Easy to use, customizable, efficient 3D renderer library built on wgpu.
Library is under active development. While internals are might change in the future, the external api remains stable, with only minor changes occuring as features are added.
Take a look at the examples for getting started with the api. The examples will show how the core library and helper crates can be used.
These screenshots are from the scene-viewer example.
The rend3
ecosystem is composed of a couple core crates which provide most
of the functionality and exensibility to the library, extension crates, and
integration crates
rend3
: The core crate. Performs all handling of world data, provides the Renderer and RenderGraph and defines vocabulary types.rend3-routine
: Implementation of various "Render Routines" on top of the RenderGraph. Also provides for re-usable graphics work. Provides PBR rendering, Skyboxes, Shadow Rendering, and Tonemapping.
There are extension crates that are not required, but provide pre-made bits of useful code that I would recommend using.
rend3-anim
: Skeletal animation playback utilities. Currently tied to rend3-gltf.rend3-framework
: Vastly simplifies correct handling of the window and surface across platforms.rend3-gltf
: Modular gltf file and scene loader.
Integration with other external libraries are also offered. Due to external dependencies, the versions of these may increase at a much higher rate than the rest of the ecosystem.
rend3-egui
: Integration with the egui immediate mode gui.rend3-imgui
: Integration with the imgui immediate mode gui.
rend3 supports two different rendering profiles one for speed and one for compatibility.
The modern profile not only offloads a lot more work to the gpu, it can do more aggressive performance optimizations including only drawing exactly the triangles that are needed
Profile | Texture Access | Object Culling | Triangle Culling | Draw Calls |
---|---|---|---|---|
GpuDriven | Bindless | On GPU | On GPU | Merged Indirect |
CpuDriven | Bound | On CPU | ❌ | Instanced Direct |
The following table shows support of various profiles on various apis/platforms. This will hopefully help you judge what your target demographic supports.
OS | API | GPU | GpuDriven | CpuDriven |
---|---|---|---|---|
Windows 7+ | Vulkan | AMD / NVIDIA | ✅ | — |
Vulkan | Intel 6XXX+ | ❌ | ✅ | |
Dx11 | Intel 2XXX+ | ❌ | 🚧 | |
Windows 10+ | Dx12 | Intel 6XXX+ / AMD GCN 2+ / NVIDIA 6XX+ | 🚧 | ✅ |
MacOS 10.13+ iOS 11+ | Metal | Intel / Apple A13+ / M1+ | ✅ | — |
Apple A9+ | ❌ | ✅ | ||
Linux | Vulkan | Intel 6XXX+ / AMD GCN 2+ / NVIDIA 6XX+ | ✅ | — |
Intel 4XXX+ | ❌ | ✅ | ||
Android | Vulkan | All | ❌ | ✅ |
Footnotes:
- ✅ Supported
- 🚧 In Progress
- ❌ Unsupported
- — Modern Profile Used
- Intel 6XXX = Skylake
- Intel 4XXX = Haswell
- Intel 2XXX = Sandy Bridge
- AMD GCN 2 = Rx 200+, RX 5000+
- Apple A9 = iPhone 6S, iPad 5th Gen
- Apple A13 = iPhone 11, iPad 9th Gen
rend3
tries to fulfill the following usecases:
- Games and visualizations that need a customizable, and efficient renderer.
- Projects that just want to put objects on screen, but want lighting and effects.
- A small cog in a big machine: a renderer that doesn't interfere with the rest of the program.
rend3
is not:
- A framework or engine. It does not include all the parts needed to make an
advanced game or simulation nor care how you structure your program.
If you want a very basic framework to deal with windowing and event loop management,
rend3-framework
can help you. This will always be optional and is just there to help with the limited set of cases it canhelp
I have grand plans for this library. An overview can be found in the issue tracker under the enhancement label.
We have a matrix chatroom that you can come and join if you want to chat about using rend3 or developing it:
If discord is more your style, our meta project has a channel which mirrors the matrix rooms:
We welcome all contributions and ideas. If you want to participate or have ideas for this library, we'd love to hear them!
License: MIT OR Apache-2.0 OR Zlib