
* add base of rlsw.h * implement state support Also replace the triangle rasterization functions with macros that generate specific functions for each state of the rendering system. Also, add the OpenGL definitions in order to add a binding for rlgl. * branchless float saturation * apply perspective correction to colors * impl line clipping and rasterization + tweak function names * impl face culling * impl color blending * fixes and tweaks * add clear buffer bitmasks * small optimizations / tweaks * review ndc to screen projection * avoid to recalculate MVP when its not needed + tweaks * review the loading and management of textures to be closer to the OpenGL API * texture sampling optimization * review get pixel functions + review unorm/float conversion * add several buffer format support Several depth and color formats have been added for the framebuffer. 8-bit, 16-bit, and 24-bit formats are now available for depth. RGB 8-bit (332), RGB 16-bit (565), and RGB 24-bit (888) formats are now available for color. Alpha support is no longer present for the framebuffer at the moment, but it can easily be restored by adding the formats and reinterpolating the alpha in the areas that do not perform color blending. Additionally, this commit brings performance improvements. * tweaks * impl line width * impl points + point size * fix and improve polygon clipping functions * impl polygone modes * add some not planned functions - `glDepthMask` - `glColorMask` * framebuffer resizing + handle init failure * add quick notes about line clipping algorithms used * start to impl scissor test + review line clipping The support for the scissor test has been implemented for clearing as well as for triangle clipping. The implementation for lines and points is still missing. I also removed the 2D clipping of lines that used the Cohen-Sutherland algorithm, opting instead to always use the Liang-Barsky algorithm in all cases. This simplifies the implementation, and the 2D version would have caused issues when interpolating vertices in the future if we want to implement additional features. * review scissor clear * review `swScissor` * impl line scissor clipping * round screen coordinate (line rasterization) * impl point scissor clipping * remove unused defs * add getter functions * gl binding * add `glHint` and `glShadeModel` macros (not implmented) * binding tweaks * impl copy framebuffer function + glReadPixels * review `swCopyFramebuffer` * update rlgl.h * update rlgl.h * texture copy support * fix typo.. * add get error function * def sw alloc macros * reimpl get color buffer func just in case * remove normal interpolation * review texture wrap * fix ndc projection (viewport/scissor) * impl framebuffer blit function * reduce matrix compuations and memory usage * swBegin tweaks * preventing a possible division by zero * remove useless scissor related data * review color blending system * greatly improve float saturation * tweak lerp vertex function * use opitmized fract function in sw_texture_map * tweak framebuffer functions for better readability * optimized copy/blit functions for each dst format * review framebuffer filling functions * impl specific quad rendering func * use of a single global vertex buffer * fix 'sw_poly_point_render' * added `SW_RESTRICT` and redesigned `sw_lerp_vertex_PNCTH` * tweak the pipeline flow regarding the face culling avoids misprediction, improves vectorization if possible * new rendering path for axis aligned quads * oops, translating some comments * use of `restrict` for blending function parameters * update rlgl.h * adding `GRAPHICS_API_OPENGL_11_SOFTWARE` in `DrawMesh` * add `RL_OPENGL_11_SOFTWARE` enum * temp tweak * build fixes * fix DrawMesh for GL 1.1 * update swClose * review texture format + fix copy * set minimum req vertices to 3 (quads) * check swInit * review pixelformat * tweaks * fix animNormals (DrawMesh) * fallback color/texcoord (swDrawArrays) * review swMultMatrixf * fix texture pool alloc.. * review triangle scanlines increment all data * fix `sw_quad_sort_cw` * impl sdl platform * rm def * increase max clipped polygon vertices * improve triangle rasterization along Y axis improved robustness against numerical errors incremental interpolation along Y simplified function, fewer jumps * review current vertex data + increase max clipped polygon vertices (for extreme cases) * fix and improve polygon clipping Sets the vertex count to zero when the polygon is invalid Stops clipping when the vertex count drops below 3 * fix gradient calculation * cache texture size minus one + comments * tweaks * BGRA copy support * adding software backend option (cmake) * update Makefile * fix face culling * excluse some exemple with the software backend * review SW_CLAMP case in sw_texture_map * review sw_saturate * review line raster * fix sw_quad_is_aligned * review sw_raster_quad_axis_aligned * tweaks * codepoint fix (?) * fix var name... * rcore_drm software renderering * cleanup and tweaks * adding support for `GL_POINT_SIZE` and `GL_LINE_WIDTH` get * fix sampling issue * fix swBlendFunc --------- Co-authored-by: Ray <raysan5@gmail.com>

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!
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.
- Working on Windows
- Working on macOS
- Working on GNU Linux
- Working on Chrome OS
- Working on FreeBSD
- Working on Raspberry Pi
- Working for Android
- Working for Web (HTML5)
- Working anywhere with CMake
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:
- raylib cheatsheet
- raylib architecture
- raylib library design
- raylib examples collection
- raylib games collection
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! :)
- Webpage: https://www.raylib.com
- Discord: https://discord.gg/raylib
- X: https://x.com/raysan5
- BlueSky: https://bsky.app/profile/raysan5
- Twitch: https://www.twitch.tv/raysan5
- Reddit: https://www.reddit.com/r/raylib
- Patreon: https://www.patreon.com/raylib
- YouTube: https://www.youtube.com/channel/raylib
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.