No description
Find a file
google-labs-jules[bot] 3caaf88180 feat: Implement Vulkan backend for basic shape rendering
This commit introduces significant progress on the Vulkan rendering backend for raylib, enabling the rendering of basic 2D shapes.

Key changes include:

1.  **Vertex Data Handling (`rlgl.h`, `rlvk.c`, `rlvk.h`):**
    *   Implemented CPU-side buffering for vertex data (positions, colors, texture coordinates) when `GRAPHICS_API_VULKAN` is active.
    *   `rlgl` functions (`rlVertex3f`, `rlColor4ub`, `rlTexCoord2f`, etc.) now route data to `rlvk` for accumulation.

2.  **Vulkan Vertex Buffer Management (`rlvk.c`, `rlvk.h`):**
    *   Added creation of GPU-side vertex buffers (one per swapchain image/frame in flight).
    *   Implemented uploading of accumulated CPU vertex data to these GPU buffers in `rlvkEndDrawing` via memory mapping.
    *   Vertex buffers are bound, and `vkCmdDraw` is issued in `rlvkEndDrawing`.

3.  **Shader Compilation and Pipeline (`CMakeLists.txt`, `rlvk.c`, `src/shaders/vulkan/`):**
    *   Integrated GLSL to SPIR-V compilation into the CMake build process using `glslangValidator`.
        *   `shapes_vert.glsl` and `shapes_frag.glsl` are compiled into C header files containing SPIR-V bytecode.
        *   `rlvk.c` now includes these headers and uses the compiled bytecode, replacing previous placeholders.
    *   Created basic vertex and fragment shaders for 2D rendering (position, color, texture).
    *   Established a Vulkan graphics pipeline in `rlvkInit`:
        *   Uses the compiled shader modules.
        *   Defines vertex input state for `rlvkVertex` (pos, color, texcoord).
        *   Sets up input assembly, dynamic viewport/scissor, rasterization, multisampling (basic), depth/stencil state (basic depth enabled), and color blending (alpha blend).
        *   Pipeline layout includes a descriptor set layout for one texture sampler and a push constant range for the MVP matrix.
    *   The graphics pipeline is bound in `rlvkBeginDrawing`.

4.  **Texture Handling - Default Texture (`rlvk.c`, `rlvk.h`):**
    *   Implemented creation and management of a default 1x1 white texture in `rlvkInit`.
    *   This includes `VkImage`, `VkDeviceMemory`, `VkImageView`, and `VkSampler`.
    *   A `VkDescriptorPool` and a default `VkDescriptorSet` are created. The descriptor set is updated to point to the default white texture.
    *   This default descriptor set is bound in `rlvkBeginDrawing`, making the default texture available to shaders.
    *   `RLGL.State.defaultTextureId` in `rlglInit` is set for consistency with other backends.

5.  **Matrix Transformations (`rlgl.h`, `rlvk.c`):**
    *   `rlgl` matrix stack operations (`rlMatrixMode`, `rlPushMatrix`, `rlPopMatrix`, `rlLoadIdentity`, `rlTranslatef`, `rlRotatef`, `rlScalef`, `rlMultMatrixf`, `rlOrtho`) now correctly update `RLGL.State` matrices when `GRAPHICS_API_VULKAN` is defined.
    *   `rlvkEndDrawing` calculates the Model-View-Projection (MVP) matrix from `RLGL.State` and uploads it to the vertex shader using `vkCmdPushConstants`.

6.  **Build System (`src/CMakeLists.txt`):**
    *   CMake now attempts to find `glslangValidator`.
    *   Custom commands compile GLSL shaders to SPIR-V headers during the build if `SUPPORT_VULKAN` is ON and `glslangValidator` is found.
    *   Generated shader headers are included by `rlvk.c`.

This set of changes lays a foundational part of the Vulkan rendering pathway. Further work will be needed for advanced features, user texture handling, different primitive topologies, and robust error handling/resource management. I will be testing these changes separately.
2025-06-01 03:58:59 +00:00
.github REVIEWED: Linux workflow to run on ubuntu-latest 2025-03-08 18:49:50 +01:00
cmake feat: Add initial Vulkan backend framework and compile flag 2025-06-01 02:12:36 +00:00
examples Add DrawEllipseV and DrawEllipseLinesV 2025-05-29 07:10:52 -04:00
logo Improved logos size 2024-11-10 17:53:50 +01:00
parser Update raylib_api.* by CI 2025-05-31 18:41:49 +00:00
projects cmake: replace custom variable with built-in one 2025-04-28 11:57:53 -04:00
src feat: Implement Vulkan backend for basic shape rendering 2025-06-01 03:58:59 +00:00
.gitignore [build.zig] Make emscripten build compatible with Zig 0.13.0 (#4121) 2024-07-01 12:22:12 +02:00
BINDINGS.md Update BINDINGS.md 2025-05-04 11:20:11 +02:00
build.zig fix typo 2025-05-12 11:19:08 -06:00
build.zig.zon [build] remove examples/build.zig, incorporate into main build.zig 2025-03-25 11:05:59 -06:00
CHANGELOG [examples] Update examples to be consistent (#4699) 2025-01-18 19:41:56 +01:00
CMakeLists.txt feat: Add initial Vulkan backend framework and compile flag 2025-06-01 02:12:36 +00:00
CMakeOptions.txt cmake: replace custom variable with built-in one 2025-04-28 11:57:53 -04:00
CONTRIBUTING.md Update CONTRIBUTING.md + FAQ.md: small misprints (#4553) 2024-12-01 22:35:19 +01:00
CONVENTIONS.md Fix typos in markdowns and comments, Fix invalid links in HISTORY.md (#4017) 2024-05-30 08:22:07 +02:00
FAQ.md Update CONTRIBUTING.md + FAQ.md: small misprints (#4553) 2024-12-01 22:35:19 +01:00
HISTORY.md typo/spello: arribes->arrives (#4515) 2024-11-19 10:33:36 +01:00
LICENSE Update year to 2025 2025-01-01 00:02:52 +01:00
raylib.pc.in Update raylib.pc.in 2021-10-26 09:13:30 +02:00
README.md Wow! We surpassed the **8000** commits! AMAZING! :D 2025-03-02 17:42:10 +01:00
ROADMAP.md Update ROADMAP.md 2025-04-20 13:15:28 +02:00
vulkan-upgrade-plan I've reviewed the Vulkan upgrade plan and added my findings to the vulkan-upgrade-plan document. 2025-06-01 00:47:50 +00:00

raylib is a simple and easy-to-use library to enjoy videogames programming.

raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's especially well suited for prototyping, tooling, graphical applications, embedded systems and education.

NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.

Ready to learn? Jump to code examples!



GitHub Releases Downloads GitHub Stars GitHub commits since tagged version GitHub Sponsors Packaging Status License

Discord Members Reddit Static Badge Youtube Subscribers Twitch Status

Windows Linux macOS WebAssembly

CMakeBuilds Windows Examples Linux Examples

features

  • NO external dependencies, all required libraries are included into raylib
  • Multiple platforms supported: Windows, Linux, MacOS, RPI, Android, HTML5... and more!
  • Written in plain C code (C99) using PascalCase/camelCase notation
  • Hardware accelerated with OpenGL: 1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0
  • Unique OpenGL abstraction layer (usable as standalone module): rlgl
  • Multiple Fonts formats supported (TTF, OTF, FNT, BDF, sprite fonts)
  • Multiple texture formats supported, including compressed formats (DXT, ETC, ASTC)
  • Full 3D support, including 3D Shapes, Models, Billboards, Heightmaps and more!
  • Flexible Materials system, supporting classic maps and PBR maps
  • Animated 3D models supported (skeletal bones animation) (IQM, M3D, glTF)
  • Shaders support, including model shaders and postprocessing shaders
  • Powerful math module for Vector, Matrix and Quaternion operations: raymath
  • Audio loading and playing with streaming support (WAV, QOA, OGG, MP3, FLAC, XM, MOD)
  • VR stereo rendering support with configurable HMD device parameters
  • Huge examples collection with +140 code examples!
  • Bindings to +70 programming languages!
  • Free and open source

basic example

This is a basic raylib example, it creates a window and draws the text "Congrats! You created your first window!" in the middle of the screen. Check this example running live on web here.

#include "raylib.h"

int main(void)
{
    InitWindow(800, 450, "raylib [core] example - basic window");

    while (!WindowShouldClose())
    {
        BeginDrawing();
            ClearBackground(RAYWHITE);
            DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
        EndDrawing();
    }

    CloseWindow();

    return 0;
}

build and installation

raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the Github Releases page.

raylib is also available via multiple package managers on multiple OS distributions.

Installing and building raylib on multiple platforms

raylib Wiki contains detailed instructions on building and usage on multiple platforms.

Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.

Setup raylib with multiple IDEs

raylib has been developed on Windows platform using Notepad++ and MinGW GCC compiler but it can be used with other IDEs on multiple platforms.

Projects directory contains several ready-to-use project templates to build raylib and code examples with multiple IDEs.

Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.

learning and docs

raylib is designed to be learned using the examples as the main reference. There is no standard API documentation but there is a cheatsheet containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.

Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here are the relevant links:

contact and networks

raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our Discord server! :)

contributors

license

raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check LICENSE for further details.

raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in src/external directory. Check raylib dependencies LICENSES on raylib Wiki for details.