Filament
+ +Filament is a real-time physically based rendering engine for Android, iOS, Linux, macOS, Windows, +and WebGL. It is designed to be as small as possible and as efficient as possible on Android.
+Download
+Download Filament releases to access stable builds. +Filament release archives contains host-side tools that are required to generate assets.
+Make sure you always use tools from the same release as the runtime library. This is particularly
+important for matc (material compiler).
If you'd rather build Filament yourself, please refer to our build manual.
+Android
+Android projects can simply declare Filament libraries as Maven dependencies:
+repositories {
+ // ...
+ mavenCentral()
+}
+
+dependencies {
+ implementation 'com.google.android.filament:filament-android:1.62.1'
+}
+
+Here are all the libraries available in the group com.google.android.filament:
iOS
+iOS projects can use CocoaPods to install the latest release:
+pod 'Filament', '~> 1.62.1'
+
+Documentation
-
-
- core documentation -
- JavaScript documentation -
- iOS tutorials +
- Filament, an in-depth explanation of +real-time physically based rendering, the graphics capabilities and implementation of Filament. +This document explains the math and reasoning behind most of our decisions. This document is a +good introduction to PBR for graphics programmers. +
- Materials, the full reference
+documentation for our material system. This document explains our different material models, how
+to use the material compiler
matcand how to write custom materials.
+ - Material Properties, a reference +sheet for the standard material model.
Examples
+
+
+
+
+
+
Features
+APIs
+-
+
- Native C++ API for Android, iOS, Linux, macOS and Windows +
- Java/JNI API for Android +
- JavaScript API +
Backends
+-
+
- OpenGL 4.1+ for Linux, macOS and Windows +
- OpenGL ES 3.0+ for Android and iOS +
- Metal for macOS and iOS +
- Vulkan 1.0 for Android, Linux, macOS, and Windows +
- WebGL 2.0 for all platforms +
Rendering
+-
+
- Clustered forward renderer +
- Cook-Torrance microfacet specular BRDF +
- Lambertian diffuse BRDF +
- Custom lighting/surface shading +
- HDR/linear lighting +
- Metallic workflow +
- Clear coat +
- Anisotropic lighting +
- Approximated translucent (subsurface) materials +
- Cloth/fabric/sheen shading +
- Normal mapping & ambient occlusion mapping +
- Image-based lighting +
- Physically-based camera (shutter speed, sensitivity and aperture) +
- Physical light units +
- Point lights, spot lights, and directional light +
- Specular anti-aliasing +
- Point, spot, and directional light shadows +
- Cascaded shadows +
- EVSM, PCSS, DPCF, or PCF shadows +
- Transparent shadows +
- Contact shadows +
- Screen-space ambient occlusion +
- Screen-space reflections +
- Screen-space refraction +
- Global fog +
- Dynamic resolution (with support for AMD FidelityFX FSR) +
Post processing
+-
+
- HDR bloom +
- Depth of field bokeh +
- Multiple tone mappers: generic (customizable), ACES, filmic, etc. +
- Color and tone management: luminance scaling, gamut mapping +
- Color grading: exposure, night adaptation, white balance, channel mixer, +shadows/mid-tones/highlights, ASC CDL, contrast, saturation, etc. +
- TAA, FXAA, MSAA +
- Screen-space lens flares +
glTF 2.0
+-
+
-
+
Encodings
+-
+
- +Embeded +
- +Binary +
+ -
+
Primitive Types
+-
+
- +Points +
- +Lines +
- +Line Loop +
- +Line Strip +
- +Triangles +
- +Triangle Strip +
- +Triangle Fan +
+ -
+
Animation
+-
+
- +Transform animation +
- +Linear interpolation +
-
+Morph animation
+
-
+
- +Sparse accessor +
+ - +Skin animation +
- +Joint animation +
+ -
+
Extensions
+-
+
- +KHR_draco_mesh_compression +
- +KHR_lights_punctual +
- +KHR_materials_clearcoat +
- +KHR_materials_emissive_strength +
- +KHR_materials_ior +
- +KHR_materials_pbrSpecularGlossiness +
- +KHR_materials_sheen +
- +KHR_materials_transmission +
- +KHR_materials_unlit +
- +KHR_materials_variants +
- +KHR_materials_volume +
- +KHR_materials_specular +
- +KHR_mesh_quantization +
- +KHR_texture_basisu +
- +KHR_texture_transform +
- +EXT_meshopt_compression +
+
Rendering with Filament
+Native Linux, macOS and Windows
+You must create an Engine, a Renderer and a SwapChain. The SwapChain is created from a
+native window pointer (an NSView on macOS or a HWND on Windows for instance):
Engine* engine = Engine::create();
+SwapChain* swapChain = engine->createSwapChain(nativeWindow);
+Renderer* renderer = engine->createRenderer();
+
+To render a frame you must then create a View, a Scene and a Camera:
Camera* camera = engine->createCamera(EntityManager::get().create());
+View* view = engine->createView();
+Scene* scene = engine->createScene();
-Check out our
-README
-for downloads and build instructions.
-
+view->setCamera(camera);
+view->setScene(scene);
+
+Renderables are added to the scene:
+Entity renderable = EntityManager::get().create();
+// build a quad
+RenderableManager::Builder(1)
+ .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
+ .material(0, materialInstance)
+ .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6)
+ .culling(false)
+ .build(*engine, renderable);
+scene->addEntity(renderable);
+
+The material instance is obtained from a material, itself loaded from a binary blob generated
+by matc:
Material* material = Material::Builder()
+ .package((void*) BAKED_MATERIAL_PACKAGE, sizeof(BAKED_MATERIAL_PACKAGE))
+ .build(*engine);
+MaterialInstance* materialInstance = material->createInstance();
+
+To learn more about materials and matc, please refer to the
+materials documentation.
To render, simply pass the View to the Renderer:
// beginFrame() returns false if we need to skip a frame
+if (renderer->beginFrame(swapChain)) {
+ // for each View
+ renderer->render(view);
+ renderer->endFrame();
+}
+
+For complete examples of Linux, macOS and Windows Filament applications, look at the source files
+in the samples/ directory. These samples are all based on libs/filamentapp/ which contains the
+code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.
For more information on how to prepare environment maps for image-based lighting please refer to +BUILDING.md.
+Android
+See android/samples for examples of how to use Filament on Android.
You must always first initialize Filament by calling Filament.init().
Rendering with Filament on Android is similar to rendering from native code (the APIs are largely
+the same across languages). You can render into a Surface by passing a Surface to the
+createSwapChain method. This allows you to render to a SurfaceTexture, a TextureView or
+a SurfaceView. To make things easier we provide an Android specific API called UiHelper in the
+package com.google.android.filament.android. All you need to do is set a render callback on the
+helper and attach your SurfaceView or TextureView to it. You are still responsible for
+creating the swap chain in the onNativeWindowChanged() callback.
iOS
+Filament is supported on iOS 11.0 and above. See ios/samples for examples of using Filament on
+iOS.
Filament on iOS is largely the same as native rendering with C++. A CAEAGLLayer or CAMetalLayer
+is passed to the createSwapChain method. Filament for iOS supports both Metal (preferred) and
+OpenGL ES.
Assets
+To get started you can use the textures and environment maps found respectively in
+third_party/textures and third_party/environments. These assets are under CC0 license. Please
+refer to their respective URL.txt files to know more about the original authors.
Environments must be pre-processed using
+cmgen or
+using the libiblprefilter library.
How to make contributions
+Please read and follow the steps in CONTRIBUTING.md. Make sure you are +familiar with the code style.
+Directory structure
+This repository not only contains the core Filament engine, but also its supporting libraries +and tools.
+-
+
android: Android libraries and projects +-
+
filamat-android: Filament material generation library (AAR) for Android
+filament-android: Filament library (AAR) for Android
+filament-utils-android: Extra utilities (KTX loader, math types, etc.)
+gltfio-android: Filament glTF loading library (AAR) for Android
+samples: Android-specific Filament samples
+
+art: Source for various artworks (logos, PDF manuals, etc.)
+assets: 3D assets to use with sample applications
+build: CMake build scripts
+docs: Documentation +-
+
math: Mathematica notebooks used to explore BRDFs, equations, etc.
+
+filament: Filament rendering engine (minimal dependencies) +-
+
backend: Rendering backends/drivers (Vulkan, Metal, OpenGL/ES)
+
+ide: Configuration files for IDEs (CLion, etc.)
+ios: Sample projects for iOS
+libs: Libraries +-
+
bluegl: OpenGL bindings for macOS, Linux and Windows
+bluevk: Vulkan bindings for macOS, Linux, Windows and Android
+camutils: Camera manipulation utilities
+filabridge: Library shared by the Filament engine and host tools
+filaflat: Serialization/deserialization library used for materials
+filagui: Helper library for Dear ImGui
+filamat: Material generation library
+filamentapp: SDL2 skeleton to build sample apps
+filameshio: Tiny filamesh parsing library (see alsotools/filamesh)
+geometry: Mesh-related utilities
+gltfio: Loader for glTF 2.0
+ibl: IBL generation tools
+image: Image filtering and simple transforms
+imageio: Image file reading / writing, only intended for internal use
+matdbg: DebugServer for inspecting shaders at run-time (debug builds only)
+math: Math library
+mathio: Math types support for output streams
+utils: Utility library (threads, memory, data structures, etc.)
+viewer: glTF viewer library (requires gltfio)
+
+samples: Sample desktop applications
+shaders: Shaders used byfilamatandmatc
+third_party: External libraries and assets +-
+
environments: Environment maps under CC0 license that can be used withcmgen
+models: Models under permissive licenses
+textures: Textures under CC0 license
+
+tools: Host tools +-
+
cmgen: Image-based lighting asset generator
+filamesh: Mesh converter
+glslminifier: Minifies GLSL source code
+matc: Material compiler
+matinfoDisplays information about materials compiled withmatc
+mipgenGenerates a series of miplevels from a source image
+normal-blending: Tool to blend normal maps
+resgenAggregates binary blobs into embeddable resources
+roughness-prefilter: Pre-filters a roughness map from a normal map to reduce aliasing
+specular-color: Computes the specular color of conductors based on spectral data
+
+web: JavaScript bindings, documentation, and samples
+
License
+Please see LICENSE.
+Disclaimer
+This is not an officially supported Google product.
-- If you are running sample-gltf-viewer on your Android device, try our - remote control web app. -
+- If you would like to view a glTF model with WebGL 2.0, try our experimental web viewer. -
+ +