GetWhiteTexture(); // Optional: emission texture
material.emission.color = WHITE; // Emission color
material.emission.energy = 0.0f; // Emission energy multiplier
// Configure normal mapping
material.normal.texture = R3D_GetNormalTexture(); // Optional: normal texture
material.normal.scale = 1.0f; // Normal scale
// Set rendering modes directly in the material
material.blendMode = R3D_BLEND_OPAQUE; // Transparency blending
material.cullMode = R3D_CULL_BACK; // Face culling
material.shadowCastMode = R3D_SHADOW_CAST_FRONT_FACES; // Shadow casting
material.billboardMode = R3D_BILLBOARD_DISABLED; // Billboard behavior
// Alpha cutoff for transparency testing
material.alphaCutoff = 0.01f;
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!