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erhe

A C++ 3D graphics library and sandbox editor, with a Vulkan/Metal-style rendering abstraction over OpenGL, Vulkan, and Metal.

build tests License: MIT C++20 Platforms

screenshot

erhe is an actively-developed personal research project for real-time rendering and geometry. Its editor is a sandbox for 3D scene creation, manipulation, and procedural mesh generation. erhe is the evolution of RenderStack.

erhe summer 2024

Quick start

git clone https://github.com/tksuoran/erhe
cd erhe

# Windows (from an x64 Native Tools Command Prompt)
scripts\configure_vs2026_vulkan.bat

# Linux
scripts/configure_ninja_linux_vulkan.sh && cmake --build build_ninja_linux_vulkan --target editor

# macOS
scripts/configure_xcode_metal.sh && cmake --build build_xcode_metal --target editor --config Debug

Vulkan is the default backend; the OpenGL build uses the *_opengl scripts instead (e.g. scripts\configure_vs2026_opengl.bat). See doc/building.md for all backends, CMake options, and IDE setup.

Platforms

Platform Graphics backends Status
Windows OpenGL, Vulkan Primary
Linux OpenGL, Vulkan Supported
macOS Vulkan, Metal Supported
Meta Quest / Android Vulkan + OpenXR Supported

The OpenGL backend requires OpenGL 4.5 (with Direct State Access) at minimum; 4.6 is recommended. It is not available on Apple platforms.

Editor

The editor is a sandbox application for 3D scene creation and manipulation.

Scene and Viewport

  • Multiple 3D viewports with independent camera and rendering settings
  • Hierarchical scene graph with node parenting
  • glTF import and export
  • Partial USD support: open, edit and save .usd / .usda / .usdc / .usdz stages, with references and payloads shown as prefab instances, variant sets, class prims as styles, and UsdPhysics / UsdSkel content
  • Scenes save as a single glTF binary carrying ERHE_* extensions, or as USD; a scene stays in the format it was opened from
  • Multi-scene support
  • Post-processing pipeline (bloom, tonemapping)
  • Shadow mapping
  • PBR material system with metallic/roughness workflow
  • Material library with preview rendering

Tools

  • Fly camera -- 6DOF camera navigation with WASD, orbit, tumble, track, zoom
  • Selection -- click-to-select with shift/ctrl multi-select, GPU ID buffer or raytrace picking
  • Transform gizmo -- translate, rotate, scale with axis/plane constraints and snapping
  • Brush placement -- place shapes on surfaces with snap-to-face, rotation, and scale-to-match
  • Vertex painting -- paint vertex colors directly on meshes
  • Material painting -- assign materials to individual mesh faces
  • Physics interaction -- drag, push, and pull rigid bodies in the scene
  • Grid -- configurable grid display and snap-to-grid

Geometry Operations

  • Subdivision: Catmull-Clark, sqrt3
  • Conway operators: ambo, chamfer, dual, gyro, join, kis, meta, truncate, chamfer/bevel
  • CSG / boolean: union, intersection, difference (experimental, via Geogram)
  • Utilities: triangulate, normalize, reverse, weld, repair, generate tangents, bake transform
  • Full undo/redo for all operations

Mesh Creation

  • Parametric shapes: sphere, box, cone, torus, disc, cylinder
  • Brush system with reusable shape templates
  • 180+ built-in polyhedra (Platonic solids, Johnson solids, geodesic domes, etc.)
  • Procedural scene generation

Node Graphs

  • Texture graph -- Material Maker-style procedural texture authoring with ~75 node types (noises, patterns, gradients, transforms, color operations); nodes compose into a single fragment shader evaluated on the GPU, with live per-node previews, and bake to textures and PBR material channels
  • Geometry graph -- node-based procedural modeling: parametric generators, subdivision, Conway operators, lattice deform, boolean CSG, point scattering and instancing, nested node groups; evaluated asynchronously on worker threads so editing stays interactive
  • Shared node-editor canvas with a dockable node palette, undo/redo, and JSON serialization; graphs are content-library assets

Ray Tracing

  • CPU ray tracing library with swappable backends (madmann91 bvh, tinybvh, Embree 4) and BVH disk caching, used for mouse picking and spatial queries
  • GPU ray tracing renderer (Vulkan ray query compute): PBR material shading, real scene lights, ray-traced shadows, reflection and refraction for transmissive materials

File Format Support

  • glTF 2.0 import and export (via fastgltf), including KHR_physics_rigid_bodies, KHR_materials_variants and the erhe-specific ERHE_* extensions
  • Partial OpenUSD import and export (via LightUSD; optional, ERHE_USD_LIBRARY=lightusd): meshes, UsdPreviewSurface and OpenPBR materials, cameras, lights, xformOp stacks, time samples, skinning, physics, point instancers, composition arcs and variants; MaterialX documents are not read. See doc/erhe/usd_compatibility.md
  • Partial support for Wavefront OBJ import

VR / OpenXR

  • Headset rendering with OpenXR
  • Hand and controller tracking with visualization
  • Floating HUD and hotbar UI in VR
  • Passthrough support

Input

  • Keyboard and mouse with configurable bindings
  • SpaceMouse 6DOF input
  • OpenXR controllers

Debug and Development

  • Debug line and text rendering in 3D viewports
  • Physics shape visualization
  • Render graph visualization window
  • Shader hot-reload via shader monitor
  • GL state dump to clipboard
  • Tracy profiler integration

MCP Server

The editor embeds an MCP server (JSON-RPC over HTTP on 127.0.0.1:3743), so AI agents and scripts can drive a running editor. It works in the windowed build, in the headless build (no display needed) and on Quest over adb forward. See doc/agents/mcp_server_usage.md for the API reference.

  • Scene queries -- scenes, nodes, cameras, lights, materials, textures, brushes, selection, undo/redo stack, physics items, async load status
  • Scene editing -- create shapes and nodes, place brushes, select, transform, reparent, edit materials, geometry operations, mesh component (face / edge / vertex) editing, physics bodies and joints, node graphs; edits go through the undo stack
  • Properties -- generic read / write access to the registered properties of any item, including styles and expressions
  • Files -- open, save and close scenes; glTF and USD import and export
  • Screenshots -- the editor's own composited frame, in both windowed and headless builds, optionally annotated with ImGui item rectangles
  • ImGui introspection -- list ImGui hosts, windows and items with their rectangles, and click, hover or scroll an item addressed by its label
  • Input event injection -- mouse clicks, drags and wheel, key presses and text are injected as real window input events, so menus, docking, property rows, gizmo drags and viewport gestures are driven the way a user drives them; see the UI driving run-book
  • All registered editor commands (undo, redo, delete, ...) are callable as tools
  • The MCP test suite (mcp_server_tests) and the scene round-trip verification scripts run against this server
  • AI creations catalogs agent-built showcase scenes and the editor features each exercises

Libraries

erhe is organized as a set of independent libraries under src/erhe/. Each has a doc/erhe/<name>.md document with details on purpose, API, and design; doc/README.md indexes them.

Library Description
erhe::graphics Vulkan/Metal-style graphics abstraction: pipelines, buffers, textures, shaders, ring buffers, shader monitor
erhe::rendergraph DAG of render nodes with typed inputs/outputs, executed in dependency order
erhe::scene glTF-like scene graph: nodes, meshes, cameras, lights, animations, skins
erhe::gltf glTF 2.0 import and export via fastgltf, including KHR physics extensions
erhe::usd Partial OpenUSD (.usd / .usda / .usdc / .usdz) import and export via LightUSD: meshes, materials, cameras, lights, xformOp stacks, time samples, skinning, physics, composition arcs, variants; optional (ERHE_USD_LIBRARY=lightusd) and the only library that includes LightUSD headers
erhe::raytrace CPU ray tracing abstraction with swappable bvh / tinybvh / Embree backends and BVH disk caching
erhe::texgen Procedural texture generation: data-driven node descriptors composed into GLSL fragment shaders (Material Maker port)
erhe::graph Generic node graph: nodes, pins, links, topological-order evaluation; base for the geometry, texture, and shader graphs
erhe::xr OpenXR integration: session and swapchain management, action-based input, hand tracking, stereo rendering
erhe::scene_renderer Forward renderer, shadow renderer, ID picking, camera/light/material/joint GPU buffers
erhe::renderer Debug line renderer (compute, geometry shader, or GL_LINES), text renderer, texture blit
erhe::geometry Polygon mesh manipulation via Geogram: subdivision, Conway operators, CSG, shape generators
erhe::primitive Converts geometry meshes to GPU vertex/index buffers; PBR material definitions
erhe::physics Thin abstraction over Jolt and Box3D physics: rigid bodies, collision shapes, constraints
erhe::imgui Custom ImGui backend with per-host ImGui contexts and window management
erhe::commands Input command system with state machine, priority dispatch, and bindings for all input types
erhe::window SDL / GLFW windowing abstraction with input event handling
erhe::item Base Item (name, id, flags) and Hierarchy (parent/child tree) classes
erhe::property Dependency-property system (modeled on WPF): registered typed properties with layered values (local, style, reference, inherited, default), expressions, computed and animated values, change notification; every scene item carries a property store
erhe::gl Generated type-safe OpenGL wrappers with call logging and extension queries
erhe::math Bounding volumes, viewport projection, input axis filtering, vector/matrix helpers
erhe::dataformat Graphics-API-agnostic pixel and vertex format definitions
erhe::message_bus Typed publish-subscribe bus used to decouple editor subsystems
erhe::profile Unified profiling macros dispatching to Tracy, Superluminal, or NVTX
erhe::ui FreeType glyph rasterization and HarfBuzz shaping into GPU font atlases
erhe::log spdlog wrappers
erhe::verify VERIFY(condition) and FATAL(format, ...) macros
erhe::codegen Python code generator for C++ structs with versioned JSON serialization via simdjson

OpenGL Compatibility

erhe requires OpenGL 4.5 with DSA (Direct State Access); device creation fails on older versions. DSA, SSBOs, compute shaders and clip control are used unconditionally. The former OpenGL 4.1 (macOS) runtime compatibility layer has been removed.

Documentation

All documentation lives under doc/; doc/README.md states the layout and indexes every document with its stability level.

Where What
doc/building.md Build instructions, platform requirements, CMake options; also Quest and Android
doc/erhe/ One document per erhe::* library, plus library-level subsystems: Vulkan backend, Metal backend, draw list renderer, shadows, property system, USD compatibility
doc/editor/ The editor: application overview, one document per source subdirectory, and one per feature, e.g. scene serialization, texture graph, geometry nodes, ray tracing, and experimental features such as lightmap baking and DDGI
doc/frame_pacing/ Frame pacer requirements, algorithm and behavior
doc/gltf_extensions/ Specification and JSON schemas of the ERHE_* glTF extensions
doc/agents/ Documentation for AI coding agents: MCP guidelines and UI driving, orchestration harness, RenderDoc run-books; AGENTS.md holds the project rules
doc/plans/ Future work
doc/reference/ Material erhe does not own: upstream bug reports, comparisons, transcribed specifications

License

erhe's own source is MIT-licensed -- see src/erhe/LICENSE. Bundled and fetched third-party dependencies retain their own licenses; see License.txt for the overview.

Acknowledgements

erhe stands on many excellent open-source projects. Most are fetched at configure time via CPM.cmake; some are in-tree copies under src/. Several are pulled from erhe-specific forks of the listed upstream. Entries marked optional are used only when the matching CMake option selects them (see doc/building.md). Each dependency retains its own license; the table names it in short form and the dependency's own license file is authoritative.

Library Used for License
Dear ImGui Editor user interface (docking branch fork, in-tree copy) MIT
imgui_gradient Gradient editor widget (in-tree copy) BSL-1.0
imgui-node-editor Node editor canvas of the geometry, texture and shader graph editors (in-tree fork in erhe::imgui) MIT (repository); source files dual-licensed public domain / permissive
ImViewGuizmo Viewport orientation gizmo (in-tree, modified) MIT
SDL Windowing and input (default window library) Zlib
GLFW Windowing and input (optional, deprecated) Zlib
Vulkan-Headers Vulkan backend Apache-2.0 OR MIT
volk Vulkan function loader MIT
Vulkan Memory Allocator Vulkan memory allocation MIT
glslang GLSL to SPIR-V compilation BSD-3-Clause and others
SPIRV-Cross SPIR-V to MSL for the Metal backend Apache-2.0 OR MIT
metal-cpp Metal backend C++ bindings Apache-2.0
OpenGL-Registry gl.xml and Khronos headers for the generated OpenGL wrappers Apache-2.0 / MIT
OpenXR SDK VR / XR headset support (optional) Apache-2.0
Geogram Polygon mesh backend, CSG, remeshing BSD-3-Clause
quickhull Convex hulls (in-tree copy) Public domain
MikkTSpace Tangent space generation (in-tree copy) Zlib
meshoptimizer Mesh optimization and vertex encodings MIT
OpenVDB Sparse voxel signed distance fields (optional) Apache-2.0
oneTBB Required by OpenVDB (optional) Apache-2.0
Jolt Physics Physics (default physics backend) MIT
Box3D Physics (optional backend) MIT
Recast Navigation Navigation meshes (optional) Zlib
bvh CPU ray tracing (default raytrace backend) MIT
tinybvh CPU ray tracing (optional backend) MIT
Embree CPU ray tracing (optional backend) Apache-2.0
fastgltf glTF parsing and writing MIT
LightUSD USD reading and writing (optional) Apache-2.0
simdjson JSON parsing (codegen structs, configuration) Apache-2.0 OR MIT
nlohmann/json JSON (MCP server, serialization) MIT
RapidJSON JSON (in-tree copy) MIT
cpp-httplib HTTP transport of the MCP server MIT
Wuffs PNG and JPEG decoding Apache-2.0 OR MIT
fpng PNG encoding Public domain (Unlicense)
dds_image DDS texture loading MIT
Basis Universal KTX2 / Basis texture transcoding Apache-2.0
mango Cross-platform memory-mapped file API (in-tree fork) Zlib
FreeType Glyph rasterization FTL OR GPL-2.0
HarfBuzz Text shaping MIT (Old MIT)
PlutoSVG SVG icons and color emoji glyphs MIT
RectangleBinPack Atlas packing (in-tree copy) Public domain
GLM Vector and matrix math MIT
fmt String formatting MIT
spdlog Logging MIT
cpptrace Stack traces in error reports MIT
Taskflow Task-parallel worker threads MIT
concurrentqueue Concurrent queue BSD-2-Clause OR BSL-1.0
ETL Fixed-capacity containers MIT
robin-hood-hashing Hash map (in-tree copy) MIT
xxHash Compile-time XXH32 string hashing (in-tree, derived) BSD-2-Clause
TinyExpr Property expression evaluation (in-tree copy) Zlib
cxxopts Command line parsing MIT
cpp-terminal Terminal input (optional) MIT
miniaudio Audio (optional, in-tree copy) Public domain OR MIT-0
Tracy Profiler (optional) BSD-3-Clause
NVTX Profiler annotations (optional) Apache-2.0 WITH LLVM-exception
Superluminal Performance API Profiler annotations (optional, in-tree copy) BSD-2-Clause
mimalloc Memory allocator (optional) MIT
jemalloc Memory allocator (optional) BSD-2-Clause
googletest Unit tests (optional) BSD-3-Clause
CPM.cmake Fetches dependencies at configure time MIT

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erhe is a C++ library and editor for 3D graphics with a graphics API abstraction loosely modeled after Vulkan and Metal, with backends for OpenGL, Metal and Vulkan

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