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175 Commits

Author SHA1 Message Date
Powei Feng
e4fa86fb01 renderdiff: bump golden again
Transimssion.webgpu.TransmissionRoughnessTest seems to have small,
non-flaky differences.

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-26 09:48:30 -08:00
Mathias Agopian
7da2a08df6 replace Variant::VSM with MNT and S2D (#9750)
The VSM variant bit was overloaded, it meant two different things
depending on the DEP bit (depth).

For standard variants (DEP = 0), it decides the type of the shadow
sampler used (PCF or 2D).

For depth variants (DEP = 1), it decides what is written during the
shadow pass (nothing, i.e. depth only, or EVSM depth moments).

We now clearly separate the two bits throughout the code.

This change should be purely source-cosmetic, there shouldn't be any
behavior changes.

Co-authored-by: Powei Feng <powei@google.com>
2026-02-25 16:16:07 -08:00
Powei Feng
82246d934d renderdiff: fix update_golden.py
And fix other python bugs

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-25 15:35:02 -08:00
Filament Bot
c60969ef67 [automated] Updating /docs due to commit ce37f21
Full commit hash is ce37f216bc

DOCS_ALLOW_DIRECT_EDITS
2026-02-25 23:01:55 +00:00
Powei Feng
ce37f216bc Update renderdiff README
RDIFF_ACCEPT_NEW_GOLDENS
2026-02-25 14:58:35 -08:00
Mathias Agopian
81c71fbbb9 Improve shadow normal bias calculation (#9734)
The previous code used the max of the texel's width or height footprint
in world space to compute the offset; this could both overestimate or
underestimate the bias causing some peter panning or acne.

The new code replaces a sqrt with a dot, but is otherwise similar.
2026-02-25 12:16:13 -08:00
Mathias Agopian
07a7c6003a better computation of the jacobian of a projection (#9731)
The previous code was a bit clunky and not generic, it made assumptions
about the shape of the projection matrix. 
This just uses the generic, correct calculation.

In addition the previous code used the wrong matrix, it assumed that
Wp wasn't needed, but it was because translations do change the
jacobian value at a given point.

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-25 12:04:55 -08:00
Sungun Park
804a74c205 Remove unused member in OpenGLContext (#9741) 2026-02-25 19:46:34 +00:00
Anish Goyal
dde49a410a Add inferred template to View.cpp (#9746)
In some cases, this missing template causes build issues when locally
building Impress prebuilts.
2026-02-25 09:19:19 -08:00
Filament Bot
770ce7f8ec [automated] Updating /docs due to commit 11714d3
Full commit hash is 11714d3adc

DOCS_ALLOW_DIRECT_EDITS
2026-02-25 03:44:07 +00:00
Powei Feng
11714d3adc Release Filament 1.69.4 2026-02-24 19:37:50 -08:00
Filament Bot
6aac9071b3 [automated] Updating /docs due to commit da9173e
Full commit hash is da9173e9dc

DOCS_ALLOW_DIRECT_EDITS
2026-02-25 03:15:24 +00:00
Powei Feng
da9173e9dc ci: automate renderdiff golden image updates (#9740)
- Introduces the `RDIFF_ACCEPT_NEW_GOLDENS` commit message tag.
- Conditionally skip the `test-renderdiff` presubmit comparison
  if this tag is present.
- Extracts renderdiff generation into a reusable
  `.github/actions/renderdiff-generate` composite action.
- Modifies `postsubmit-main.yml` to automatically generate new
  goldens and push them to a temporary
  `accept-goldens-<short-hash>` branch before merging them into
  `main` when the tag is found.
2026-02-25 03:12:50 +00:00
Anish Goyal
cd64d50408 Fixes FBO destroys for inflight command buffers (#9744)
If a framebuffer is destroyed while a command buffer is in flight (e.g.
during a window resize), it's possible for a command buffer to try to
use a framebuffer that no longer exists. This encapsulates framebuffers
and render passes in resource_ptr, to ensure they are never reclaimed
prematurely.
2026-02-25 01:13:51 +00:00
dependabot[bot]
a3145cb96f Bump minimatch (#9747)
Bumps the npm_and_yarn group with 1 update in the /build/common/upload-release-assets directory: [minimatch](https://github.com/isaacs/minimatch).


Updates `minimatch` from 3.1.2 to 3.1.3
- [Changelog](https://github.com/isaacs/minimatch/blob/main/changelog.md)
- [Commits](https://github.com/isaacs/minimatch/compare/v3.1.2...v3.1.3)

---
updated-dependencies:
- dependency-name: minimatch
  dependency-version: 3.1.3
  dependency-type: indirect
  dependency-group: npm_and_yarn
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-02-24 16:52:35 -08:00
Nick Fisher
cdfb92e14a gltfio: Allow compile-time override of GLTFIO_USE_FILESYSTEM (#9733) 2026-02-24 17:47:49 +00:00
Doris Wu
55c16e6e7a call execute() under single threaded mode (#9738) 2026-02-23 22:20:03 +00:00
Powei Feng
65e3c3bfb9 backend: disable autoresolve test for gl+vk on CI (#9742)
BUGS=486954356
2026-02-23 21:57:12 +00:00
Ben Doherty
902f869721 Metal: recreate sidecar texture if sample count changes (#9430) 2026-02-23 09:54:21 -08:00
Eliza
ad1bc6f360 engine: fix VSM (#9737) 2026-02-20 15:08:59 -08:00
Sungun Park
73c343635e Turn off UBO batching (#9736)
BUGS=[486200381]
2026-02-20 20:04:05 +00:00
Mathias Agopian
432e672022 Revert "Swap logic of how the EGL display is initialized. (#9634)" (#9729)
This reverts commit c35ae6571f.

BUGS=[481534922, 478925865]
2026-02-20 08:34:51 -08:00
Doris Wu
b56b04c5f8 Fix translucent objects are pickable when skybox is disabled (#9688) 2026-02-20 11:36:58 +08:00
Filament Bot
99816d67c2 [automated] Updating /docs due to commit d6d4f92
Full commit hash is d6d4f92922

DOCS_ALLOW_DIRECT_EDITS
2026-02-19 20:03:46 +00:00
Mathias Agopian
d6d4f92922 fix intensities (#9728)
DOCS_FORCE
2026-02-19 11:59:34 -08:00
Powei Feng
6a59a68622 gl: update record when detaching stream (#9712)
FIXES=483744050
2026-02-19 18:33:04 +00:00
Filament Bot
4580f57987 [automated] Updating /docs due to commit 38f7e57
Full commit hash is 38f7e579f1

DOCS_ALLOW_DIRECT_EDITS
2026-02-19 17:33:34 +00:00
Benjamin Doherty
38f7e579f1 Release Filament 1.69.3 2026-02-19 09:30:12 -08:00
Powei Feng
9b1c8a2bf5 backend: add R11G11B10 format as input to reshaper (#9722) 2026-02-19 00:06:23 -08:00
rafadevai
4504471021 Vulkan: Implement stencil state in pipeline cache (#9716)
Store and set the stencil state for a graphics pipeline.
2026-02-18 20:09:07 +00:00
Powei Feng
37c316fa03 backend: reduce size increase of recent datareshaper change (#9723)
The previous datareshaper change used too multiple parameters
in templates in an attempt to reduce conditionals in the hot-loop.
However, this dramatically increased the binary size.

This change keeps the original intention of not having conditional
in the inner loop, but isolate small sections that need to be
templated into separate components.
2026-02-18 18:12:06 +00:00
Serge Metral
14960f7118 Protected content fix vulkan 2 (#9721)
* Adding the begin frame message for later xtrace post processing.

* Add the flags.

* Cleanup

* Cleanup

---------

Co-authored-by: Powei Feng <powei@google.com>
2026-02-18 09:50:17 -08:00
Powei Feng
1deb657442 github: add sizeguard presubmit test (#9719)
- Add a presubmit check after the android build to check the
   built artifact sizes against previous build sizes.
 - If the size built is +20K over the previous, then the test
   fails.
 - This prevents dramatic size increases of our mobile build
2026-02-18 08:41:58 +00:00
Powei Feng
45c0d1b34f backend: enhance data reshaper (#9711)
- add half float as source type
 - gray-scaled output when src-channel=1 and dest-channel=3 or 4
 - Ensure that per-pixel work is as-constexpr-as-possible
2026-02-17 20:14:34 +00:00
chenriji
1ddd10f326 Fix: Morph Target animations (Blend Shapes) fail to render when loading GLB files via ResourceLoader (#9696)
* fixbug:"debug error, reason: The material 'Material_MR' has not been compiled to include the required GLSL or SPIR-V chunks for the vertex shader (variant=5, filtered=5)",Because the member variable mVariantFilter is not initialized, random values will appear on Windows 10 or others platform, which eventually causes some variants to be filtered out by this mVariantFilter.

* fix:Fix morph target loading for accessors without buffer_view

  Morph targets were not working because ResourceLoader skipped all
  accessors without buffer_view. For morph targets, the data can be
  accessed directly via cgltf_accessor_unpack_floats().

  This fix properly unpacks and uploads morph target vertex data to the
  GPU, enabling blendshapes and facial deformation to work correctly.

Steps to Reproduce
1、In Unity (2022.3.11): Create a Prefab with Blend Shapes (Morph Targets) and an Animator to control them (e.g., an animation clip that makes the eyes squint).
2、Export: Use the UnityGLTF tool to export the model as a .glb file (including the Animator and Morph Target tracks).
3、In Filament: Load and play the animation.
4、Result: The skeletal animation (bone-based) may play, but the Morph Target effect (squinting) is missing or static.
2026-02-13 23:07:17 +00:00
Powei Feng
308668a705 android: render-validation sample UI and additions (#9692)
- Update UI
 - Wait for resources to finish loading before testing
 - Refactor validation to input/output
 - Move assets to be generated from the repo
 - Fix AutomationEngine java binding to add missing fields
2026-02-13 21:53:20 +00:00
Powei Feng
1cd48619e3 github: add scripts to store size of android release artifact (#9705)
- Add a script to test/sizeguard to compute sizes of artifacts
   within a compressed file.
- Add a step to postsubmit-main.yml that will run the above
   script on every commit to main.

This will enable us to add a presubmit step to guard against
dramatic size increases in the Android build.
2026-02-13 20:31:23 +00:00
Sungun Park
89c3b3f40b tools: harden zbloat against command injection (#9715)
This fixes #9701 by replacing shell execution (`shell=True` and
`os.system`) with direct subprocess calls using argument lists in
`tools/zbloat/zbloat.py`

Previously, the script used f-strings to pass paths directly into a
shell command, which created an unnecessary risk: if an external archive
contained files with shell metacharacters, it could lead to accidental
or malicious command execution during analysis.

By passing arguments as lists, the subprocess module maps them directly
to the executable, bypassing the system shell and eliminating the
vulnerability.
2026-02-13 12:03:13 -08:00
Doris Wu
e830ec28e4 Prevent circular buffer overflow during UboManager reallocation (#9714)
When UboManager::reallocate() is triggered, a large number of material instances may be invalidated simultaneously. This leads to a massive spike in descriptor set updates and command generation, which can overflow the circular buffer.

To prevent this, we now flush commands in batches, we trigger a flush whenever the command buffer usage exceeds half of its capacity. (Like what RenderPass::Executor::execute does)

BUGS = [474264976, 479079631]
2026-02-14 00:39:14 +08:00
Sungun Park
b58ffb87e0 Revert "Set multiview as the default for stereoscopic rendering (#9682)" (#9713)
This reverts commit f10a7d9bbc.
2026-02-12 22:13:18 +00:00
rafadevai
385d8969cf VK: Fix AHB import validation error (#9710)
In some cases the external image to be imported is
flagged as using a sRGB dataspace but when the AHB
is imported its actual format is UNDEFINED and
requires an external sampler.

In these cases, its not valid to set the
VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT flag.

See VUID-VkImageCreateInfo-pNext-02396

FIXES=[483456747]
2026-02-12 10:19:01 -08:00
Ben Doherty
53bc372876 Log Filament command buffer statistics (#9709) 2026-02-12 12:01:22 -05:00
Andrew Wilson
58f6d77e78 Add build testing checks for all the tests (#9684) 2026-02-11 12:53:40 -08:00
Filament Bot
3769d0a9d3 [automated] Updating /docs due to commit 2bc7124
Full commit hash is 2bc71240cf

DOCS_ALLOW_DIRECT_EDITS
2026-02-11 19:19:32 +00:00
Ramon
2bc71240cf Fix incorrect table structure in README (#9707)
The README had linebreaks that broke the badges in the table.
2026-02-11 19:16:56 +00:00
rafadevai
e1fb3f7442 VK: Fix validation errors when creating a sampler (#9708)
When creating a sampler with a chroma conversion
anisotropic must be disabled and the addressModes
must be set to CLAMP_TO_EDGE.

FIXES = [483454760]
2026-02-11 18:56:22 +00:00
Sungun Park
e832805faf Add cube sample for Web using Feature Level 0 (#9699)
Introduce a new cube sample that utilizes the feature level 0 (FL0) on
the web. The `Engine.create` method accepts `config` as an argument,
allowing users to explicitly request a GLES 2.0 context.

In addition, this change helps a future implementation of asynchronous
support for web, allowing the asynchronous mode to be turned on via the
configuration setting.

BUGS=[476134614]
2026-02-11 09:59:25 -08:00
Filament Bot
2ce71d6d98 [automated] Updating /docs due to commit 26c51e0
Full commit hash is 26c51e0d9a

DOCS_ALLOW_DIRECT_EDITS
2026-02-11 00:10:00 +00:00
Romain Guy
26c51e0d9a Update README with new badge links and features (#9704)
- Replace broken Maven badge links with shields. links
- Updated missing rendering features
2026-02-11 00:07:31 +00:00
rafadevai
510ae15867 VK: Fix the descriptor set layout mismatch errors (#9703)
* VK: Fix the descriptor set layout mismatch errors

Depending on how the descriptor sets and external
sampled images are used is possible to get a lot of
errors about the pipeline layout and the descriptor
set layouts dont match with the validation layers.

This causes flicking artifacts and textures not being
displayed.

This is a partial rewrite of the implementation when
using external samplers through a MaterialInstance.

* Addressing review comments
2026-02-10 15:45:34 -08:00
Powei Feng
d6caa9dc0b diffimg: binary tool for comparing images (#9668)
This tool uses existing libraries: image, imageio, imageio-lite,
imagediff to perform difference comparison for on-disk images.

We refactor renderdiff to use this tool instead of using
python dependencies.


Co-authored-by: Ben Doherty <bendoherty@google.com>
2026-02-10 22:42:30 +00:00
Filament Bot
19209a00e6 [automated] Updating /docs due to commit 188113b
Full commit hash is 188113bad6

DOCS_ALLOW_DIRECT_EDITS
2026-02-10 21:34:43 +00:00
Benjamin Doherty
188113bad6 Update Maven release guide 2026-02-10 16:30:08 -05:00
Powei Feng
5916837318 metal: add readTexture implementation (#9678)
- Also added a test to verify the y-flipping mechanism of
   each backend produces the same rendering across backends.
2026-02-10 19:45:30 +00:00
Ben Doherty
27aa517c48 Add new Filament Gradle plugin (#9694) 2026-02-10 14:15:45 -05:00
Filament Bot
4622e88a6b [automated] Updating /docs due to commit 9bdb6ac
Full commit hash is 9bdb6acd63

DOCS_ALLOW_DIRECT_EDITS
2026-02-10 19:12:10 +00:00
Benjamin Doherty
9bdb6acd63 Update CocoaPods documentation on testing locally 2026-02-10 14:09:25 -05:00
Filament Bot
751d213145 [automated] Updating /docs due to commit 0c3ae45
Full commit hash is 0c3ae457a6

DOCS_ALLOW_DIRECT_EDITS
2026-02-10 18:27:57 +00:00
Sungun Park
0c3ae457a6 Release Filament 1.69.2 2026-02-10 10:22:22 -08:00
Anish Goyal
92d4be6923 Fix framebuffer cache memory leak (#9693)
Once a framebuffer is destroyed, it must be removed from the mapping,
and not just marked unused. Same for render passes.
2026-02-09 23:36:44 +00:00
Powei Feng
ad8c188f58 3p: update robin-map to 1.4.1 (#9698) 2026-02-09 14:01:48 -08:00
Ben Doherty
9716b3924b Changes necessary for GCC (#9672) 2026-02-09 13:36:17 -05:00
Anish Goyal
ae9b951b08 Fix a set of unmapped 3 channel formats (#9690)
These three formats would likely break even if used on a device where
they are supported, as we reshape all 3-channel buffers to 4 channel.
The data would be in the wrong format.

We will have to follow-up, as there are other formats that are affected,
but those formats likely have better driver support, as they are better
aligned formats (e.g. 16-bit, 32-bit). These three formats were 96-bit
formats, which we've remapped to 128-bit.
2026-02-09 17:52:22 +00:00
Mathias Agopian
78a0d8f4f6 use correct attachments flags for the current swapchain (#9689)
the current swapchain is associated to the default rendertarget, but
the later doesn't know which attachments the swapchain actually has.
it used to hardcode COLOR and DEPTH, but it's possible for the
swapchain to have a STENCIL attachment.

The proper way to do this is to use the swapchain's attachments when
the default rendertarget is used (which means the swapchain is used).

FIXES=[482120868]
2026-02-06 12:16:04 -08:00
Anish Goyal
675d8bc5be Prevent compilation of redundant pipelines (#9681)
If we've already destroyed a program, we shouldn't run prewarm for it,
as that could entail five pipeline compilations.
2026-02-05 23:39:15 +00:00
Patrick Ribas
a90019baa2 Remove nonlinear fog from FL0 (#9658)
* Remove fog and lighting uniforms from FL0

---------

Co-authored-by: Mathias Agopian <mathias@google.com>
2026-02-05 12:51:37 -08:00
Filament Bot
72997ee71e [automated] Updating /docs due to commit 5b63105
Full commit hash is 5b631056b1

DOCS_ALLOW_DIRECT_EDITS
2026-02-05 06:04:40 +00:00
Powei Feng
5b631056b1 Release Filament 1.69.1 2026-02-04 22:01:50 -08:00
Ben Doherty
caa334730a Metal: fix debug logging, empty texture usage (#9685) 2026-02-04 16:04:31 -08:00
Powei Feng
261f74a1e9 android: add sample for rendering validation (#9679)
- This is an initial implementation, not yet complete
 - Goal of this sample is to run a series of offscreen single
   frame captures, and capmre the result against a set of golden
   images
 - Uses existing scene description in libs/viewer and
   test/renderdiff
 - Uses existing image difference description/implementation in
   libs/imagediff
 - Add imagediff API to filament-utils-android
2026-02-04 21:57:42 +00:00
Sungun Park
f10a7d9bbc Set multiview as the default for stereoscopic rendering (#9682)
Enables the multiview implementation as the default for stereoscopic
rendering. Now all STE variants use the multiview path.

This change removes all CMake configurations, build scripts, and C++
preprocessors previously used for selecting stereoscopic rendering
modes. And, all shaders are now compiled for multiview.

The instanced rendering implementation is going to be removed. Note that
this commit only handles switching the default. The actual removal of
instanced rendering code will be submitted as a separate follow-up
commit.

BUGS=[470198472]
2026-02-04 17:45:15 +00:00
Powei Feng
358d594f34 gl: implement readTexture (#9652)
This implementation is just a refactor of readPixels.
2026-02-04 17:12:12 +00:00
Doris Wu
b06b6b5c42 flip ubobatching flag to true (#9631) 2026-02-03 13:32:20 -08:00
Filament Bot
ac41a15191 [automated] Updating /docs due to commit ef42c55
Full commit hash is ef42c55f56

DOCS_ALLOW_DIRECT_EDITS
2026-02-03 21:19:45 +00:00
Mathias Agopian
ef42c55f56 update java and js bindings (#9676)
* implement some missing javascript bindings

DOCS_FORCE

* use exclusively javadoc comments in Options.h

This is because this file is currently used to generate java and
javascript bindings and doxygen can ingest javadoc.

And regenerate javascript and java bindings

* add missing java bindings
2026-02-03 13:16:01 -08:00
Mathias Agopian
bd67c9c67e Implement missing getters in RenderableManager (#9673)
FIXES=[479883232]
2026-02-03 13:15:18 -08:00
Sungun Park
8f19826fe4 Add multiview support to clearDepth.mat (#9670)
View::setChannelDepthClearEnabled utilizes `clearDepth.mat` internally,
which is not compatible with multiview since clearDepth is
post-process.

This update converts clearDepth.mat into a surface shader, allowing it
to hold the STE variant. This change enables the shader to function
correctly in multiview.

BUGS=[470198472]
2026-02-03 18:18:55 +00:00
Powei Feng
afd0e67fb0 webgpu: implement readTexture (#9655) 2026-02-03 17:41:05 +00:00
rafadevai
f1b14d6f65 VK: add back the removed vmaFlush for staging (#9674)
This line was removed by accident in the staging bypass
fix PR.
2026-02-02 15:39:38 -08:00
Powei Feng
09b5172962 github: fix windows release version (#9671)
Use "call" to ensure execution continues after
the batch file.
2026-02-02 18:42:10 +00:00
Filament Bot
39f0ea1706 [automated] Updating /docs due to commit ec4b911
Full commit hash is ec4b9113df

DOCS_ALLOW_DIRECT_EDITS
2026-01-31 00:54:44 +00:00
Mathias Agopian
ec4b9113df more web sky simulation (#9669)
* fix artifacts on mobile

* feat(skybox): Add moon and milky way rendering

This commit enhances the simulated skybox with the following features:

- **Moon Rendering:** A textured moon with normal mapping has been added. The moon's phase is calculated and rendered correctly. Earthshine is also simulated.
- **Milky Way Background:** An equirectangular milky way texture is now rendered in the background. The intensity and saturation of the milky way can be adjusted.
- **Asset Processing Scripts:** Python scripts have been added to download and process the moon and milky way textures. This includes generating a normal map from a displacement map for the moon.
- **GUI Controls:** The GUI has been updated to include controls for the moon (azimuth, height, intensity, radius) and the milky way (intensity, saturation, sidereal time, latitude).
- **Real-time Sync:** The application can now use the user's geolocation to automatically set the position of the sun and moon.
- **Sun/Moon Calculation:** The  library has been added to calculate the position of the sun and moon.

DOCS_FORCE
2026-01-30 16:51:42 -08:00
Powei Feng
2a51b70a74 fgviewer: add websocket server (#9662)
A preliminary commit to add a websocket server to the DebugServer.
This will enable us to transfer large data (like images) across
to the frontend.

This is part of the work to enable viewing intermediate
render buffers in fgviewer.
2026-01-30 22:36:19 +00:00
Powei Feng
4ba2c7d65c ios: fix build (#9667)
Need to include the new imageio-lite library in the gltf_viewer
sample.
2026-01-30 14:14:54 -08:00
Mathias Agopian
3af28968ed enable skip_frame_when_cpu_ahead_of_display (#9636)
skip_frame_when_cpu_ahead_of_display is now enabled by default.

BUGS=[474599530]
2026-01-30 12:59:04 -08:00
Mathias Agopian
2f36ab71c9 wip: fog for opaques in applied as a post-process effect (#9645)
Instead of computing the fog "inline", in the forward pass, we can
instead compute it as post-process pass that is applied with a
simple fullscreen quad blending.  On tilers, the operation entirely
stays in the tile, on desktop GPU it is a blending operation.

This works only for opaque materials.

The benefit is that fog will become immune to overdraw, and the forward
pass shader will be simplified, hopefully leading to less register
pressure. Overall performance should be improved.

Another benefit is that it will allow us to free the "fog" texture
slot from all opaque materials.

Transparent materials are unchanged.

This feature is currently DISABLED, and still work in progress; but it
should be mostly functional.

To test it:

```
env material.enable_fog_as_postprocess=true ./out/samples/gltf_viewer
```

This change refactor the fog code, but shouldn't have any impact on the
current behavior.
2026-01-30 12:57:25 -08:00
Powei Feng
b40530ad3c imageio-lite: add simple tiff import/export (#9654)
- Add new library to do tiff import/export.  This library is
   different from imageio in that it doesn't pull in additional
   3p libraries.  This reduces binary size and reduces
   complexity in maintaining the android build (which depends
   on libs/viewer).
 - The encode() code has been moved from libs/viewer to
   libs/imageio-lite
 - encode/decode only handles the simplest case of uncompressed
   rgba.
2026-01-30 17:54:14 +00:00
Eliza Velasquez
0131949aff engine: fix stereo and parallel shader compilation
Another thing that got lost in the sea of merge conflicts that plagued the
program cache feature...
2026-01-30 09:30:54 -08:00
Serge Metral
b85d52f727 External sampler bind index bug (#9664)
Patching a fix for the external sampler use case where the same sampler is bound to two different indices. As it stands, the code fails to differentiate between the two layouts.
2026-01-30 00:27:32 +00:00
Eliza Velasquez
53e6cd3126 engine: fix TAA compilation failure 2026-01-29 15:57:47 -08:00
Patrick Ribas
69ae8c491b Bump some uniforms to FL1 minimum (#9639) 2026-01-29 15:42:28 -08:00
haroonq
c35ae6571f Swap logic of how the EGL display is initialized. (#9634)
1. Iterate over system displays using eglQueryDevicesEXT and try to initialize them.
2. If no display initialized, then try to initialize the DEFAULT display.

FIXES=[478925865]
2026-01-29 13:20:10 -08:00
Mathias Agopian
4c621b83e9 Fix possible buffer overflow in CommandStream (#9661)
Because of an improper boundary check caused a possible unsigned
integer overflow, it was possible to overrun the command stream
buffer in RenderPass::execute().

It would happen when the batch size was larger than the buffer
capacity (usually a few MB). 

FIXES=[474264976]
2026-01-29 09:42:23 -08:00
Patrick Ribas
4abf7cdaba Move eye matrix array to FL1 (#9656) 2026-01-29 08:54:14 -08:00
Filament Bot
9808aa5460 [automated] Updating /docs due to commit ef24164
Full commit hash is ef24164464

DOCS_ALLOW_DIRECT_EDITS
2026-01-29 07:35:58 +00:00
Patrick Ribas
5c15d56cf5 Remove PerRenderableData::reserved from FL0 (#9657) 2026-01-28 23:32:42 -08:00
Mathias Agopian
ef24164464 Improve Moon/Earthshine, add Touch support (#9659)
- Fix Moon normal calculation in shader (was inverted).
- Implement physically based Earthshine (dynamic based on phase).
- Add Moon scattering to Water reflection.
- Fix Star occlusion (masked by Moon).
- Improved Stars
- Add mobile touch support (Orbit control) to Camera.

DOCS_FORCE
2026-01-28 23:32:06 -08:00
Powei Feng
a1abfa30b8 github: use exsiting android native tgz in release (#9651)
However, the change also pulled in filament-android-release-linux.tgz,
which already contains the same content, into the release.

Here we just rename filament-android-release-linux.tgz to the
expected .tgz output file in the release build.

Fixes #9647
2026-01-28 21:29:42 +00:00
Powei Feng
b5abcd9bc1 vk: use proper sync read bit after uploading ubo (#9644)
VK_ACCESS_UNIFORM_READ_BIT is for UBOs where as
VK_ACCESS_SHADER_READ_BIT is for other types of resources.
2026-01-28 19:17:06 +00:00
Powei Feng
8d34af2004 backend: add readTexture api and stubs (#9646) 2026-01-28 18:55:37 +00:00
Powei Feng
db0524d59b imagediff: add image comparison library (#9640)
A library for verifying rendering results against golden images.

Key Features:
- Hierarchical checks (AND, OR, LEAF).
- Per-pixel masking.
- Global failure tolerance (`maxFailingPixelsFraction`).
- 8-bit `Bitmap` support.
- JSON configuration.
2026-01-28 10:35:36 -08:00
Powei Feng
6193f489a3 gltfio: prevent malformed gltf+draco mesh (#9638)
Fix is to move from assert() to FILAMENT_CHECK_PRECONDITION

FIXES=478028329
2026-01-28 18:14:06 +00:00
Filament Bot
fb31759c27 [automated] Updating /docs due to commit 375e3a0
Full commit hash is 375e3a03ec

DOCS_ALLOW_DIRECT_EDITS
2026-01-28 09:29:12 +00:00
Mathias Agopian
375e3a03ec SkySim: add initial support for a moon (#9650)
- also update filament binaries

DOCS_FORCE
2026-01-28 01:25:03 -08:00
Filament Bot
11bf3a4493 [automated] Updating /docs due to commit 7c64fb9
Full commit hash is 7c64fb9cf3

DOCS_ALLOW_DIRECT_EDITS
2026-01-28 07:56:16 +00:00
Mathias Agopian
7c64fb9cf3 SimSky: Optimize URL state sharing and fix UI synchronization (#9649)
- **Key Minification**: Refactored serialization to use short keys
  (e.g., `p`, `c`, `w`) instead of verbose property names, reducing URL 
  size by ~50%.
- **State Optimization**: Removed redundant `sunDirection` from 
  serialized state.
- **Cleanup**: Removed backward compatibility for verbose keys 
- **Bug Fix**: Fixed a regression where UI sliders failed to update on 
  load by ensuring array properties (e.g., `sunHalo`) are mutated 
  in-place rather than replaced.

DOCS_FORCE
2026-01-27 23:52:49 -08:00
Filament Bot
d3de9efc33 [automated] Updating /docs due to commit e9dcf2a
Full commit hash is e9dcf2a63a

DOCS_ALLOW_DIRECT_EDITS
2026-01-28 06:40:54 +00:00
Mathias Agopian
e9dcf2a63a SimSky: Add URL state sharing and configuration persistence (#9648)
- **State Management**:
  - Refactored main.js to expose local UI parameter objects as class
    properties for serialization.
  - Implemented getURLState() to capture complete scene configuration 
    (Sky, Clouds, Water, Stars, Camera, Bloom).
  - Implemented applyURLState() to restore settings and synchronize 
    the UI.

- **URL Sharing**:
  - Added "Share Configuration" button to the UI.
  - Configuration is Base64-encoded into a `config` URL query parameter.
  - App now automatically parses and applies the `config` parameter 
    on startup, allowing for stateful deep linking.

DOCS_FORCE
2026-01-27 22:36:54 -08:00
Doris Wu
8008d21782 turn the checks into assert (#9642) 2026-01-28 05:59:14 +00:00
Powei Feng
852ecf048a filamat: remove unnecessary std::decay_t (#9643) 2026-01-27 18:02:42 -08:00
Filament Bot
3c91c74232 [automated] Updating /docs due to commit 8d20d7a
Full commit hash is 8d20d7abec

DOCS_ALLOW_DIRECT_EDITS
2026-01-27 22:57:02 +00:00
Benjamin Doherty
8d20d7abec Release Filament 1.69.0 2026-01-27 14:50:19 -08:00
Eliza
2f1266f7dd engine: add program cache (#9297)
* engine: add program cache

This is another chunky change.

The core of this change is to cache programs in MaterialCache according to a
"specialization" (ProgramSpecialization) which is defined as the program cache
ID (the same key used for the OpenGL binary blob cache), the variant, and the
set of spec constants.

As part of this change, a lot of the implementation details of shader
compilation were refactored from Material to MaterialDefinition. The resulting
flow is a lot cleaner and easier to reason about, since shader compilation is
now a pure function of the MaterialDefinition + ProgramSpecialization.

Since the global cache program lookups might take a bit of time to compute
hashes, etc, I left the set of cached programs in Material as well, which kind
of acts like an L1 cache. The effect is that prepareProgram() and getProgram()
should be no slower than HEAD, even with the more complex caching requirements.

I'm planning on writing a document about this (and all changes up until this
point), but I'm being asked to work on higher priority things and I wanted to
have this PR out for review in the meantime so it doesn't bitrot.

* engine: fix unit tests

* engine: fix spec constants intern pool memory leak

* engine: address program cache comments

* engine: address more program cache comments

* engine: matdbg support for program cache

* engine: reinstate descriptorLayout calls

* engine: address bitrot

* engine: add feature flag to disable program cache

* engine: use material CRC32 for program cache

The "cache ID" of a material is supposed to uniquely identify a shader program
and all its variants. This is true to a certain extent, but does not account for
the code generation that happens at runtime. Two materials may have "identical"
shader programs, but due to each material's differing unique metadata, the final
compiled programs may end up very different. Unfortunately, this means we cannot
rely on the "cache ID" alone to determine a shader program's reusability.

Ideally, we should hash this "cache ID" with the exact set of changes to each
shader program so that we could reuse programs across materials. Instead, as a
stopgap solution, use the material's CRC32 instead.

* engine: fix double-free in program cache

* engine: address comments

* engine: assert_invariant empty material cache
2026-01-27 13:09:42 -08:00
Benjamin Doherty
05be4b0acc Update filament-tools macOS classifier 2026-01-27 11:34:46 -08:00
Mathias Agopian
9d9c3d34f8 Fix a typo that corrupted the tags of descriptor sets and layouts (#9641)
- we were setting the tag of the descriptor set to its layout, so
  both tags were incorrect.

- added in debug build we now store the tag of the bound descriptor
  sets in the current bindings structure.
2026-01-27 10:44:04 -08:00
Powei Feng
491531c76b gltfio: fix possible overflow for meshopt decompression (#9637)
FIXES=478908360
2026-01-27 17:54:36 +00:00
Mathias Agopian
bf4ea771be AtlasAllocator: Implement free() and upgrade to Buddy Allocator (#9635)
This change upgrades AtlasAllocator from a simple linear allocator 
(reset-only) to a full Buddy Allocator capable of both allocation and 
deallocation. This enables persistent shadow map management where 
individual shadow maps can be updated or resized without rebuilding the 
entire atlas every frame.

Key changes:
- Implemented AtlasAllocator::free():
	- Uses the existing QuadTree structure to track allocations.
	- Automatically coalesces empty sibling nodes back into larger 
      parent blocks (standard Buddy Allocator behavior).
	- Optimized to be allocation-free and recursion-free, using direct 
      array indexing.

- Added comprehensive unit tests

Updated documentation.

The QuadTreeArray implementation remains unchanged but is now fully 
utilized for bidirectional tree traversal (down for alloc, up for free).

This change will later allow us to cache shadow-maps.
The AtlasAlocator is currently disabled by a feature flag.
2026-01-27 09:21:20 -08:00
Doris Wu
dd5882760b implement memory mapping for wgpu (#9632)
It is a zero effort implementation where it just calls `updateBufferObject` to update the data.
2026-01-27 03:05:46 +00:00
rafadevai
1707dda62a VK: Only bypass the staging buffer when is not in use (#9633)
In the cases where a frame takes more than the vsync
time, we start seeing some rendering artifacts because
we write to a buffer that is currently in flight.

Not 100% sure why the current approach fails but for
now, the staging buffer is bypassed only when the buffer
is not in use or referenced by any other resource.

FIXED=[445455050]
FIXED=[477305399]
2026-01-26 17:57:56 -08:00
Benjamin Doherty
c4d3eded72 Bump MATERIAL_VERSION to 69 2026-01-26 14:00:12 -08:00
Powei Feng
ca4b0650fa Re-commit "Generalize scene description for automated testing (#9627)"
Contains a fix to the default sunlight parameters that broke the
renderdiff tests.
2026-01-26 13:33:09 -08:00
Powei Feng
33d22b3146 Revert "[automated] Updating /docs due to commit 60b1951" and "Generalize scene description for automated testing (#9627)"
This reverts commit e2dd47bf42.
This reverts commit 60b1951f90.

renderdiff test breakage
2026-01-23 17:20:31 -08:00
Filament Bot
e2dd47bf42 [automated] Updating /docs due to commit 60b1951
Full commit hash is 60b1951f90

DOCS_ALLOW_DIRECT_EDITS
2026-01-24 00:04:44 +00:00
Powei Feng
60b1951f90 Generalize scene description for automated testing (#9627)
- Extended Settings to include properties for Camera, Animation, Lights,
  and Render options.
- Moved camera options from Viewer options to Camera options
- Implemented generic JSON parsing for these new settings in Settings.cpp.
- Updated AutomationEngine to apply these settings, including dynamic
  creation of lights.
- Fixed a JSON parsing bug in AutomationSpec that failed on nested objects.
- Updated gltf_viewer to use the new settings and correctly initialize
  AutomationEngine context.
- Add test for new json changes
- Add README to libs/viewer
- Link libs/viewer/README.md to official doc
- Remove unused libs/viewer/schemas
- Updated remote web assets (because the viewer/settings json needs to
  match)
2026-01-24 00:02:06 +00:00
Filament Bot
6ce06b1b60 [automated] Updating /docs due to commit e21d4a5
Full commit hash is e21d4a5326

DOCS_ALLOW_DIRECT_EDITS
2026-01-23 09:10:02 +00:00
Mathias Agopian
e21d4a5326 SimSky: Refine Stars, Water, and Heat Shimmer simulation (#9628)
- **Stars**:
  - Implemented procedural stars using hash-based noise.
  - Added UI controls for Star Density and Enable/Disable.
  - Tuned star brightness (reduced intensity) and refined twilight fade timing (visible during nautical twilight).
  - Improved compositing with aggressive cloud occlusion and non-linear fade.
  - Added star reflections to water, strictly masked to the horizon line.

- **Heat Shimmer**:
  - Fixed horizon artifacts by decoupling shimmer from atmospheric density (Mie scattering).
  - Implemented FBM-based view distortion for heat waves.
  - Added sun elevation fade (shimmer fades out as sun rises > 30°).

- **Water**:
  - Implemented Finite Difference normal calculation as a high-quality fallback when "Derivative Trick" is disabled.
  - Added "Octaves" parameter to control wave detail.
  - Refined reflection logic to handle stars and sun disk properly.

- **System**:
  - Updated [simulated_skybox.mat](cci:7://file:///Users/mathias/sources/git/filament/docs_src/src_raw/wip/sky/simulated_skybox.mat:0:0-0:0) with new material parameters (`starControl`, `waterControl`).
  - Refactored JS bindings in [SimulatedSkybox.js](cci:7://file:///Users/mathias/sources/git/filament/docs_src/src_raw/wip/sky/SimulatedSkybox.js:0:0-0:0) and organized `main.js` UI into logical folders.

DOCS_FORCE
2026-01-23 01:06:07 -08:00
Filament Bot
7fd9e728ae [automated] Updating /docs due to commit b66736b
Full commit hash is b66736b8cc

DOCS_ALLOW_DIRECT_EDITS
2026-01-22 23:23:09 +00:00
Powei Feng
b66736b8cc docs: move wip skybox demo to /docs_src/src_raw (#9626)
/docs content is overwritten by content in /docs_src

(This tag will force a regeneration)
DOCS_FORCE
2026-01-22 23:20:10 +00:00
Doris Wu
ea8f6a3c92 return empty string for es2 (#9623) 2026-01-22 14:49:54 -08:00
Doris Wu
adcdbb45f9 fix typo (#9625) 2026-01-22 14:49:38 -08:00
Mathias Agopian
cff958587d initialize VirtualMachineEnv on the right thread (#9624)
PerformanceHint manager needs a java thread during initialization,
so we need to attach a jvm to the thread that's going to be used.
That thread is the filament backend thread, not necessarily the thread 
the platform is created on.

So we make sure to do that from the backend thread.


FIXES=[427945768]
2026-01-22 10:24:39 -08:00
Mathias Agopian
9ab2326f15 some work in progress sample 2026-01-22 00:50:35 -08:00
Anish Goyal
8785acd352 Fix push constants with ext sampler (VK) (#9445)
Currently, in Vulkan, we set the pipeline layout when binding the
pipeline, which doesn't happen until draw time when external samplers
are present. In cases like that, we push constants with the layout
VK_NULL_HANDLE, which is not valid. Instead, we can wait until the
pipeline layout is known, and then flush all push constants.
2026-01-22 08:15:20 +00:00
Mathias Agopian
57767b7f27 Fix buffer overflow in RenderPass command batching (#9619)
The command batching logic in RenderPass::Executor::execute calculates a
conservative `maxCommandSizeInBytes` to determine how many commands can
safely fit in the driver's circular buffer.

However, this calculation failed to account for the dynamic memory
allocation incurred by the Per-Material descriptor set binding (via
`MaterialInstance::use`). This binding allocates a `DescriptorSetOffsetArray`
in the command stream, which was unbudgeted.

In scenarios with frequent material and scissor changes, the accumulated
deficit from these unbudgeted allocations could exceed the buffer 
capacity, leading to a crash.

This change:
1. Adds the missing accounting for the Per-Material dynamic allocation 
   to `maxCommandSizeInBytes`.
2. Adds a 20% safety margin to the calculated size to robustly handle
   alignment padding and worst-case scenarios.


FIXES=[474264976]
2026-01-21 21:03:49 -08:00
Powei Feng
febcfc8f2d fgviewer: add info in panel for render passes (#9618)
- Add plumbing to add more information about rendertargets
   (including discard flags and pass id) to the fgviewer pass
   struct.
 - Add UI to display information about a selected pass
 - Highlight a selected resource or pass
2026-01-22 03:39:20 +00:00
Filament Bot
c04c387a89 [automated] Updating /docs due to commit 78ac946
Full commit hash is 78ac9467f8

DOCS_ALLOW_DIRECT_EDITS
2026-01-22 03:05:41 +00:00
Sungun Park
78ac9467f8 Release Filament 1.68.5 2026-01-21 19:01:22 -08:00
Romain Guy
73b60d4db8 Add a new tone mapper (#9614)
The new tone mapper, dubbed "GT7" in the code, is based on
the Gran Turismo 7 tone mapper, as described in the SIGGRAPH
2025 presentation called "Driving Toward Reality: Physically
Based Tone Mapping and Perceptual Fidelity in Gran Turismo 7".

This tone mapper exhibits fewer hue skews than the other tone
mappers, at the exception of PBR Neutral. The GT7 tone mapper
is however better at preserving the perception of high
dynamic range.

The tone mapper, as implemented, targets an SDR paper white
of 250 nits, using 100 cd/m^2 as the reference luminance (for
values of 1.0 in the linear HDR framebuffer). This can result
in an overall darker image compared to the other tone mappers
but this can be controlled through camera settings, post-
processing exposure, or lighting intensity.

The GT7 tone mapper also allows to target HDR output, and
could be made customizable via APIs if desired. The current
implementation offers a fixed aesthetic solution.
2026-01-21 17:31:27 -08:00
Ben Doherty
7266fd67db Add filament-tools subproject (#9622) 2026-01-21 15:22:39 -08:00
Filament Bot
469f2c94da [automated] Updating /docs due to commit d4e0d05
Full commit hash is d4e0d051b1

DOCS_ALLOW_DIRECT_EDITS
2026-01-21 22:26:09 +00:00
Powei Feng
d4e0d051b1 docs: make docs more consistent and complete (#9620)
- Add documentation for specgen along with proper math rendering
- Adjust the heading size, capitalization of various READMEs.
- Add backend test README to the doc
- Rename the CI related tests to have prefix "CI:"
2026-01-21 22:22:12 +00:00
Ben Doherty
df74a5a352 Re-enable iOS filamat builds (#9598) 2026-01-21 19:30:00 +00:00
Doris Wu
21fd32266a Add support for custom morphing (#9550)
BUGS=[443321184]
2026-01-21 17:11:35 +08:00
Sungun Park
cd7c7b369b Add helloasync sample (#9617)
Introduces a new sample application demonstrating asynchronous resource
management. It shows how to asynchronously create and update Filament
resources (Textures, VertexBuffers, IndexBuffers) and provides examples
of managing chains of asynchronous operations effectively.

BUGS=[442921995]
2026-01-21 00:38:08 +00:00
Powei Feng
65ed7099c0 fgviewer: UI updates (#9615)
- Pick a default view when database is filled.
 - Fix d3, d3-graphviz depdency.
 - reduce the size into a smaller table (to avoid scrolling)
 - slant the pass items to allow smaller cells for the table.
 - make subresource rendering the same as regular resource
   rendering with a color hint.
 - Use color-only to indicate resource/pass interaction (read,
   write, read-write, no-access)
 - add tooltip to indicate resource action
2026-01-20 21:02:23 +00:00
rafadevai
af34572883 VK: Add support for VK_KHR_global_priority (#9607)
Add support for application that want to change the
priority of GPU queues at a system level.
2026-01-20 19:53:55 +00:00
Anish Goyal
1f6a67b2a2 Fix race condition for cache prewarming (#9613)
Right now, if a material is destroyed just after creation, it's possible
for prewarm to attempt to use destroyed shader modules. This ensures
that the resources are kept until after any queued jobs have run.

While it is likely ideal to properly cancel the prewarm if the program
has been destroyed, this seems like a rare occurrence in practice.
2026-01-20 18:04:34 +00:00
Sungun Park
7701e7a65a Handle deferred destruction for asynchronous objects (#9604)
When an asynchronous object is destroyed immediately after creation, the
background creation process may still be active, holding a reference to
the object. We now defer destruction in these cases until the creation
process completes to ensure the reference remains valid.

Implementation details:
1. Add a mechanism to stop the ServiceThread to drain pending
   asynchronous tasks earlier. This ensures the mCreationComplete flag
   in the frontend object is set to true.
2. Later, the engine's terminate performs garbage collection for the
   deferred destruction. All of them must be successfully processed.

BUGS=[442921995]
2026-01-17 02:44:28 +00:00
Filament Bot
65a91832a8 [automated] Updating /docs due to commit acb47ff
Full commit hash is acb47ffed5

DOCS_ALLOW_DIRECT_EDITS
2026-01-16 00:26:35 +00:00
Powei Feng
acb47ffed5 Release Filament 1.68.4 2026-01-15 16:21:37 -08:00
Filament Bot
13c0304d84 [automated] Updating /docs due to commit febdf39
Full commit hash is febdf3974c

DOCS_ALLOW_DIRECT_EDITS
2026-01-15 23:24:29 +00:00
Powei Feng
febdf3974c docs: improve release and test documentation (#9609)
- Reorder the release-related documents into one heading.
 - Added CocoaPods README as part of the documentation.
 - Fixed typo for renderdiff doc
 - Added backend test doc
2026-01-15 23:22:00 +00:00
Powei Feng
390acec928 vk: add feature flag for acquiring swapchain in makeCurrent (#9610)
Removing this behavior in #9541 caused a breakage in one of our
clients. We use a feature flag to enable the old behavior.

BUGS=476144715
2026-01-15 22:48:12 +00:00
Powei Feng
ff806f8c3e Misc fixes to address old compiler errors (#9611)
Certain older compilers (e.g. clang in NDK 25.1.8937393) cannot
handle the c++ stylistic changes that were recently added
(though they are correct by spec).

 - In Engine.cpp, .find() cannot automatically infer the right type
   (std::string_view vs. utils::CString).
 - In fg/framegraph, various templated short-hands still require
   typename.
2026-01-15 20:27:26 +00:00
Powei Feng
06c4faabc3 vk: disable pushconstant backend test for CI
Due to flakiness.
2026-01-15 11:36:46 -08:00
Powei Feng
92aec16fa3 Add comment to indicate TextureFormat value (#9608)
This will help with debugging if we needed to print out a
TextureFormat value.
2026-01-15 19:21:39 +00:00
Mathias Agopian
f1ffb783d8 feat(engine): Add automatic frame skipping to manage CPU/GPU latency (#9595)
* feat(engine): Add automatic frame skipping to manage CPU/GPU latency

Introduces a new feature, disabled by default, that allows the engine to automatically skip frames when the CPU gets too far ahead of the display's refresh rate. This helps to reduce overall latency by preventing a backlog of frames from building up in the driver queue.

The feature can be enabled with the "engine.skip_frame_when_cpu_ahead_of_display" property.

To implement this, the compositor timing mechanism has been refactored. Instead of reporting an absolute `expectedPresentTime`, the backend now provides an `expectedPresentLatency` relative to vsync. This is more robust against synchronization issues with platform callbacks (like Android's Choreographer), as the latency is generally a constant value.

BUGS=[474599530]
2026-01-15 09:50:56 -08:00
Mathias Agopian
b708300586 Refactor implicit DriverApi dependency (#9606)
Removed implicit dependency on FEngine::getDriverApi() in critical 
rendering paths. This change makes the DriverApi dependency explicit by 
passing it as a parameter.


Key changes:

- FRenderer: Now accepts DriverApi& in renderInternal and renderJob. 
Caches feature levels and capability flags in the constructor.

- PostProcessManager: Caches feature flags and workaround flags in 
init(). Updated PostProcessMaterial and configure* methods to accept 
DriverApi&.

- FMaterial: Caches support flags (stereo, parallel shader compile) and
default material pointer in the constructor. 
Updated precacheDepthVariants and prepareProgram to rely on these 
cached values or passed parameters.

- ShadowMapManager: Caches workaround flags in the constructor.

- FEngine: Updated prepare() to accept DriverApi&.

- RenderPass: Updated to accept DriverApi& in constructor and 
appendCommands.

- Removed implicit DriverApi calls from hot paths to reduce overhead 
and improve safety.


One common pattern in this change is to cache getters in constructors
so that we don't need the DriverApi dependency later during rendering.
The intention here is to remove DriverApi& from as many places as
possible so that we can later have multithreading for command
recording.

This PR should not change any behavior.
2026-01-15 09:11:12 -08:00
HanYunChenLuo
f88d757d06 Add glibc check to support build filament on Linux musl-based distrib… (#9592) 2026-01-14 23:22:07 +00:00
Powei Feng
4d96f188d1 backend: CallbackHandler dstor inlined in header (#9605)
Defining the destructor in a cpp will break downstream clients.

The previous move to cpp was part of #9508.
2026-01-14 22:22:10 +00:00
Powei Feng
2d943f40bb vk: fix push constant implementation and test (#9588)
All stages share a push constant "block". We need to order
the fragment stage bytes to after the vertex stage if they
both exists.

FIXES=453776664
2026-01-14 18:18:04 +00:00
Doris Wu
92c058a736 fix gtao shader on mobile (#9591) 2026-01-13 14:11:34 +00:00
Mathias Agopian
ba819bcfca Docs: Improve documentation in public headers (#9603)
This commit clarifies and corrects documentation in several public header
files. The changes include fixing typos, improving wording, and adding
missing details to make the API easier to understand and use.

No functional changes are included in this commit.
2026-01-12 14:31:42 -08:00
Mathias Agopian
e22f1adfa7 make "native streams" deprecated (#9602)
Co-authored-by: Powei Feng <powei@google.com>
2026-01-12 14:31:15 -08:00
Anish Goyal
f2bca03360 Add external format to cache prewarming (#9558)
Provides logic to load and check for external format ids, and
build fake pipelines against them when relevant, to prevent
hitching when using external formats.

For now, we're going to use upto five likely types of YCbCr
conversions, which seem to cover all usecases encountered. This
means we might compile pipelines with external samplers a total of
4 additional times on top of the baseline (5 in total), or 3 additional
times on the devices we're currently testing (4 in total).

* Add base pipeline prewarm call for ext samplers

This is necessary because in some cases, a material that supports
external samplers will use RGB inputs instead of YCbCr inputs, and will
miss the cache.
2026-01-12 19:32:01 +00:00
Ben Doherty
5f07d701f0 Fix CocoaPods build (#9597) 2026-01-12 10:20:51 -08:00
Mathias Agopian
496a50bc89 make getWorldFromModelMatrix() accessible in fragment shader (#9584)
this requires to specify `apiLevel: 2` in the material.

FIXES=[474353927]
2026-01-12 09:32:23 -08:00
Mathias Agopian
6ccb6c4cce split FeatureFlagManager out of FEngine (#9596)
* split FeatureFlagManager out of FEngine

- Separate the Feature flags management from FEngine.
- Make FeatureFlagManager available to backends through DriverConfig
- add a way to override a feature flag value at runtime using
  environment variables or system properties (on Android).

e.g.:

```
env "feature.name=true" gltf_viewer
```
or 
```
adb shell setprop debug.feature.name true
```

Co-authored-by: Powei Feng <powei@google.com>
2026-01-12 09:31:51 -08:00
Powei Feng
42c78fd0a9 github: refactor postsubmit CI tasks into single yml (#9587) 2026-01-12 17:28:53 +00:00
Doris Wu
3d0e2923ae Fix VB-GTAO on remote webui (#9599) 2026-01-12 19:10:30 +09:00
Mathias Agopian
408b2371f0 allow FILAMENT_TRACING_CALL to take extra parameters (#9593) 2026-01-09 15:08:27 -08:00
Powei Feng
6ea08b40a8 gl: small fixes to push constant implementation and test (#9594)
- Add code for handling empty/null constant name
 - Use glUniform1ui() instead of glUniform1i() to workaround
   crash on macbook pro (m4).
 - Fully specify the constant name in the test (e.g.
   `pushConstantsF.red` instead of `red`).
 - Make sure that the uniform names are different between
   vertex and fragment in the test. This is due to different
   constant structs being defined between the two stages.

FIXES=453757504
2026-01-09 14:48:52 -08:00
Doris Wu
5eb0f7d3ec Fix the vbotest sample (#9581)
* set clear to true

* feedback
2026-01-09 10:15:44 +08:00
Powei Feng
d465d59c3a github: run filament tests in presbumit (#9586) 2026-01-08 21:25:58 +00:00
Filament Bot
af9a60d175 [automated] Updating /docs due to commit 8e0f0c9
Full commit hash is 8e0f0c92ce

DOCS_ALLOW_DIRECT_EDITS
2026-01-08 20:19:49 +00:00
462 changed files with 33882 additions and 9191 deletions

View File

@@ -0,0 +1,26 @@
name: 'Renderdiff Generate'
description: 'Sets up prerequisites and runs the generate script for renderdiff'
runs:
using: "composite"
steps:
- uses: ./.github/actions/mac-prereq
- uses: ./.github/actions/get-gltf-assets
- uses: ./.github/actions/get-mesa
- uses: ./.github/actions/get-vulkan-sdk
- name: Prerequisites
run: |
# Must have at least clang-16 for a webgpu/dawn build.
sudo xcode-select -s /Applications/Xcode_16.2.app/Contents/Developer
shell: bash
- name: Generate images
run: |
TEST_DIR=test/renderdiff
source ${TEST_DIR}/src/preamble.sh
set -eux
bash ${TEST_DIR}/generate.sh
set +eux
shell: bash
- name: Build diffimg tool
run: |
./build.sh release diffimg
shell: bash

View File

@@ -1,25 +0,0 @@
name: Android
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-android:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
build-abi: armeabi-v7a,arm64-v8a,x86_64

View File

@@ -1,29 +0,0 @@
name: iOS
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-ios:
name: build-ios
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-ios
path: out/filament-release-ios.tgz
- name: Build iOS samples
run: |
cd build/ios && ./build-samples.sh continuous

View File

@@ -1,26 +0,0 @@
name: Linux
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-linux
path: out/filament-release-linux.tgz

View File

@@ -1,29 +0,0 @@
name: macOS
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-mac
path: out/filament-release-darwin.tgz
- name: Check public headers
run: |
test/check-headers/test.sh out/release/filament/include

124
.github/workflows/postsubmit-main.yml vendored Normal file
View File

@@ -0,0 +1,124 @@
name: 'Postsubmit Tasks'
on:
push:
branches:
- main
jobs:
# Update the renderdiff goldens in filament-assets. This will add or merge the new goldens from
# a branch on filament-assets.
update-renderdiff-goldens:
name: update-renderdiff-goldens
runs-on: 'macos-14-xlarge'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Check if accepting new goldens
id: check_accept
env:
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
if echo "${COMMIT_MESSAGE}" | python3 test/renderdiff/src/commit_msg.py --mode=accept_new_goldens; then
echo "accept=true" >> "$GITHUB_OUTPUT"
else
echo "accept=false" >> "$GITHUB_OUTPUT"
fi
shell: bash
- name: Renderdiff Generate for new goldens
if: steps.check_accept.outputs.accept == 'true'
uses: ./.github/actions/renderdiff-generate
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
GOLDEN_BRANCH=$(echo "${COMMIT_MESSAGE}" | python3 test/renderdiff/src/commit_msg.py)
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
if [[ "${{ steps.check_accept.outputs.accept }}" == "true" ]]; then
SHORT_HASH="${COMMIT_HASH:0:8}"
GOLDEN_BRANCH="accept-goldens-${SHORT_HASH}"
echo "Generating new goldens for branch ${GOLDEN_BRANCH}"
python3 test/renderdiff/src/update_golden.py \
--branch=${GOLDEN_BRANCH} \
--source=$(pwd)/out/renderdiff/renders \
--commit-msg="Auto-update goldens from ${COMMIT_HASH}" \
--push-to-remote \
--golden-repo-token=${GH_TOKEN}
fi
if [[ "${GOLDEN_BRANCH}" != "main" ]]; then
echo "branch==${GOLDEN_BRANCH}"
echo "hash==${COMMIT_HASH}"
python3 test/renderdiff/src/update_golden.py --branch=${GOLDEN_BRANCH} \
--merge-to-main --filament-tag=${COMMIT_HASH} --golden-repo-token=${GH_TOKEN}
fi
# Update the /docs (offiicla github-hosted Filament site) if necessary
update-docs:
name: update-docs
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install selenium
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
run: |
bash docs_src/build/install_mdbook.sh && source ~/.bashrc
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
bash docs_src/build/postsubmit.sh ${COMMIT_HASH} ${GH_TOKEN}
# Produce a json that describes the android artifact sizes, and will push that json to a folder in
# filament-assets
update-sizeguard:
name: update-sizeguard
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Build and generate size report
run: |
cd build/android && printf "y" | ./build.sh release all
cd ../..
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
python3 test/sizeguard/dump_artifact_size.py out/*.tgz out/*.aar > "${COMMIT_HASH}.json"
- name: Push to filament-assets
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
run: |
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git clone https://x-access-token:${GH_TOKEN}@github.com/google/filament-assets.git filament-assets
mkdir -p filament-assets/sizeguard
mv "${COMMIT_HASH}.json" filament-assets/sizeguard/
cd filament-assets
git add sizeguard/"${COMMIT_HASH}.json"
git commit -m "Update sizeguard for filament@${COMMIT_HASH}" || echo "No changes to commit"
git push https://x-access-token:${GH_TOKEN}@github.com/google/filament-assets.git main

View File

@@ -1,59 +1,115 @@
name: 'Post-submit tasks'
name: 'Postsubmit CI'
on:
push:
branches:
- main
- release
- rc/**
jobs:
update-renderdiff-goldens:
name: update-renderdiff-goldens
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install tifffile numpy
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
GOLDEN_BRANCH=$(echo "${COMMIT_MESSAGE}" | python3 test/renderdiff/src/commit_msg.py)
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
if [[ "${GOLDEN_BRANCH}" != "main" ]]; then
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
echo "branch==${GOLDEN_BRANCH}"
echo "hash==${COMMIT_HASH}"
python3 test/renderdiff/src/update_golden.py --branch=${GOLDEN_BRANCH} \
--merge-to-main --filament-tag=${COMMIT_HASH} --golden-repo-token=${GH_TOKEN}
fi
build-android:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-16core'
update-docs:
name: update-docs
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: pip install selenium
- name: Run update script
env:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
build-abi: armeabi-v7a,arm64-v8a,x86_64
build-ios:
name: build-ios
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
bash docs_src/build/install_mdbook.sh && source ~/.bashrc
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}"
git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot"
git config --global credential.helper cache
bash docs_src/build/postsubmit.sh ${COMMIT_HASH} ${GH_TOKEN}
cd build/ios && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-ios
path: out/filament-release-ios.tgz
- name: Build iOS samples
run: |
cd build/ios && ./build-samples.sh continuous
build-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-linux
path: out/filament-release-linux.tgz
build-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-mac
path: out/filament-release-darwin.tgz
- name: Check public headers
run: |
test/check-headers/test.sh out/release/filament/include
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-web
path: out/filament-release-web.tgz
build-windows:
name: build-windows
runs-on: windows-2022-32core
steps:
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
build\windows\build-github.bat continuous
shell: cmd
- uses: actions/upload-artifact@v4
with:
name: filament-windows
path: out/filament-windows.tgz

View File

@@ -1,4 +1,4 @@
name: Presubmit
name: 'Presubmit CI'
on:
push:
@@ -19,7 +19,7 @@ jobs:
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh presubmit
cd build/mac && printf "y" | ./build.sh presubmit-with-test
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
@@ -67,7 +67,16 @@ jobs:
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
# Continuous builds will build everything
run: |
cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
pushd .
cd build/android && printf "y" | ./build.sh presubmit-with-archive arm64-v8a
popd
- name: Check artifact sizes
run: |
python3 test/sizeguard/dump_artifact_size.py out/*.aar > current_size.json
python3 test/sizeguard/check_size.py current_size.json \
--target-branch origin/main \
--threshold 20480 \
--artifacts filament-android-release.aar/jni/arm64-v8a/libfilament-jni.so
build-ios:
name: build-iOS
@@ -117,19 +126,24 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- uses: ./.github/actions/get-gltf-assets
- uses: ./.github/actions/get-mesa
- uses: ./.github/actions/get-vulkan-sdk
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
- name: Check if accepting new goldens
id: check_accept
env:
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
pip install tifffile numpy
# Must have at least clang-16 for a webgpu/dawn build.
sudo xcode-select -s /Applications/Xcode_16.2.app/Contents/Developer
if echo "${COMMIT_MESSAGE}" | python3 test/renderdiff/src/commit_msg.py --mode=accept_new_goldens; then
echo "accept=true" >> "$GITHUB_OUTPUT"
else
echo "accept=false" >> "$GITHUB_OUTPUT"
fi
shell: bash
- name: Renderdiff Generate
if: steps.check_accept.outputs.accept != 'true'
uses: ./.github/actions/renderdiff-generate
- name: Render and compare
if: steps.check_accept.outputs.accept != 'true'
id: render_compare
env:
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
@@ -138,7 +152,7 @@ jobs:
source ${TEST_DIR}/src/preamble.sh
set -eux
GOLDEN_BRANCH=$(echo "${COMMIT_MESSAGE}" | python3 ${TEST_DIR}/src/commit_msg.py)
bash ${TEST_DIR}/generate.sh
python3 ${TEST_DIR}/src/golden_manager.py \
--branch=${GOLDEN_BRANCH} \
--output=${GOLDEN_OUTPUT_DIR}
@@ -149,7 +163,9 @@ jobs:
python3 ${TEST_DIR}/src/compare.py \
--src=${GOLDEN_OUTPUT_DIR} \
--dest=${RENDER_OUTPUT_DIR} \
--out=${DIFF_OUTPUT_DIR} 2>&1 | tee compare_output.txt
--out=${DIFF_OUTPUT_DIR} \
--diffimg="$(pwd)/out/cmake-release/tools/diffimg/diffimg" \
--test="${TEST_DIR}/tests/presubmit.json" 2>&1 | tee compare_output.txt
if grep "Failed" compare_output.txt > /dev/null; then
DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique
@@ -159,10 +175,12 @@ jobs:
fi
shell: bash
- uses: actions/upload-artifact@v4
if: steps.check_accept.outputs.accept != 'true'
with:
name: presubmit-renderdiff-result
path: ./out/renderdiff
- name: Compare result
if: steps.check_accept.outputs.accept != 'true'
run: |
ERROR_STR="${{ steps.render_compare.outputs.err }}"
if [ -n "${ERROR_STR}" ]; then

View File

@@ -163,9 +163,7 @@ jobs:
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
cd out/android-release/filament
tar -czf ../../filament-${TAG}-android-native.tgz .
cd ../../..
mv out/filament-android-release-linux.tgz out/filament-${TAG}-android-native.tgz
- name: Sign sample-gltf-viewer
run: |
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
@@ -245,7 +243,8 @@ jobs:
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
build\windows\build-github.bat release
@REMARK 'call' is required to ensure control returns to this script after the batch file finishes.
call build\windows\build-github.bat release
echo on
move out\filament-windows.tgz out\filament-%TAG%-windows.tgz
shell: cmd

View File

@@ -1,27 +0,0 @@
name: Web
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v4
with:
name: filament-web
path: out/filament-release-web.tgz

View File

@@ -1,24 +0,0 @@
name: Windows
on:
push:
branches:
- main
- release
- rc/**
jobs:
build-windows:
name: build-windows
runs-on: windows-2022-32core
steps:
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
build\windows\build-github.bat continuous
shell: cmd
- uses: actions/upload-artifact@v4
with:
name: filament-windows
path: out/filament-windows.tgz

View File

@@ -1,6 +1,6 @@
## Building Filament
# Building Filament
### Prerequisites
## Prerequisites
To build Filament, you must first install the following tools:
@@ -18,7 +18,7 @@ To build Filament for Android you must also install the following:
- Android NDK 25.1 or higher
- Java 17
### Environment variables
## Environment variables
To build Filament for Android, make sure the environment variable `ANDROID_HOME` points to the
location of your Android SDK.
@@ -30,7 +30,7 @@ When building for WebGL, you'll also need to set `EMSDK`. See [WebAssembly](#web
We recommend using CLion to develop for Filament. Simply open the root directory's CMakeLists.txt
in CLion to obtain a usable project.
### Easy build
## Easy build
Once the required OS specific dependencies listed below are installed, you can use the script
located in `build.sh` to build Filament easily on macOS and Linux.
@@ -67,7 +67,7 @@ For more specialized options, please also consider the following pages:
- `-t`: [`fgviewer`](https://google.github.io/filament/dup/fgviewer.html)
- `-b` and `-y`: [ASAN/UBSAN builds](https://google.github.io/filament/notes/asan_ubsan.html)
### Filament-specific CMake Options
## Filament-specific CMake Options
The following CMake options are boolean options specific to Filament:
@@ -89,7 +89,7 @@ cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
Options can also be set with the CMake GUI.
### Linux
## Linux
Make sure you've installed the following dependencies:
@@ -148,7 +148,7 @@ ninja
This will build Filament, its tests and samples, and various host tools.
### macOS
## macOS
To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:
@@ -169,7 +169,7 @@ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/fila
ninja
```
### iOS
## iOS
The easiest way to build Filament for iOS is to use `build.sh` and the
`-p ios` flag. For instance to build the debug target:
@@ -180,9 +180,9 @@ The easiest way to build Filament for iOS is to use `build.sh` and the
See [ios/samples/README.md](./ios/samples/README.md) for more information.
### Windows
## Windows
#### Building on Windows with Visual Studio 2019 or later
### Building on Windows with Visual Studio 2019 or later
Install the following components:
@@ -225,7 +225,7 @@ You can also use CMake to invoke the build without opening Visual Studio. For ex
cmake --build . --target gltf_viewer --config Release
```
### Android
## Android
Before building Filament for Android, make sure to build Filament for your host. Some of the
host tools are required to successfully build for Android.
@@ -242,13 +242,13 @@ foremost for `arm64-v8a`.
To build Android on Windows machines, see [android/Windows.md](android/Windows.md).
#### Important: SDK location
### Important: SDK location
Either ensure your `ANDROID_HOME` environment variable is set or make sure the root project
contains a `local.properties` file with the `sdk.dir` property pointing to your installation of
the Android SDK.
#### Easy Android build
### Easy Android build
The easiest way to build Filament for Android is to use `build.sh` and the
`-p android` flag. For instance to build the release target:
@@ -266,7 +266,7 @@ The output APK can be found in `android/samples/sample-hello-triangle/build/outp
Run `build.sh -h` for more information.
#### Android Studio
### Android Studio
You must use the latest stable release of Android Studio.
@@ -296,7 +296,7 @@ device's architecture. So if you are targeting a new Pixel phone, make sure that
an emulator on a Linux machine with an x86 64-bit chipset, you would indicate (`-q x86_64`) in the above step.
#### Manual builds
### Manual builds
Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (`aarch64`).
@@ -324,7 +324,7 @@ This will generate Filament's Android binaries in `out/android-release`. This lo
to build the Android Studio projects located in `filament/android`. After install, the library
binaries should be found in `out/android-release/filament/lib/arm64-v8a`.
#### AAR
### AAR
Before you attempt to build the AAR, make sure you've compiled and installed the native libraries
as explained in the sections above. You must have the following ABIs built in
@@ -356,7 +356,7 @@ Alternatively you can build the AAR from the command line by executing the follo
The `-Pcom.google.android.filament.dist-dir` can be used to specify a different installation
directory (it must match the CMake install prefix used in the previous steps).
#### Using Filament's AAR
### Using Filament's AAR
Create a new module in your project and select _Import .JAR or .AAR Package_ when prompted. Make
sure to add the newly created module as a dependency to your application.
@@ -397,7 +397,7 @@ productFlavors {
}
```
### WebAssembly
## WebAssembly
The core Filament library can be cross-compiled to WebAssembly from either macOS or Linux. To get
started, follow the instructions for building Filament on your platform ([macOS](#macos) or

View File

@@ -10,6 +10,7 @@ cmake_minimum_required(VERSION 3.22.1)
# ==================================================================================================
# Toolchain configuration
# ==================================================================================================
# On iOS, the deployment target is set inside third_party/clang/ios.cmake
if (APPLE AND NOT IOS)
# This must be set before project() is called
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15 CACHE STRING "")
@@ -64,6 +65,8 @@ option(FILAMENT_SUPPORTS_WEBP_TEXTURES "Enable webp texture support for Filament
# On the regular filament build (where size is of less concern), we enable GTAO by default.
option(FILAMENT_DISABLE_GTAO "Disable GTAO" OFF)
option(FILAMENT_BUILD_TESTING "Build tests" ON)
set(FILAMENT_NDK_VERSION "" CACHE STRING
"Android NDK version or version prefix to be used when building for Android."
)
@@ -367,14 +370,22 @@ endif()
if (LINUX)
option(USE_STATIC_LIBCXX "Link against the static runtime libraries." ON)
# Add this step to support both glibc-based Linux distributions (e.g., Ubuntu, Debian)
# and musl-based distributions (e.g., Alpine).
include(CheckSymbolExists)
check_symbol_exists(__GLIBC__ "features.h" CLANG_WITH_GLIBC)
if (${USE_STATIC_LIBCXX})
if (FILAMENT_USING_GCC)
link_libraries("-static-libgcc -static-libstdc++")
else ()
elseif (CLANG_WITH_GLIBC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
link_libraries("-static-libgcc -static-libstdc++")
link_libraries(libc++.a)
link_libraries(libc++abi.a)
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static")
endif()
endif()
@@ -578,7 +589,7 @@ if (FILAMENT_SUPPORTS_METAL)
endif()
# Building filamat increases build times and isn't required for web, so turn it off by default.
if (NOT WEBGL AND NOT IOS)
if (NOT WEBGL)
option(FILAMENT_BUILD_FILAMAT "Build filamat and JNI buildings" ON)
else()
option(FILAMENT_BUILD_FILAMAT "Build filamat and JNI buildings" OFF)
@@ -868,6 +879,7 @@ add_subdirectory(${LIBRARIES}/gltfio)
add_subdirectory(${LIBRARIES}/ibl)
add_subdirectory(${LIBRARIES}/iblprefilter)
add_subdirectory(${LIBRARIES}/image)
add_subdirectory(${LIBRARIES}/imagediff)
add_subdirectory(${LIBRARIES}/ktxreader)
add_subdirectory(${LIBRARIES}/math)
add_subdirectory(${LIBRARIES}/mathio)
@@ -894,6 +906,8 @@ add_subdirectory(${EXTERNAL}/getopt)
add_subdirectory(${EXTERNAL}/perfetto/tnt)
add_subdirectory(${EXTERNAL}/basisu/tnt)
# imageio-lite is needed for viewer
add_subdirectory(${LIBRARIES}/imageio-lite)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry)
@@ -962,6 +976,7 @@ if (IS_HOST_PLATFORM)
add_subdirectory(${TOOLS}/cmgen)
add_subdirectory(${TOOLS}/cso-lut)
add_subdirectory(${TOOLS}/diffimg)
add_subdirectory(${TOOLS}/filamesh)
add_subdirectory(${TOOLS}/glslminifier)
add_subdirectory(${TOOLS}/matc)

View File

@@ -6,3 +6,6 @@
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- engine: fix crash when using variance shadow maps
- materials: better shadow normal-bias calculations [⚠️ **New Material Version**]

View File

@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.68.4'
implementation 'com.google.android.filament:filament-android:1.69.4'
}
```
@@ -39,19 +39,18 @@ Here are all the libraries available in the group `com.google.android.filament`:
| Artifact | Description |
| ------------- | ------------- |
| [![filament-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android) | The Filament rendering engine itself. |
| [![filament-android-debug](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug/badge.svg?subject=filament-android-debug)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug) | Debug version of `filament-android`. |
| [![gltfio-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android) | A glTF 2.0 loader for Filament, depends on `filament-android`. |
| [![filament-utils-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android) | KTX loading, Kotlin math, and camera utilities, depends on `gltfio-android`. |
| [![filamat-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android) | A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. |
| [![filamat-android-lite](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite/badge.svg?subject=filamat-android-lite)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite) | A much smaller alternative to `filamat-android` that can only generate OpenGL shaders. It does not provide validation or optimizations. |
| [![filament-android](https://img.shields.io/maven-central/v/com.google.android.filament/filament-android?label=filament-android&color=green)](https://mvnrepository.com/artifact/com.google.android.filament/filament-android) | The Filament rendering engine itself. |
| [![filament-android-debug](https://img.shields.io/maven-central/v/com.google.android.filament/filament-android-debug?label=filament-android-debug&color=green)](https://mvnrepository.com/artifact/com.google.android.filament/filament-android-debug) | Debug version of `filament-android`. |
| [![gltfio-android](https://img.shields.io/maven-central/v/com.google.android.filament/gltfio-android?label=gltfio-android&color=green)](https://mvnrepository.com/artifact/com.google.android.filament/gltfio-android) | A glTF 2.0 loader for Filament, depends on `filament-android`. |
| [![filament-utils-android](https://img.shields.io/maven-central/v/com.google.android.filament/filament-utils-android?label=filament-utils-android&color=green)](https://mvnrepository.com/artifact/com.google.android.filament/filament-utils-android) | KTX loading, Kotlin math, and camera utilities, depends on `gltfio-android`. |
| [![filamat-android](https://img.shields.io/maven-central/v/com.google.android.filament/filamat-android?label=filamat-android&color=green)](https://mvnrepository.com/artifact/com.google.android.filament/filamat-android) | A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. |
### iOS
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.68.4'
pod 'Filament', '~> 1.69.4'
```
## Documentation
@@ -89,7 +88,8 @@ pod 'Filament', '~> 1.68.4'
- 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
- WebGPU for Android, Linux, macOS, and Windows
- WebGL 2.0 for all browsers supporting it
### Rendering
@@ -124,7 +124,7 @@ pod 'Filament', '~> 1.68.4'
- HDR bloom
- Depth of field bokeh
- Multiple tone mappers: generic (customizable), ACES, filmic, etc.
- Multiple tone mappers: PBR Neutral, AgX, 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.
@@ -158,15 +158,16 @@ pod 'Filament', '~> 1.68.4'
- [x] KHR_draco_mesh_compression
- [x] KHR_lights_punctual
- [x] KHR_materials_clearcoat
- [x] KHR_materials_dispersion
- [x] KHR_materials_emissive_strength
- [x] KHR_materials_ior
- [x] KHR_materials_pbrSpecularGlossiness
- [x] KHR_materials_sheen
- [x] KHR_materials_specular
- [x] KHR_materials_transmission
- [x] KHR_materials_unlit
- [x] KHR_materials_variants
- [x] KHR_materials_volume
- [x] KHR_materials_specular
- [x] KHR_mesh_quantization
- [x] KHR_texture_basisu
- [x] KHR_texture_transform
@@ -331,7 +332,7 @@ and tools.
- `filamesh`: Mesh converter
- `glslminifier`: Minifies GLSL source code
- `matc`: Material compiler
- `filament-matp`: Material parser
- `matedit`: Material editor for compiled materials
- `matinfo` Displays information about materials compiled with `matc`
- `mipgen` Generates a series of miplevels from a source image
- `normal-blending`: Tool to blend normal maps

View File

@@ -7,6 +7,33 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.69.5
- engine: fix crash when using variance shadow maps
## v1.69.4
## v1.69.3
## v1.69.2
- engine: fix shader compilation failure in TAA material
- engine: fix stereo & parallel shader compilation
## v1.69.1
## v1.69.0
- engine: Support custom attributes morphing, and allow for omitting position and/or normal data. [⚠️ **Recompile Materials**]
## v1.68.5
- engine: "native" Streams are officially deprecated. Use "acquired" streams instead.
- engine: add "engine.skip_frame_when_cpu_ahead_of_display" feature [b/474599530]
## v1.68.4
- gltfio: Add optional support for webp textures (EXT_texture_webp), controlled via FILAMENT_SUPPORTS_WEBP_TEXTURES cmake option

View File

@@ -194,7 +194,7 @@ subprojects {
google()
}
if (!name.startsWith("sample")) {
if (!name.startsWith("sample") && name != "filament-tools") {
apply plugin: 'com.android.library'
android {

120
android/buildSrc/README.md Normal file
View File

@@ -0,0 +1,120 @@
# Filament Tools Gradle Plugin
## About
The **Filament Tools Gradle Plugin** helps integrate Filament into your Android project. It
automates the use of Filament's command-line tools (`matc`, `cmgen`, and `filamesh`).
This plugin handles:
- **Material Compilation**: Compiles `.mat` material definitions into `.filamat` binaries.
- **IBL Generation**: Generates Image-Based Lighting assets from HDR environment maps.
- **Mesh Compilation**: Converts models into Filament's efficient `.filamesh` binary format. *Note:
This tool is no longer recommended; instead, use glTF and Filament's `gltfio` library for model
loading.*
The plugin hooks directly into the Android build lifecycle (via `preBuild`) and supports incremental
builds, so assets are only recompiled when source files change.
## Usage
Apply the plugin in your module's `build.gradle` file and configure the `filament` block. You can
specify inputs and outputs for any combination of materials, IBLs, or meshes. If a path is not
configured, the corresponding task will be disabled.
### Example Configuration
```groovy
plugins {
id 'filament-plugin'
}
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
iblInputFile = project.layout.projectDirectory.file("path/to/environment.hdr")
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")
meshInputFile = project.layout.projectDirectory.file("path/to/model.obj")
meshOutputDir = project.layout.projectDirectory.dir("src/main/assets/models")
}
```
### Configuration Details
- **materialInputDir**: The directory containing your source material definitions (`.mat` files).
- **materialOutputDir**: The directory where the compiled material files (`.filamat`) will be
generated.
- **iblInputFile**: The source high-dynamic-range image file (e.g., `.hdr` or `.exr`) used to
generate Image Based Lighting assets.
- **iblOutputDir**: The directory where the generated IBL assets (typically `.ktx` files) will be
placed.
- **meshInputFile**: The source mesh file (e.g., `.obj`) to be compiled.
- **meshOutputDir**: The directory where the compiled mesh file (`.filamesh`) will be generated.
Automatically adds tasks to your Android build to compile materials, generate an IBL, and compile a
mesh. The plugin hooks into `preBuild` to ensure assets are generated before the application is
built.
### Configuration Flags
You can control specific compilation options using Gradle properties (e.g., in `gradle.properties`
or via command line `-P`).
- **`com.google.android.filament.exclude-vulkan`** When set to `true`, the Vulkan backend is
excluded from the compiled materials. This can be useful to reduce the size of the generated
assets if your application does not target Vulkan. *Default: `false` (Vulkan is included)*
- **`com.google.android.filament.include-webgpu`** When set to `true`, the WebGPU backend is
included in the compiled materials. Use this if you intend to use the materials in a context
supporting WebGPU. *Default: `false`*
## Tools Configuration
The Filament Tools plugin requires some binary tools to be available: `matc`, `cmgen`, and
`filamesh`.
There are three ways to configure Filament tools:
1. **Point to a local path directly**
```groovy
filament {
matc {
path = "/path/to/matc"
}
cmgen {
path = "/path/to/cmgen"
}
filamesh {
path = "/path/to/filamesh"
}
}
```
2. **Point to a Maven artifact**
```groovy
filament {
matc {
// The minor version (the middle number) must match the Filament dependency's.
artifact = 'com.google.android.filament:matc:1.68.5'
}
cmgen {
artifact = 'com.google.android.filament:cmgen:1.68.5'
}
}
```
*Note that the `filamesh` artifact is not hosted on Maven Central, so it must be provided locally or
via another mechanism if needed.*
Gradle will automatically handle downloading the tool appropriate for your machine (MacOS/Linux/Windows) from Maven.
3. **Set the `com.google.android.filament.tools-dir` Gradle property**
This will override any other configuration. Gradle will attempt to locate the tools under
`<tools-dir>/bin` (e.g., `.../bin/matc`, `.../bin/cmgen`, `.../bin/filamesh`).

View File

@@ -4,13 +4,18 @@ plugins {
gradlePlugin {
plugins {
create("filament-tools-plugin") {
id = "filament-tools-plugin"
implementationClass = "FilamentToolsPlugin"
create("filament-plugin") {
id = "filament-plugin"
implementationClass = "com.google.android.filament.gradle.FilamentPlugin"
}
}
}
repositories {
mavenCentral()
gradlePluginPortal()
}
dependencies {
implementation "com.google.gradle:osdetector-gradle-plugin:1.7.3"
}

View File

@@ -1,359 +0,0 @@
// This plugin accepts the following parameters:
//
// com.google.android.filament.tools-dir
// Path to the Filament distribution/install directory for desktop.
// This directory must contain bin/matc.
//
// com.google.android.filament.exclude-vulkan
// When set, support for Vulkan will be excluded.
//
// Example:
// ./gradlew -Pcom.google.android.filament.tools-dir=../../dist-release assembleDebug
import org.gradle.api.DefaultTask
import org.gradle.api.GradleException
import org.gradle.api.Plugin
import org.gradle.api.Project
import org.gradle.api.provider.ProviderFactory
import org.gradle.api.file.DirectoryProperty
import org.gradle.api.file.FileSystemOperations
import org.gradle.api.file.FileType
import org.gradle.api.file.RegularFileProperty
import org.gradle.api.logging.LogLevel
import org.gradle.api.logging.Logger
import org.gradle.api.provider.Property
import org.gradle.api.tasks.Input
import org.gradle.api.tasks.InputDirectory
import org.gradle.api.tasks.InputFile
import org.gradle.api.tasks.Optional
import org.gradle.api.tasks.OutputDirectory
import org.gradle.api.tasks.TaskAction
import org.gradle.api.tasks.incremental.InputFileDetails
import org.gradle.api.model.ObjectFactory
import org.gradle.internal.os.OperatingSystem
import org.gradle.process.ExecOperations
import org.gradle.work.ChangeType
import org.gradle.work.Incremental
import org.gradle.work.InputChanges
import java.nio.file.Paths
import javax.inject.Inject
abstract class TaskWithBinary extends DefaultTask {
private final String binaryName
private Property<String> binaryPath = null
TaskWithBinary(String name) {
binaryName = name
}
@Inject abstract ObjectFactory getObjects()
@Inject abstract ProviderFactory getProviders()
@Input
Property<String> getBinary() {
if (binaryPath == null) {
def tool = ["/bin/${binaryName}.exe", "/bin/${binaryName}"]
def fullPath = tool.collect { path ->
def filamentToolsPath = providers
.gradleProperty("com.google.android.filament.tools-dir")
.forUseAtConfigurationTime().get()
def directory = objects.fileProperty()
.fileValue(new File(filamentToolsPath)).getAsFile().get()
Paths.get(directory.absolutePath, path).toFile()
}
binaryPath = objects.property(String.class)
binaryPath.set(
(OperatingSystem.current().isWindows() ? fullPath[0] : fullPath[1]).toString())
}
return binaryPath
}
}
class LogOutputStream extends ByteArrayOutputStream {
private final Logger logger
private final LogLevel level
LogOutputStream(Logger logger, LogLevel level) {
this.logger = logger
this.level = level
}
@Override
void flush() {
logger.log(level, toString())
reset()
}
}
// Custom task to compile material files using matc
// This task handles incremental builds
abstract class MaterialCompiler extends TaskWithBinary {
@Incremental
@InputDirectory
abstract DirectoryProperty getInputDir()
@OutputDirectory
abstract DirectoryProperty getOutputDir()
@Inject abstract FileSystemOperations getFs()
@Inject abstract ExecOperations getExec()
@Inject abstract ObjectFactory getObjects()
@Inject abstract ProviderFactory getProviders()
MaterialCompiler() {
super("matc")
}
@TaskAction
void execute(InputChanges inputs) {
if (!inputs.incremental) {
fs.delete({
delete(objects.fileTree().from(outputDir).matching { include '*.filamat' })
})
}
inputs.getFileChanges(inputDir).each { InputFileDetails change ->
if (change.fileType == FileType.DIRECTORY) return
def file = change.file
if (change.changeType == ChangeType.REMOVED) {
getOutputFile(file).delete()
} else {
def out = new LogOutputStream(logger, LogLevel.LIFECYCLE)
def err = new LogOutputStream(logger, LogLevel.ERROR)
def header = ("Compiling material " + file + "\n").getBytes()
out.write(header)
out.flush()
if (!new File(binary.get()).exists()) {
throw new GradleException("Could not find ${binary.get()}." +
" Ensure Filament has been built/installed before building this app.")
}
def matcArgs = []
def exclude_vulkan = providers
.gradleProperty("com.google.android.filament.exclude-vulkan")
.forUseAtConfigurationTime().present
if (!exclude_vulkan) {
matcArgs += ['-a', 'vulkan']
}
def include_webgpu = providers
.gradleProperty("com.google.android.filament.include-webgpu")
.forUseAtConfigurationTime().present
if (include_webgpu) {
matcArgs += ['-a', 'webgpu', '--variant-filter=stereo']
}
def mat_no_opt = providers
.gradleProperty("com.google.android.filament.matnopt")
.forUseAtConfigurationTime().present
if (mat_no_opt) {
matcArgs += ['-g']
}
matcArgs += ['-a', 'opengl', '-p', 'mobile', '-o', getOutputFile(file), file]
exec.exec {
standardOutput out
errorOutput err
executable "${binary.get()}"
args matcArgs
}
}
}
}
File getOutputFile(final File file) {
return outputDir.file(file.name[0..file.name.lastIndexOf('.')] + 'filamat').get().asFile
}
}
// Custom task to process IBLs using cmgen
// This task handles incremental builds
abstract class IblGenerator extends TaskWithBinary {
@Input
@Optional
abstract Property<String> getCmgenArgs()
@Incremental
@InputFile
abstract RegularFileProperty getInputFile()
@OutputDirectory
abstract DirectoryProperty getOutputDir()
@Inject abstract FileSystemOperations getFs()
@Inject abstract ExecOperations getExec()
@Inject abstract ObjectFactory getObjects()
IblGenerator() {
super("cmgen")
}
@TaskAction
void execute(InputChanges inputs) {
if (!inputs.incremental) {
fs.delete({
delete(objects.fileTree().from(outputDir).matching { include '*' })
})
}
inputs.getFileChanges(inputFile).each { InputFileDetails change ->
if (change.fileType == FileType.DIRECTORY) return
def file = change.file
if (change.changeType == ChangeType.REMOVED) {
getOutputFile(file).delete()
} else {
def out = new LogOutputStream(logger, LogLevel.LIFECYCLE)
def err = new LogOutputStream(logger, LogLevel.ERROR)
def header = ("Generating IBL " + file + "\n").getBytes()
out.write(header)
out.flush()
if (!new File(binary.get()).exists()) {
throw new GradleException("Could not find ${binary.get()}." +
" Ensure Filament has been built/installed before building this app.")
}
def outputPath = outputDir.get().asFile
def commandArgs = cmgenArgs.getOrNull()
if (commandArgs == null) {
commandArgs =
'-q -x ' + outputPath + ' --format=rgb32f ' +
'--extract-blur=0.08 --extract=' + outputPath.absolutePath
}
commandArgs = commandArgs + " " + file
exec.exec {
standardOutput out
errorOutput err
executable "${binary.get()}"
args(commandArgs.split())
}
}
}
}
File getOutputFile(final File file) {
return outputDir.file(file.name[0..file.name.lastIndexOf('.') - 1]).get().asFile
}
}
// Custom task to compile mesh files using filamesh
// This task handles incremental builds
abstract class MeshCompiler extends TaskWithBinary {
@Incremental
@InputFile
abstract RegularFileProperty getInputFile()
@OutputDirectory
abstract DirectoryProperty getOutputDir()
@Inject abstract FileSystemOperations getFs()
@Inject abstract ExecOperations getExec()
MeshCompiler() {
super("filamesh")
}
@TaskAction
void execute(InputChanges inputs) {
if (!inputs.incremental) {
fs.delete({
delete(objects.fileTree().from(outputDir).matching { include '*.filamesh' })
})
}
inputs.getFileChanges(inputFile).each { InputFileDetails change ->
if (change.fileType == FileType.DIRECTORY) return
def file = change.file
if (change.changeType == ChangeType.REMOVED) {
getOutputFile(file).delete()
} else {
def out = new LogOutputStream(logger, LogLevel.LIFECYCLE)
def err = new LogOutputStream(logger, LogLevel.ERROR)
def header = ("Compiling mesh " + file + "\n").getBytes()
out.write(header)
out.flush()
if (!new File(binary.get()).exists()) {
throw new GradleException("Could not find ${binary.get()}." +
" Ensure Filament has been built/installed before building this app.")
}
exec.exec {
standardOutput out
errorOutput err
executable "${binary.get()}"
args(file, getOutputFile(file))
}
}
}
}
File getOutputFile(final File file) {
return outputDir.file(file.name[0..file.name.lastIndexOf('.')] + 'filamesh').get().asFile
}
}
class FilamentToolsPluginExtension {
DirectoryProperty materialInputDir
DirectoryProperty materialOutputDir
String cmgenArgs
RegularFileProperty iblInputFile
DirectoryProperty iblOutputDir
RegularFileProperty meshInputFile
DirectoryProperty meshOutputDir
}
class FilamentToolsPlugin implements Plugin<Project> {
void apply(Project project) {
def extension = project.extensions.create('filamentTools', FilamentToolsPluginExtension)
extension.materialInputDir = project.objects.directoryProperty()
extension.materialOutputDir = project.objects.directoryProperty()
extension.iblInputFile = project.objects.fileProperty()
extension.iblOutputDir = project.objects.directoryProperty()
extension.meshInputFile = project.objects.fileProperty()
extension.meshOutputDir = project.objects.directoryProperty()
project.tasks.register("filamentCompileMaterials", MaterialCompiler) {
enabled =
extension.materialInputDir.isPresent() &&
extension.materialOutputDir.isPresent()
inputDir.set(extension.materialInputDir.getOrNull())
outputDir.set(extension.materialOutputDir.getOrNull())
}
project.preBuild.dependsOn "filamentCompileMaterials"
project.tasks.register("filamentGenerateIbl", IblGenerator) {
enabled = extension.iblInputFile.isPresent() && extension.iblOutputDir.isPresent()
cmgenArgs = extension.cmgenArgs
inputFile = extension.iblInputFile.getOrNull()
outputDir = extension.iblOutputDir.getOrNull()
}
project.preBuild.dependsOn "filamentGenerateIbl"
project.tasks.register("filamentCompileMesh", MeshCompiler) {
enabled = extension.meshInputFile.isPresent() && extension.meshOutputDir.isPresent()
inputFile = extension.meshInputFile.getOrNull()
outputDir = extension.meshOutputDir.getOrNull()
}
project.preBuild.dependsOn "filamentCompileMesh"
}
}

View File

@@ -0,0 +1,57 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.gradle
import org.gradle.api.Action
import org.gradle.api.Project
import org.gradle.api.file.DirectoryProperty
import org.gradle.api.file.RegularFileProperty
import org.gradle.api.provider.Property
class FilamentExtension {
final ToolsLocator tools
final DirectoryProperty materialInputDir
final DirectoryProperty materialOutputDir
final Property<String> cmgenArgs
final RegularFileProperty iblInputFile
final DirectoryProperty iblOutputDir
final RegularFileProperty meshInputFile
final DirectoryProperty meshOutputDir
FilamentExtension(Project project) {
this.tools = new ToolsLocator(project)
this.materialInputDir = project.objects.directoryProperty()
this.materialOutputDir = project.objects.directoryProperty()
this.cmgenArgs = project.objects.property(String)
this.iblInputFile = project.objects.fileProperty()
this.iblOutputDir = project.objects.directoryProperty()
this.meshInputFile = project.objects.fileProperty()
this.meshOutputDir = project.objects.directoryProperty()
}
void matc(Action<ToolsLocator.ToolConfig> action) {
action.execute(tools.matc)
}
void cmgen(Action<ToolsLocator.ToolConfig> action) {
action.execute(tools.cmgen)
}
void filamesh(Action<ToolsLocator.ToolConfig> action) {
action.execute(tools.filamesh)
}
}

View File

@@ -0,0 +1,59 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.gradle
import org.gradle.api.Plugin
import org.gradle.api.Project
class FilamentPlugin implements Plugin<Project> {
@Override
void apply(Project project) {
project.pluginManager.apply("com.google.osdetector")
FilamentExtension extension = project.extensions.create("filament", FilamentExtension, project)
project.afterEvaluate {
extension.tools.resolve(project)
project.tasks.register("filamentCompileMaterials", MaterialCompileTask) {
enabled = extension.materialInputDir.isPresent() && extension.materialOutputDir.isPresent()
inputDir.set(extension.materialInputDir.getOrNull())
outputDir.set(extension.materialOutputDir.getOrNull())
matcTool.from(extension.tools.matcToolFiles)
}
project.tasks.register("filamentGenerateIbl", IblGenerateTask) {
enabled = extension.iblInputFile.isPresent() && extension.iblOutputDir.isPresent()
cmgenArgs = extension.cmgenArgs
inputFile.set(extension.iblInputFile.getOrNull())
outputDir.set(extension.iblOutputDir.getOrNull())
cmgenTool.from(extension.tools.cmgenToolFiles)
}
project.tasks.register("filamentCompileMesh", MeshCompileTask) {
enabled = extension.meshInputFile.isPresent() && extension.meshOutputDir.isPresent()
inputFile = extension.meshInputFile.getOrNull()
outputDir = extension.meshOutputDir.getOrNull()
filameshTool.from(extension.tools.filameshToolFiles)
}
project.preBuild.dependsOn "filamentCompileMaterials"
project.preBuild.dependsOn "filamentGenerateIbl"
project.preBuild.dependsOn "filamentCompileMesh"
}
}
}

View File

@@ -0,0 +1,126 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.gradle
import org.gradle.api.DefaultTask
import org.gradle.api.GradleException
import org.gradle.api.file.ConfigurableFileCollection
import org.gradle.api.file.DirectoryProperty
import org.gradle.api.file.FileSystemOperations
import org.gradle.api.file.FileType
import org.gradle.api.file.RegularFileProperty
import org.gradle.api.model.ObjectFactory
import org.gradle.api.provider.Property
import org.gradle.api.tasks.Input
import org.gradle.api.tasks.InputFile
import org.gradle.api.tasks.InputFiles
import org.gradle.api.tasks.Optional
import org.gradle.api.tasks.OutputDirectory
import org.gradle.api.tasks.TaskAction
import org.gradle.process.ExecOperations
import org.gradle.work.ChangeType
import org.gradle.work.Incremental
import org.gradle.work.InputChanges
import org.gradle.api.tasks.incremental.InputFileDetails
import javax.inject.Inject
abstract class IblGenerateTask extends DefaultTask {
@Input
@Optional
abstract Property<String> getCmgenArgs()
@Incremental
@InputFile
abstract RegularFileProperty getInputFile()
@OutputDirectory
abstract DirectoryProperty getOutputDir()
@InputFiles
abstract ConfigurableFileCollection getCmgenTool()
@Inject
abstract FileSystemOperations getFileSystemOperations()
@Inject
abstract ExecOperations getExecOperations()
@Inject
abstract ObjectFactory getObjectFactory()
@TaskAction
void execute(InputChanges inputs) {
if (cmgenTool.empty) {
throw new IllegalStateException(
"cmgen executable not configured. Please configure the 'cmgen' block in the " +
"'filament' extension or set the 'com.google.android.filament.tools-dir' " +
"property."
)
}
File cmgen = getCmgenTool().singleFile
if (!cmgen.exists()) {
throw new IllegalStateException("cmgen executable does not exist: ${cmgen.absolutePath}")
}
if (!cmgen.canExecute()) {
cmgen.setExecutable(true)
}
if (!inputs.incremental) {
getFileSystemOperations().delete {
delete(getObjectFactory().fileTree().from(getOutputDir()).matching { include '*' })
}
}
inputs.getFileChanges(getInputFile()).each { InputFileDetails change ->
if (change.fileType == FileType.DIRECTORY) return
def file = change.file
if (change.changeType == ChangeType.REMOVED) {
computeOutputFile(file).delete()
} else {
println "Generating IBL: ${file.name}"
def outputPath = getOutputDir().get().asFile
def commandArgs = getCmgenArgs().getOrNull()
if (commandArgs == null) {
// Default args if not provided
commandArgs = '-q -x ' + outputPath + ' --format=rgb32f ' +
'--extract-blur=0.08 --extract=' + outputPath.absolutePath
}
def argsList = commandArgs.split(' ').toList()
argsList.add(file.absolutePath)
getExecOperations().exec { spec ->
spec.executable(cmgen)
spec.args(argsList)
}
}
}
}
File computeOutputFile(final File file) {
String name = file.name
int dotIndex = name.lastIndexOf('.')
String baseName = dotIndex > 0 ? name.substring(0, dotIndex) : name
return getOutputDir().file(baseName).get().asFile
}
}

View File

@@ -0,0 +1,147 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.gradle
import org.gradle.api.artifacts.component.ModuleComponentIdentifier
import org.gradle.api.DefaultTask
import org.gradle.api.file.ConfigurableFileCollection
import org.gradle.api.file.DirectoryProperty
import org.gradle.api.file.FileSystemOperations
import org.gradle.api.file.FileType
import org.gradle.api.model.ObjectFactory
import org.gradle.api.provider.ProviderFactory
import org.gradle.api.tasks.InputDirectory
import org.gradle.api.tasks.InputFiles
import org.gradle.api.tasks.OutputDirectory
import org.gradle.api.tasks.PathSensitive
import org.gradle.api.tasks.PathSensitivity
import org.gradle.api.tasks.SkipWhenEmpty
import org.gradle.api.tasks.TaskAction
import org.gradle.process.ExecOperations
import org.gradle.work.ChangeType
import org.gradle.work.Incremental
import org.gradle.work.InputChanges
import javax.inject.Inject
abstract class MaterialCompileTask extends DefaultTask {
@Incremental
@InputDirectory
@PathSensitive(PathSensitivity.RELATIVE)
abstract DirectoryProperty getInputDir()
@OutputDirectory
abstract DirectoryProperty getOutputDir()
@InputFiles
@PathSensitive(PathSensitivity.NONE)
abstract ConfigurableFileCollection getMatcTool()
@Inject
abstract ExecOperations getExecOperations()
@Inject
abstract FileSystemOperations getFileSystemOperations()
@Inject
abstract ObjectFactory getObjectFactory()
@Inject
abstract ProviderFactory getProviderFactory()
@TaskAction
void compile(InputChanges inputs) {
if (matcTool.empty) {
throw new IllegalStateException(
"matc executable not configured. Please configure the 'matc' block in the " +
"'filament' extension or set the 'com.google.android.filament.tools-dir' " +
"property."
)
}
File matc = matcTool.singleFile
if (!matc.exists()) {
throw new IllegalStateException("matc executable does not exist: ${matc.absolutePath}")
}
if (!matc.canExecute()) {
matc.setExecutable(true)
}
if (!inputs.incremental) {
getFileSystemOperations().delete {
delete(getObjectFactory().fileTree().from(getOutputDir()).matching {
include '*.filamat'
})
}
}
def pf = getProviderFactory()
def excludeVulkanProperty = pf.gradleProperty("com.google.android.filament.exclude-vulkan")
def includeWebGpuProperty = pf.gradleProperty("com.google.android.filament.include-webgpu")
def matNoOptProperty = pf.gradleProperty("com.google.android.filament.matnopt")
def excludeVulkan = excludeVulkanProperty.orNull == "true"
def includeWebGpu = includeWebGpuProperty.orNull == "true"
def matNoOpt = matNoOptProperty.orNull == "true"
inputs.getFileChanges(getInputDir()).each { change ->
if (change.fileType == FileType.DIRECTORY) return
File file = change.file
File outputFile = computeOutputFile(file)
if (change.changeType == ChangeType.REMOVED) {
outputFile.delete()
} else {
println "Compiling material: ${file.name}"
def args = []
if (!excludeVulkan) {
args += ['-a', 'vulkan']
}
if (includeWebGpu) {
args += ['-a', 'webgpu', '--variant-filter=stereo']
}
if (matNoOpt) {
args += ['-g']
}
args += [
'-a', 'opengl', '-p', 'mobile',
'-o', outputFile.absolutePath,
file.absolutePath
]
getExecOperations().exec { spec ->
spec.executable(matc)
spec.args(args)
}
}
}
}
File computeOutputFile(File inputFile) {
String baseName = inputFile.name
int dotIndex = baseName.lastIndexOf('.')
if (dotIndex > 0) {
baseName = baseName.substring(0, dotIndex)
}
return getOutputDir().file("${baseName}.filamat").get().asFile
}
}

View File

@@ -0,0 +1,115 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.gradle
import org.gradle.api.DefaultTask
import org.gradle.api.file.ConfigurableFileCollection
import org.gradle.api.file.DirectoryProperty
import org.gradle.api.file.FileSystemOperations
import org.gradle.api.file.FileType
import org.gradle.api.file.RegularFileProperty
import org.gradle.api.model.ObjectFactory
import org.gradle.api.tasks.InputFile
import org.gradle.api.tasks.InputFiles
import org.gradle.api.tasks.OutputDirectory
import org.gradle.api.tasks.PathSensitive
import org.gradle.api.tasks.PathSensitivity
import org.gradle.api.tasks.TaskAction
import org.gradle.process.ExecOperations
import org.gradle.work.ChangeType
import org.gradle.work.Incremental
import org.gradle.work.InputChanges
import javax.inject.Inject
abstract class MeshCompileTask extends DefaultTask {
@Incremental
@InputFile
@PathSensitive(PathSensitivity.RELATIVE)
abstract RegularFileProperty getInputFile()
@OutputDirectory
abstract DirectoryProperty getOutputDir()
@InputFiles
@PathSensitive(PathSensitivity.NONE)
abstract ConfigurableFileCollection getFilameshTool()
@Inject
abstract ExecOperations getExecOperations()
@Inject
abstract FileSystemOperations getFileSystemOperations()
@Inject
abstract ObjectFactory getObjectFactory()
@TaskAction
void compile(InputChanges inputs) {
if (filameshTool.empty) {
throw new IllegalStateException(
"filamesh executable not configured. Please configure the 'filamesh' block in the " +
"'filament' extension or set the 'com.google.android.filament.tools-dir' " +
"property."
)
}
File filamesh = filameshTool.singleFile
if (!filamesh.exists()) {
throw new IllegalStateException("filamesh executable does not exist: ${filamesh.absolutePath}")
}
if (!filamesh.canExecute()) {
filamesh.setExecutable(true)
}
if (!inputs.incremental) {
getFileSystemOperations().delete {
delete(getObjectFactory().fileTree().from(getOutputDir()).matching {
include '*.filamesh'
})
}
}
inputs.getFileChanges(inputFile).each { change ->
if (change.fileType == FileType.DIRECTORY) return
File file = change.file
File outputFile = computeOutputFile(file)
if (change.changeType == ChangeType.REMOVED) {
outputFile.delete()
} else {
println "Compiling mesh: ${file.name}"
getExecOperations().exec { spec ->
spec.executable(filamesh)
spec.args(file.absolutePath, outputFile.absolutePath)
}
}
}
}
File computeOutputFile(File inputFile) {
String baseName = inputFile.name
int dotIndex = baseName.lastIndexOf('.')
if (dotIndex > 0) {
baseName = baseName.substring(0, dotIndex)
}
return getOutputDir().file("${baseName}.filamesh").get().asFile
}
}

View File

@@ -0,0 +1,113 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.gradle
import org.gradle.api.Action
import org.gradle.api.Project
import org.gradle.api.artifacts.Configuration
import org.gradle.api.file.FileCollection
import org.gradle.internal.os.OperatingSystem
import java.nio.file.Paths
class ToolsLocator {
static class ToolConfig {
String artifact
String path
FileCollection files
}
final ToolConfig matc = new ToolConfig()
final ToolConfig cmgen = new ToolConfig()
final ToolConfig filamesh = new ToolConfig()
private final Project project
ToolsLocator(Project project) {
this.project = project
}
void resolve(Project project) {
resolveTool(matc, "matc")
resolveTool(cmgen, "cmgen")
resolveTool(filamesh, "filamesh")
}
/**
* Resolves a specific tool by its name and sets the {@link ToolConfig#files} property of the
* provided {@link ToolConfig} object. It first attempts to locate the tool based on a Gradle
* property `com.google.android.filament.tools-dir` if present, otherwise it resolves the tool
* through a Gradle configuration.
*
* @param tool The {@link ToolConfig} object whose {@code files} property will be set.
* @param name The name of the tool (e.g., "matc", "cmgen").
*/
private void resolveTool(ToolConfig tool, String name) {
// Find the OS classifier, e.g. 'osx-aarch_64'.
def classifier =
project.extensions.getByType(com.google.gradle.osdetector.OsDetector).classifier
// If com.google.android.filament.tools-dir is set, we'll use it as the tool's base path.
def toolsDirProp = project.providers.gradleProperty("com.google.android.filament.tools-dir")
if (toolsDirProp.isPresent()) {
def toolsDir = toolsDirProp.get()
def path = OperatingSystem.current().isWindows() ?
"${toolsDir}/bin/${name}.exe" :
"${toolsDir}/bin/${name}"
tool.files = project.files(path)
return
}
// If an explicit path for the tool is provided in ToolConfig
// (e.g. matc { path = 'path/to/tool' }), use it directly.
if (tool.path) {
tool.files = project.files(tool.path)
return
}
// Otherwise, if an artifact is provided
// (e.g. matc { artifact = 'com.google.android.filament:matc:1.68.5' }), resolve it.
if (tool.artifact) {
String depString = tool.artifact
// In Gradle, a configuration is a named, manageable group of dependencies.
// Resolve the tool artifact using a detached configuration. A detached configuration
// is a temporary, isolated configuration that is not part of the project's regular
// configuration hierarchy.
Configuration config = project.configurations.detachedConfiguration()
config.setTransitive(false) // We only want the tool itself, not its dependencies
def dep = project.dependencies.create("${depString}:${classifier}@exe")
config.dependencies.add(dep)
// A Gradle Configuration implements FileCollection. When treated as a FileCollection,
// it represents the resolved files of its dependencies.
tool.files = config
}
}
FileCollection getMatcToolFiles() {
return matc.files ?: project.files()
}
FileCollection getCmgenToolFiles() {
return cmgen.files ?: project.files()
}
FileCollection getFilameshToolFiles() {
return filamesh.files ?: project.files()
}
}

View File

@@ -18,6 +18,7 @@
#include <filament/Camera.h>
#include <utils/Entity.h>
#include <math/mat4.h>
@@ -40,6 +41,13 @@ Java_com_google_android_filament_Camera_nSetProjectionFov(JNIEnv*, jclass ,
camera->setProjection(fovInDegrees, aspect, near, far, (Camera::Fov) fov);
}
extern "C" JNIEXPORT jdouble JNICALL
Java_com_google_android_filament_Camera_nGetFieldOfViewInDegrees(JNIEnv*, jclass,
jlong nativeCamera, jint direction) {
Camera *camera = (Camera *) nativeCamera;
return camera->getFieldOfViewInDegrees((Camera::Fov) direction);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nSetLensProjection(JNIEnv*, jclass,
jlong nativeCamera, jdouble focalLength, jdouble aspect, jdouble near, jdouble far) {
@@ -62,6 +70,21 @@ Java_com_google_android_filament_Camera_nSetCustomProjection(JNIEnv *env, jclass
env->ReleaseDoubleArrayElements(inProjectionForCulling_, inProjectionForCulling, JNI_ABORT);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nSetCustomEyeProjection(JNIEnv *env, jclass,
jlong nativeCamera, jdoubleArray inProjection_, jint count, jdoubleArray inProjectionForCulling_,
jdouble near, jdouble far) {
Camera *camera = (Camera *) nativeCamera;
jdouble *inProjection = env->GetDoubleArrayElements(inProjection_, NULL);
jdouble *inProjectionForCulling = env->GetDoubleArrayElements(inProjectionForCulling_, NULL);
camera->setCustomEyeProjection(
reinterpret_cast<const filament::math::mat4 *>(inProjection), (size_t) count,
*reinterpret_cast<const filament::math::mat4 *>(inProjectionForCulling),
near, far);
env->ReleaseDoubleArrayElements(inProjection_, inProjection, JNI_ABORT);
env->ReleaseDoubleArrayElements(inProjectionForCulling_, inProjectionForCulling, JNI_ABORT);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nSetScaling(JNIEnv* env, jclass,
jlong nativeCamera, jdouble x, jdouble y) {
@@ -76,6 +99,17 @@ Java_com_google_android_filament_Camera_nSetShift(JNIEnv* env, jclass,
camera->setShift({(double)x, (double)y});
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nGetShift(JNIEnv* env, jclass,
jlong nativeCamera, jdoubleArray out_) {
Camera *camera = (Camera *) nativeCamera;
jdouble *out = env->GetDoubleArrayElements(out_, NULL);
filament::math::double2 s = camera->getShift();
out[0] = s.x;
out[1] = s.y;
env->ReleaseDoubleArrayElements(out_, out, 0);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nLookAt(JNIEnv*, jclass, jlong nativeCamera,
jdouble eye_x, jdouble eye_y, jdouble eye_z, jdouble center_x, jdouble center_y,
@@ -115,6 +149,15 @@ Java_com_google_android_filament_Camera_nSetModelMatrixFp64(JNIEnv *env, jclass,
env->ReleaseDoubleArrayElements(in_, in, JNI_ABORT);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nSetEyeModelMatrix(JNIEnv *env, jclass,
jlong nativeCamera, jint eyeId, jdoubleArray model_) {
Camera* camera = (Camera *) nativeCamera;
jdouble *model = env->GetDoubleArrayElements(model_, NULL);
camera->setEyeModelMatrix((uint8_t)eyeId, *reinterpret_cast<const filament::math::mat4*>(model));
env->ReleaseDoubleArrayElements(model_, model, JNI_ABORT);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Camera_nGetProjectionMatrix(JNIEnv *env, jclass,
jlong nativeCamera, jdoubleArray out_) {
@@ -280,3 +323,5 @@ Java_com_google_android_filament_Camera_nComputeEffectiveFov(JNIEnv*, jclass,
jdouble fovInDegrees, jdouble focusDistance) {
return Camera::computeEffectiveFov(fovInDegrees, focusDistance);
}

View File

@@ -18,6 +18,7 @@
#include <filament/Camera.h>
#include <filament/Engine.h>
#include <filament/MorphTargetBuffer.h>
#include <utils/Entity.h>
#include <utils/EntityManager.h>
@@ -207,6 +208,14 @@ Java_com_google_android_filament_Engine_nDestroySkinningBuffer(JNIEnv*, jclass,
return engine->destroy(skinningBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nDestroyMorphTargetBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMorphTargetBuffer) {
Engine* engine = (Engine*) nativeEngine;
MorphTargetBuffer* mtb = (MorphTargetBuffer*) nativeMorphTargetBuffer;
return engine->destroy(mtb);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nDestroyIndirectLight(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndirectLight) {
@@ -328,6 +337,13 @@ Java_com_google_android_filament_Engine_nIsValidSkinningBuffer(JNIEnv*, jclass,
return (jboolean)engine->isValid((SkinningBuffer*)nativeSkinningBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidMorphTargetBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMorphTargetBuffer) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean) engine->isValid((MorphTargetBuffer*) nativeMorphTargetBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidIndirectLight(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndirectLight) {

View File

@@ -96,6 +96,14 @@ Java_com_google_android_filament_Material_nGetBlendingMode(JNIEnv*, jclass,
return (jint) material->getBlendingMode();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetTransparencyMode(JNIEnv*, jclass,
jlong nativeMaterial) {
Material* material = (Material*) nativeMaterial;
return (jint) material->getTransparencyMode();
}
extern "C"
JNIEXPORT jint JNICALL

View File

@@ -564,3 +564,19 @@ Java_com_google_android_filament_MaterialInstance_nGetDepthFunc(JNIEnv* env, jcl
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return (jint)instance->getDepthFunc();
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetTransparencyMode(JNIEnv*, jclass,
jlong nativeMaterialInstance, jint mode) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setTransparencyMode((MaterialInstance::TransparencyMode) mode);
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_MaterialInstance_nGetTransparencyMode(JNIEnv*, jclass,
jlong nativeMaterialInstance) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
return (jint) instance->getTransparencyMode();
}

View File

@@ -58,6 +58,27 @@ Java_com_google_android_filament_MorphTargetBuffer_nBuilderCount(JNIEnv*, jclass
builder->count((size_t) count);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderWithPositions(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
MorphTargetBuffer::Builder* builder = (MorphTargetBuffer::Builder*) nativeBuilder;
builder->withPositions(enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderWithTangents(JNIEnv*, jclass,
jlong nativeBuilder, jboolean enabled) {
MorphTargetBuffer::Builder* builder = (MorphTargetBuffer::Builder*) nativeBuilder;
builder->withTangents(enabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderEnableCustomMorphing(JNIEnv*,
jclass, jlong nativeBuilder, jboolean enabled) {
MorphTargetBuffer::Builder* builder = (MorphTargetBuffer::Builder*) nativeBuilder;
builder->enableCustomMorphing(enabled);
}
extern "C"
JNIEXPORT jlong JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nBuilderBuild(JNIEnv*, jclass,
@@ -112,3 +133,24 @@ Java_com_google_android_filament_MorphTargetBuffer_nGetCount(JNIEnv*, jclass,
MorphTargetBuffer *morphTargetBuffer = (MorphTargetBuffer *) nativeObject;
return (jint)morphTargetBuffer->getCount();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nHasPositions(JNIEnv*, jclass,
jlong nativeObject) {
MorphTargetBuffer* morphTargetBuffer = (MorphTargetBuffer*) nativeObject;
return (jboolean) morphTargetBuffer->hasPositions();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nHasTangents(JNIEnv*, jclass,
jlong nativeObject) {
MorphTargetBuffer* morphTargetBuffer = (MorphTargetBuffer*) nativeObject;
return (jboolean) morphTargetBuffer->hasTangents();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_MorphTargetBuffer_nIsCustomMorphingEnabled(JNIEnv*, jclass,
jlong nativeObject) {
MorphTargetBuffer* morphTargetBuffer = (MorphTargetBuffer*) nativeObject;
return (jboolean) morphTargetBuffer->isCustomMorphingEnabled();
}

View File

@@ -366,6 +366,13 @@ Java_com_google_android_filament_RenderableManager_nSetPriority(JNIEnv*, jclass,
rm->setPriority((RenderableManager::Instance) i, (uint8_t) priority);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetPriority(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jint) rm->getPriority((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetChannel(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint channel) {
@@ -373,6 +380,13 @@ Java_com_google_android_filament_RenderableManager_nSetChannel(JNIEnv*, jclass,
rm->setChannel((RenderableManager::Instance) i, (uint8_t) channel);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetChannel(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jint) rm->getChannel((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetCulling(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jboolean enabled) {
@@ -380,6 +394,13 @@ Java_com_google_android_filament_RenderableManager_nSetCulling(JNIEnv*, jclass,
rm->setCulling((RenderableManager::Instance) i, enabled);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_RenderableManager_nIsCullingEnabled(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jboolean) rm->isCullingEnabled((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetFogEnabled(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jboolean enabled) {
@@ -429,6 +450,13 @@ Java_com_google_android_filament_RenderableManager_nIsShadowReceiver(JNIEnv*, jc
return (jboolean) rm->isShadowReceiver((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_RenderableManager_nIsScreenSpaceContactShadowsEnabled(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jboolean) rm->isScreenSpaceContactShadowsEnabled((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nGetAxisAlignedBoundingBox(JNIEnv* env,
jclass, jlong nativeRenderableManager, jint i, jfloatArray center_,
@@ -500,6 +528,13 @@ Java_com_google_android_filament_RenderableManager_nSetBlendOrderAt(JNIEnv*, jcl
(uint16_t) blendOrder);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetBlendOrderAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jint) rm->getBlendOrderAt((RenderableManager::Instance) i, (size_t) primitiveIndex);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetGlobalBlendOrderEnabledAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex, jboolean enabled) {
@@ -508,6 +543,13 @@ Java_com_google_android_filament_RenderableManager_nSetGlobalBlendOrderEnabledAt
(bool) enabled);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_RenderableManager_nIsGlobalBlendOrderEnabledAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jboolean) rm->isGlobalBlendOrderEnabledAt((RenderableManager::Instance) i, (size_t) primitiveIndex);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetEnabledAttributesAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex) {

View File

@@ -173,6 +173,13 @@ Java_com_google_android_filament_Texture_nBuilderSwizzle(JNIEnv *, jclass ,
(Texture::Swizzle)r, (Texture::Swizzle)g, (Texture::Swizzle)b, (Texture::Swizzle)a);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Texture_nBuilderSamples(JNIEnv*, jclass,
jlong nativeBuilder, jint samples) {
Texture::Builder *builder = (Texture::Builder *) nativeBuilder;
builder->samples((uint8_t) samples);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_Texture_nBuilderImportTexture(JNIEnv*, jclass, jlong nativeBuilder, jlong id) {

View File

@@ -52,6 +52,11 @@ Java_com_google_android_filament_ToneMapper_nCreatePBRNeutralToneMapper(JNIEnv*,
return (jlong) new PBRNeutralToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateGT7ToneMapper(JNIEnv*, jclass) {
return (jlong) new GT7ToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateAgxToneMapper(JNIEnv*, jclass, jint look) {
return (jlong) new AgxToneMapper(AgxToneMapper::AgxLook(look));

View File

@@ -76,6 +76,12 @@ Java_com_google_android_filament_View_nSetVisibleLayers(JNIEnv*, jclass, jlong n
view->setVisibleLayers((uint8_t) select, (uint8_t) value);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_View_nGetVisibleLayers(JNIEnv*, jclass, jlong nativeView) {
View* view = (View*) nativeView;
return view->getVisibleLayers();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetShadowingEnabled(JNIEnv*, jclass, jlong nativeView, jboolean enabled) {
View* view = (View*) nativeView;
@@ -440,6 +446,18 @@ Java_com_google_android_filament_View_nIsShadowingEnabled(JNIEnv *, jclass, jlon
return (jboolean)view->isShadowingEnabled();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetFrustumCullingEnabled(JNIEnv*, jclass, jlong nativeView, jboolean enabled) {
View* view = (View*) nativeView;
view->setFrustumCullingEnabled(enabled);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_View_nIsFrustumCullingEnabled(JNIEnv*, jclass, jlong nativeView) {
View* view = (View*) nativeView;
return (jboolean)view->isFrustumCullingEnabled();
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetScreenSpaceRefractionEnabled(JNIEnv *, jclass,

View File

@@ -136,4 +136,13 @@ final class Asserts {
throw new ArrayIndexOutOfBoundsException("Array length must be at least 4");
}
}
@NonNull @Size(min = 2)
static double[] assertDouble2(@Nullable double[] out) {
if (out == null) out = new double[2];
else if (out.length < 2) {
throw new ArrayIndexOutOfBoundsException("Array length must be at least 2");
}
return out;
}
}

View File

@@ -343,6 +343,27 @@ public class Camera {
nSetScaling(getNativeObject(), xscaling, yscaling);
}
/**
* Sets a custom projection matrix for each eye.
*
* @param inProjection An array of projection matrices, one for each eye.
* Must have at least 16 * count elements.
* @param count Number of eyes to set.
* @param inProjectionForCulling Custom projection matrix for culling, must encompass all eyes.
* @param near Distance to the near plane.
* @param far Distance to the far plane.
*/
public void setCustomEyeProjection(
@NonNull double[] inProjection, int count,
@NonNull @Size(min = 16) double[] inProjectionForCulling,
double near, double far) {
Asserts.assertMat4dIn(inProjectionForCulling);
if (inProjection.length < 16 * count) {
throw new IllegalArgumentException("inProjection array too small for the given count");
}
nSetCustomEyeProjection(getNativeObject(), inProjection, count, inProjectionForCulling, near, far);
}
/**
* Sets an additional matrix that scales the projection matrix.
*
@@ -399,6 +420,31 @@ public class Camera {
nSetShift(getNativeObject(), xshift, yshift);
}
/**
* Returns the shift amount used to translate the projection matrix.
*
* @param out A 2-double array where the shift will be stored, or null.
* @return A 2-double array containing the x and y shift.
*/
@NonNull @Size(min = 2)
public double[] getShift(@Nullable @Size(min = 2) double[] out) {
out = Asserts.assertDouble2(out);
nGetShift(getNativeObject(), out);
return out;
}
/**
* Returns the camera's field of view in degrees.
*
* @param direction The direction of the FOV (VERTICAL or HORIZONTAL).
* @return The field of view in degrees.
*/
public double getFieldOfViewInDegrees(@NonNull Fov direction) {
return nGetFieldOfViewInDegrees(getNativeObject(), direction.ordinal());
}
/**
* Sets the camera's model matrix.
* <p>
@@ -745,6 +791,17 @@ public class Camera {
return mEntity;
}
/**
* Sets the model matrix for a specific eye.
*
* @param eyeId The index of the eye.
* @param model The model matrix for the eye.
*/
public void setEyeModelMatrix(int eyeId, @NonNull @Size(min = 16) double[] model) {
Asserts.assertMat4dIn(model);
nSetEyeModelMatrix(getNativeObject(), eyeId, model);
}
/**
* Helper to compute the effective focal length taking into account the focus distance
*
@@ -784,8 +841,13 @@ public class Camera {
private static native void nSetCustomProjection(long nativeCamera, double[] inProjection, double[] inProjectionForCulling, double near, double far);
private static native void nSetScaling(long nativeCamera, double x, double y);
private static native void nSetShift(long nativeCamera, double x, double y);
private static native void nGetShift(long nativeCamera, double[] out);
private static native void nSetModelMatrix(long nativeCamera, float[] in);
private static native void nSetModelMatrixFp64(long nativeCamera, double[] in);
private static native void nSetEyeModelMatrix(long nativeCamera, int eyeId, double[] model);
private static native void nSetCustomEyeProjection(long nativeCamera, double[] inProjection, int count, double[] inProjectionForCulling, double near, double far);
private static native double nGetFieldOfViewInDegrees(long nativeCamera, int direction);
private static native void nLookAt(long nativeCamera, double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ);
private static native double nGetNear(long nativeCamera);
private static native double nGetCullingFar(long nativeCamera);

View File

@@ -939,6 +939,15 @@ public class Engine {
return nIsValidSkinningBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidMorphTargetBuffer(@NonNull MorphTargetBuffer object) {
return nIsValidMorphTargetBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
@@ -1192,6 +1201,15 @@ public class Engine {
skinningBuffer.clearNativeObject();
}
/**
* Destroys a {@link MorphTargetBuffer} and frees all its associated resources.
* @param morphTargetBuffer the {@link MorphTargetBuffer} to destroy
*/
public void destroyMorphTargetBuffer(@NonNull MorphTargetBuffer morphTargetBuffer) {
assertDestroy(nDestroyMorphTargetBuffer(getNativeObject(), morphTargetBuffer.getNativeObject()));
morphTargetBuffer.clearNativeObject();
}
/**
* Destroys a {@link IndirectLight} and frees all its associated resources.
* @param ibl the {@link IndirectLight} to destroy
@@ -1483,6 +1501,7 @@ public class Engine {
private static native boolean nDestroyIndexBuffer(long nativeEngine, long nativeIndexBuffer);
private static native boolean nDestroyVertexBuffer(long nativeEngine, long nativeVertexBuffer);
private static native boolean nDestroySkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nDestroyMorphTargetBuffer(long nativeEngine, long nativeMorphTargetBuffer);
private static native boolean nDestroyIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nDestroyMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nDestroyMaterialInstance(long nativeEngine, long nativeMaterialInstance);
@@ -1499,6 +1518,7 @@ public class Engine {
private static native boolean nIsValidIndexBuffer(long nativeEngine, long nativeIndexBuffer);
private static native boolean nIsValidVertexBuffer(long nativeEngine, long nativeVertexBuffer);
private static native boolean nIsValidSkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nIsValidMorphTargetBuffer(long nativeEngine, long nativeMorphTargetBuffer);
private static native boolean nIsValidIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nIsValidMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nIsValidMaterialInstance(long nativeEngine, long nativeMaterial, long nativeMaterialInstance);

View File

@@ -54,6 +54,7 @@ public class Material {
static final CullingMode[] sCullingModeValues = CullingMode.values();
static final VertexBuffer.VertexAttribute[] sVertexAttributeValues =
VertexBuffer.VertexAttribute.values();
static final TransparencyMode[] sTransparencyModeValues = TransparencyMode.values();
}
private long mNativeObject;
@@ -160,6 +161,31 @@ public class Material {
SCREEN,
}
/**
* How transparent objects are handled
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/blendingandtransparency:transparencymode">
* Blending and transparency: transparencyMode</a>
*/
public enum TransparencyMode {
/** The transparent object is drawn honoring the raster state. */
DEFAULT,
/**
* The transparent object is first drawn in the depth buffer,
* then in the color buffer, honoring the culling mode, but ignoring the depth test function.
*/
TWO_PASSES_ONE_SIDE,
/**
* The transparent object is drawn twice in the color buffer,
* first with back faces only, then with front faces; the culling
* mode is ignored. Can be combined with two-sided lighting.
*/
TWO_PASSES_TWO_SIDES
}
/**
* Supported refraction modes
*
@@ -587,6 +613,18 @@ public class Material {
return EnumCache.sBlendingModeValues[nGetBlendingMode(getNativeObject())];
}
/**
* Returns the transparency mode of this material.
* This value only makes sense when the blending mode is transparent or fade.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/blendingandtransparency:transparencymode">
* Blending and transparency: transparencyMode</a>
*/
public TransparencyMode getTransparencyMode() {
return EnumCache.sTransparencyModeValues[nGetTransparencyMode(getNativeObject())];
}
/**
* Returns the refraction mode of this material.
*
@@ -1130,6 +1168,7 @@ public class Material {
private static native int nGetShading(long nativeMaterial);
private static native int nGetInterpolation(long nativeMaterial);
private static native int nGetBlendingMode(long nativeMaterial);
private static native int nGetTransparencyMode(long nativeMaterial);
private static native int nGetVertexDomain(long nativeMaterial);
private static native int nGetCullingMode(long nativeMaterial);
private static native boolean nIsColorWriteEnabled(long nativeMaterial);

View File

@@ -537,6 +537,14 @@ public class MaterialInstance {
nSetDoubleSided(getNativeObject(), doubleSided);
}
/**
* Sets the transparency mode for this material instance.
* @see Material.TransparencyMode
*/
public void setTransparencyMode(@NonNull Material.TransparencyMode mode) {
nSetTransparencyMode(getNativeObject(), mode.ordinal());
}
/**
* Returns whether double-sided lighting is enabled when the parent Material has double-sided
* capability.
@@ -545,6 +553,14 @@ public class MaterialInstance {
return nIsDoubleSided(getNativeObject());
}
/**
* Returns the transparency mode.
*/
@NonNull
public Material.TransparencyMode getTransparencyMode() {
return Material.EnumCache.sTransparencyModeValues[nGetTransparencyMode(getNativeObject())];
}
/**
* Overrides the default triangle culling state that was set on the material.
*
@@ -982,4 +998,6 @@ public class MaterialInstance {
private static native boolean nIsStencilWriteEnabled(long nativeMaterialInstance);
private static native boolean nIsDepthCullingEnabled(long nativeMaterialInstance);
private static native int nGetDepthFunc(long nativeMaterialInstance);
private static native void nSetTransparencyMode(long nativeMaterialInstance, int mode);
private static native int nGetTransparencyMode(long nativeMaterialInstance);
}

View File

@@ -64,6 +64,45 @@ public class MorphTargetBuffer {
return this;
}
/**
* Use this method to enable or disable the built-in position morphing buffer.
* Default is true.
*
* @param enabled true to enable, false to disable
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder withPositions(boolean enabled) {
nBuilderWithPositions(mNativeBuilder, enabled);
return this;
}
/**
* Use this method to enable or disable the built-in tangent morphing buffer.
* Default is true.
*
* @param enabled true to enable, false to disable
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder withTangents(boolean enabled) {
nBuilderWithTangents(mNativeBuilder, enabled);
return this;
}
/**
* Use this method to enable or disable custom morphing.
* Default is false.
*
* @param enabled true to enable, false to disable
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder enableCustomMorphing(boolean enabled) {
nBuilderEnableCustomMorphing(mNativeBuilder, enabled);
return this;
}
/**
* Creates and returns the <code>MorphTargetBuffer</code> object.
*
@@ -156,6 +195,27 @@ public class MorphTargetBuffer {
return nGetCount(mNativeObject);
}
/**
* @return true if this MorphTargetBuffer has a position buffer.
*/
public boolean hasPositions() {
return nHasPositions(mNativeObject);
}
/**
* @return true if this MorphTargetBuffer has a tangent buffer.
*/
public boolean hasTangents() {
return nHasTangents(mNativeObject);
}
/**
* @return true if custom morphing is enabled.
*/
public boolean isCustomMorphingEnabled() {
return nIsCustomMorphingEnabled(mNativeObject);
}
public long getNativeObject() {
if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed MorphTargetBuffer");
@@ -171,10 +231,16 @@ public class MorphTargetBuffer {
private static native void nDestroyBuilder(long nativeBuilder);
private static native void nBuilderVertexCount(long nativeBuilder, int vertexCount);
private static native void nBuilderCount(long nativeBuilder, int count);
private static native void nBuilderWithPositions(long nativeBuilder, boolean enabled);
private static native void nBuilderWithTangents(long nativeBuilder, boolean enabled);
private static native void nBuilderEnableCustomMorphing(long nativeBuilder, boolean enabled);
private static native long nBuilderBuild(long nativeBuilder, long nativeEngine);
private static native int nSetPositionsAt(long nativeObject, long nativeEngine, int targetIndex, float[] positions, int count);
private static native int nSetTangentsAt(long nativeObject, long nativeEngine, int targetIndex, short[] tangents, int count);
private static native int nGetVertexCount(long nativeObject);
private static native int nGetCount(long nativeObject);
private static native boolean nHasPositions(long nativeObject);
private static native boolean nHasTangents(long nativeObject);
private static native boolean nIsCustomMorphingEnabled(long nativeObject);
}

View File

@@ -346,8 +346,8 @@ public class RenderableManager {
*
* @return Builder reference for chaining calls.
*
* @see Builder::blendOrder()
* @see Builder::priority()
* @see Builder#blendOrder()
* @see Builder#priority()
* @see RenderableManager::setBlendOrderAt()
*/
@NonNull
@@ -725,6 +725,10 @@ public class RenderableManager {
nSetPriority(mNativeObject, i, priority);
}
public int getPriority(@EntityInstance int i) {
return nGetPriority(mNativeObject, i);
}
/**
* Changes the channel of a renderable
*
@@ -734,6 +738,10 @@ public class RenderableManager {
nSetChannel(mNativeObject, i, channel);
}
public int getChannel(@EntityInstance int i) {
return nGetChannel(mNativeObject, i);
}
/**
* Changes whether or not frustum culling is on.
*
@@ -743,6 +751,10 @@ public class RenderableManager {
nSetCulling(mNativeObject, i, enabled);
}
public boolean isCullingEnabled(@EntityInstance int i) {
return nIsCullingEnabled(mNativeObject, i);
}
/**
* Changes whether or not the large-scale fog is applied to this renderable
* @see Builder#fog
@@ -812,6 +824,10 @@ public class RenderableManager {
nSetScreenSpaceContactShadows(mNativeObject, i, enabled);
}
public boolean isScreenSpaceContactShadowsEnabled(@EntityInstance int i) {
return nIsScreenSpaceContactShadowsEnabled(mNativeObject, i);
}
/**
* Checks if the renderable can cast shadows.
*
@@ -932,6 +948,10 @@ public class RenderableManager {
nSetBlendOrderAt(mNativeObject, instance, primitiveIndex, blendOrder);
}
public int getBlendOrderAt(@EntityInstance int instance, @IntRange(from = 0) int primitiveIndex) {
return nGetBlendOrderAt(mNativeObject, instance, primitiveIndex);
}
/**
* Changes whether the blend order is global or local to this Renderable (by default).
*
@@ -946,6 +966,10 @@ public class RenderableManager {
nSetGlobalBlendOrderEnabledAt(mNativeObject, instance, primitiveIndex, enabled);
}
public boolean isGlobalBlendOrderEnabledAt(@EntityInstance int instance, @IntRange(from = 0) int primitiveIndex) {
return nIsGlobalBlendOrderEnabledAt(mNativeObject, instance, primitiveIndex);
}
/**
* Retrieves the set of enabled attribute slots in the given primitive's VertexBuffer.
*/
@@ -1013,8 +1037,11 @@ public class RenderableManager {
private static native void nSetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float cx, float cy, float cz, float ex, float ey, float ez);
private static native void nSetLayerMask(long nativeRenderableManager, int i, int select, int value);
private static native void nSetPriority(long nativeRenderableManager, int i, int priority);
private static native int nGetPriority(long nativeRenderableManager, int i);
private static native void nSetChannel(long nativeRenderableManager, int i, int channel);
private static native int nGetChannel(long nativeRenderableManager, int i);
private static native void nSetCulling(long nativeRenderableManager, int i, boolean enabled);
private static native boolean nIsCullingEnabled(long nativeRenderableManager, int i);
private static native void nSetFogEnabled(long nativeRenderableManager, int i, boolean enabled);
private static native boolean nGetFogEnabled(long nativeRenderableManager, int i);
private static native void nSetLightChannel(long nativeRenderableManager, int i, int channel, boolean enable);
@@ -1022,6 +1049,7 @@ public class RenderableManager {
private static native void nSetCastShadows(long nativeRenderableManager, int i, boolean enabled);
private static native void nSetReceiveShadows(long nativeRenderableManager, int i, boolean enabled);
private static native void nSetScreenSpaceContactShadows(long nativeRenderableManager, int i, boolean enabled);
private static native boolean nIsScreenSpaceContactShadowsEnabled(long nativeRenderableManager, int i);
private static native boolean nIsShadowCaster(long nativeRenderableManager, int i);
private static native boolean nIsShadowReceiver(long nativeRenderableManager, int i);
private static native void nGetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float[] center, float[] halfExtent);
@@ -1032,6 +1060,8 @@ public class RenderableManager {
private static native long nGetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex);
private static native void nSetGeometryAt(long nativeRenderableManager, int i, int primitiveIndex, int primitiveType, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int count);
private static native void nSetBlendOrderAt(long nativeRenderableManager, int i, int primitiveIndex, int blendOrder);
private static native int nGetBlendOrderAt(long nativeRenderableManager, int i, int primitiveIndex);
private static native void nSetGlobalBlendOrderEnabledAt(long nativeRenderableManager, int i, int primitiveIndex, boolean enabled);
private static native boolean nIsGlobalBlendOrderEnabledAt(long nativeRenderableManager, int i, int primitiveIndex);
private static native int nGetEnabledAttributesAt(long nativeRenderableManager, int i, int primitiveIndex);
}

View File

@@ -795,6 +795,17 @@ public class Texture {
return this;
}
/**
* Specifies the number of samples for multisample anti-aliasing.
* @param samples number of samples, must be at least 1. Default is 1.
* @return This Builder, for chaining calls.
*/
@NonNull
public Builder samples(@IntRange(from = 1) int samples) {
nBuilderSamples(mNativeBuilder, samples);
return this;
}
/**
* Specifies the texture's internal format.
* <p>The internal format specifies how texels are stored (which may be different from how
@@ -1370,6 +1381,7 @@ public class Texture {
private static native void nBuilderFormat(long nativeBuilder, int format);
private static native void nBuilderUsage(long nativeBuilder, int flags);
private static native void nBuilderSwizzle(long nativeBuilder, int r, int g, int b, int a);
private static native void nBuilderSamples(long nativeBuilder, int samples);
private static native void nBuilderImportTexture(long nativeBuilder, long id);
private static native void nBuilderExternal(long nativeBuilder);
private static native long nBuilderBuild(long nativeBuilder, long nativeEngine);

View File

@@ -24,6 +24,7 @@ package com.google.android.filament;
* <li>ACESLegacyToneMapper</li>
* <li>FilmicToneMapper</li>
* <li>PBRNeutralToneMapper</li>
* <li>GT7ToneMapper</li>
* </ul>
* <li>Debug/validation tone mapping operators</li>
* <ul>
@@ -111,6 +112,19 @@ public class ToneMapper {
}
}
/**
* Gran Turismo 7 tone mapping operator. This tone mapper was designed
* to preserve the appearance of materials across lighting conditions while
* avoiding artifacts in the highlights in high dynamic range conditions.
* This tone mapper targets an SDR paper white value of 250 nits, with a
* reference luminance of 100 cd/m^2 (a value of 1.0 in the HDR framebuffer).
*/
public static class GT7ToneMapper extends ToneMapper {
public GT7ToneMapper() {
super(nCreateGT7ToneMapper());
}
}
/**
* AgX tone mapping operator.
*/
@@ -244,6 +258,7 @@ public class ToneMapper {
private static native long nCreateACESLegacyToneMapper();
private static native long nCreateFilmicToneMapper();
private static native long nCreatePBRNeutralToneMapper();
private static native long nCreateGT7ToneMapper();
private static native long nCreateAgxToneMapper(int look);
private static native long nCreateGenericToneMapper(
float contrast, float midGrayIn, float midGrayOut, float hdrMax);

View File

@@ -350,6 +350,26 @@ public class View {
nSetVisibleLayers(getNativeObject(), select & 0xFF, values & 0xFF);
}
/**
* Returns the visible layers.
*
* @return a bitmask specifying which layer is visible.
*/
public int getVisibleLayers() {
return nGetVisibleLayers(getNativeObject());
}
/**
* Enables or disables a specific layer.
*
* @param layer Index of the layer to enable or disable, must be between 0 and 7.
* @param enabled True to enable the layer, false to disable it.
*/
public void setLayerEnabled(@IntRange(from = 0, to = 7) int layer, boolean enabled) {
int mask = 1 << layer;
setVisibleLayers(mask, enabled ? mask : 0);
}
/**
* Enables or disables shadow mapping. Enabled by default.
*
@@ -368,6 +388,22 @@ public class View {
return nIsShadowingEnabled(getNativeObject());
}
/**
* Enables or disables frustum culling. Enabled by default.
*
* @param enabled true enables frustum culling, false disables it.
*/
public void setFrustumCullingEnabled(boolean enabled) {
nSetFrustumCullingEnabled(getNativeObject(), enabled);
}
/**
* @return whether frustum culling is enabled
*/
public boolean isFrustumCullingEnabled() {
return nIsFrustumCullingEnabled(getNativeObject());
}
/**
* Enables or disables screen space refraction. Enabled by default.
*
@@ -1322,6 +1358,9 @@ public class View {
private static native boolean nHasCamera(long nativeView);
private static native void nSetViewport(long nativeView, int left, int bottom, int width, int height);
private static native void nSetVisibleLayers(long nativeView, int select, int value);
private static native int nGetVisibleLayers(long nativeView);
private static native void nSetFrustumCullingEnabled(long nativeView, boolean enabled);
private static native boolean nIsFrustumCullingEnabled(long nativeView);
private static native void nSetShadowingEnabled(long nativeView, boolean enabled);
private static native void nSetRenderTarget(long nativeView, long nativeRenderTarget);
private static native void nSetSampleCount(long nativeView, int count);
@@ -1406,65 +1445,59 @@ public class View {
* by lowering the resolution of a View, or to increase the quality when the
* rendering is faster than the target frame rate.
*
* This structure can be used to specify the minimum scale factor used when
* <p>This structure can be used to specify the minimum scale factor used when
* lowering the resolution of a View, and the maximum scale factor used when
* increasing the resolution for higher quality rendering. The scale factors
* can be controlled on each X and Y axis independently. By default, all scale
* factors are set to 1.0.
* factors are set to 1.0.</p>
*
* enabled: enable or disables dynamic resolution on a View
* <ul>
* <li>enabled: enable or disables dynamic resolution on a View</li>
*
* homogeneousScaling: by default the system scales the major axis first. Set this to true
* to force homogeneous scaling.
* <li>homogeneousScaling: by default the system scales the major axis first. Set this to true
* to force homogeneous scaling.</li>
*
* minScale: the minimum scale in X and Y this View should use
* <li>minScale: the minimum scale in X and Y this View should use</li>
*
* maxScale: the maximum scale in X and Y this View should use
* <li>maxScale: the maximum scale in X and Y this View should use</li>
*
* quality: upscaling quality.
* LOW: 1 bilinear tap, Medium: 4 bilinear taps, High: 9 bilinear taps (tent)
* <li>quality: upscaling quality.
* LOW: 1 bilinear tap, Medium: 4 bilinear taps, High: 9 bilinear taps (tent)</li>
* </ul>
*
* \note
* <p>Note:
* Dynamic resolution is only supported on platforms where the time to render
* a frame can be measured accurately. On platforms where this is not supported,
* Dynamic Resolution can't be enabled unless minScale == maxScale.
* Dynamic Resolution can't be enabled unless <code>minScale == maxScale</code>.</p>
*
* @see Renderer::FrameRateOptions
* @see Renderer.FrameRateOptions
*
*/
public static class DynamicResolutionOptions {
/**
* minimum scale factors in x and y
*/
/** minimum scale factors in x and y */
public float minScale = 0.5f;
/**
* maximum scale factors in x and y
*/
/** maximum scale factors in x and y */
public float maxScale = 1.0f;
/**
* sharpness when QualityLevel::MEDIUM or higher is used [0 (disabled), 1 (sharpest)]
*/
/** sharpness when QualityLevel::MEDIUM or higher is used [0 (disabled), 1 (sharpest)] */
public float sharpness = 0.9f;
/**
* enable or disable dynamic resolution
*/
/** enable or disable dynamic resolution */
public boolean enabled = false;
/**
* set to true to force homogeneous scaling
*/
/** set to true to force homogeneous scaling */
public boolean homogeneousScaling = false;
/**
* Upscaling quality
* LOW: bilinear filtered blit. Fastest, poor quality
* MEDIUM: Qualcomm Snapdragon Game Super Resolution (SGSR) 1.0
* HIGH: AMD FidelityFX FSR1 w/ mobile optimizations
* ULTRA: AMD FidelityFX FSR1
* <ul>
* <li>LOW: bilinear filtered blit. Fastest, poor quality</li>
* <li>MEDIUM: Qualcomm Snapdragon Game Super Resolution (SGSR) 1.0</li>
* <li>HIGH: AMD FidelityFX FSR1 w/ mobile optimizations</li>
* <li>ULTRA: AMD FidelityFX FSR1</li>
* </ul>
* FSR1 and SGSR require a well anti-aliased (MSAA or TAA), noise free scene.
* Avoid FXAA and dithering.
*
* The default upscaling quality is set to LOW.
* <p>The default upscaling quality is set to LOW.</p>
*
* caveat: currently, 'quality' is always set to LOW if the View is TRANSLUCENT.
* <p>caveat: currently, <code>quality</code> is always set to LOW if the View is TRANSLUCENT.</p>
*/
@NonNull
public QualityLevel quality = QualityLevel.LOW;
@@ -1473,134 +1506,98 @@ public class View {
/**
* Options to control the bloom effect
*
* enabled: Enable or disable the bloom post-processing effect. Disabled by default.
* <ul>
* <li>enabled: Enable or disable the bloom post-processing effect. Disabled by default.</li>
*
* levels: Number of successive blurs to achieve the blur effect, the minimum is 3 and the
* <li>levels: Number of successive blurs to achieve the blur effect, the minimum is 3 and the
* maximum is 12. This value together with resolution influences the spread of the
* blur effect. This value can be silently reduced to accommodate the original
* image size.
* image size.</li>
*
* resolution: Resolution of bloom's minor axis. The minimum value is 2^levels and the
* <li>resolution: Resolution of bloom's minor axis. The minimum value is 2^levels and the
* the maximum is lower of the original resolution and 4096. This parameter is
* silently clamped to the minimum and maximum.
* It is highly recommended that this value be smaller than the target resolution
* after dynamic resolution is applied (horizontally and vertically).
* after dynamic resolution is applied (horizontally and vertically).</li>
*
* strength: how much of the bloom is added to the original image. Between 0 and 1.
* <li>strength: how much of the bloom is added to the original image. Between 0 and 1.</li>
*
* blendMode: Whether the bloom effect is purely additive (false) or mixed with the original
* image (true).
* <li>blendMode: Whether the bloom effect is purely additive (false) or mixed with the original
* image (true).</li>
*
* threshold: When enabled, a threshold at 1.0 is applied on the source image, this is
* useful for artistic reasons and is usually needed when a dirt texture is used.
* <li>threshold: When enabled, a threshold at 1.0 is applied on the source image, this is
* useful for artistic reasons and is usually needed when a dirt texture is used.</li>
*
* dirt: A dirt/scratch/smudges texture (that can be RGB), which gets added to the
* <li>dirt: A dirt/scratch/smudges texture (that can be RGB), which gets added to the
* bloom effect. Smudges are visible where bloom occurs. Threshold must be
* enabled for the dirt effect to work properly.
* enabled for the dirt effect to work properly.</li>
*
* dirtStrength: Strength of the dirt texture.
* <li>dirtStrength: Strength of the dirt texture.</li>
* </ul>
*/
public static class BloomOptions {
public enum BlendMode {
/**
* Bloom is modulated by the strength parameter and added to the scene
*/
/** Bloom is modulated by the strength parameter and added to the scene */
ADD,
/**
* Bloom is interpolated with the scene using the strength parameter
*/
/** Bloom is interpolated with the scene using the strength parameter */
INTERPOLATE,
}
/**
* user provided dirt texture
*/
/** user provided dirt texture */
@Nullable
public Texture dirt = null;
/**
* strength of the dirt texture
*/
/** strength of the dirt texture */
public float dirtStrength = 0.2f;
/**
* bloom's strength between 0.0 and 1.0
*/
/** bloom's strength between 0.0 and 1.0 */
public float strength = 0.10f;
/**
* resolution of vertical axis (2^levels to 2048)
*/
/** resolution of vertical axis (2^levels to 2048) */
public int resolution = 384;
/**
* number of blur levels (1 to 11)
*/
/** number of blur levels (1 to 11) */
public int levels = 6;
/**
* how the bloom effect is applied
*/
/** how the bloom effect is applied */
@NonNull
public BloomOptions.BlendMode blendMode = BloomOptions.BlendMode.ADD;
/**
* whether to threshold the source
*/
/** whether to threshold the source */
public boolean threshold = true;
/**
* enable or disable bloom
*/
/** enable or disable bloom */
public boolean enabled = false;
/**
* limit highlights to this value before bloom [10, +inf]
*/
/** limit highlights to this value before bloom [10, +inf] */
public float highlight = 1000.0f;
/**
* Bloom quality level.
* LOW (default): use a more optimized down-sampling filter, however there can be artifacts
* with dynamic resolution, this can be alleviated by using the homogenous mode.
* MEDIUM: Good balance between quality and performance.
* HIGH: In this mode the bloom resolution is automatically increased to avoid artifacts.
* <ul>
* <li>LOW (default): use a more optimized down-sampling filter, however there can be artifacts
* with dynamic resolution, this can be alleviated by using the homogenous mode.</li>
* <li>MEDIUM: Good balance between quality and performance.</li>
* <li>HIGH: In this mode the bloom resolution is automatically increased to avoid artifacts.
* This mode can be significantly slower on mobile, especially at high resolution.
* This mode greatly improves the anamorphic bloom.
* This mode greatly improves the anamorphic bloom.</li>
* </ul>
*/
@NonNull
public QualityLevel quality = QualityLevel.LOW;
/**
* enable screen-space lens flare
*/
/** enable screen-space lens flare */
public boolean lensFlare = false;
/**
* enable starburst effect on lens flare
*/
/** enable starburst effect on lens flare */
public boolean starburst = true;
/**
* amount of chromatic aberration
*/
/** amount of chromatic aberration */
public float chromaticAberration = 0.005f;
/**
* number of flare "ghosts"
*/
/** number of flare "ghosts" */
public int ghostCount = 4;
/**
* spacing of the ghost in screen units [0, 1[
*/
/** spacing of the ghost in screen units [0, 1[ */
public float ghostSpacing = 0.6f;
/**
* hdr threshold for the ghosts
*/
/** hdr threshold for the ghosts */
public float ghostThreshold = 10.0f;
/**
* thickness of halo in vertical screen units, 0 to disable
*/
/** thickness of halo in vertical screen units, 0 to disable */
public float haloThickness = 0.1f;
/**
* radius of halo in vertical screen units [0, 0.5]
*/
/** radius of halo in vertical screen units [0, 0.5] */
public float haloRadius = 0.4f;
/**
* hdr threshold for the halo
*/
/** hdr threshold for the halo */
public float haloThreshold = 10.0f;
}
/**
* Options to control large-scale fog in the scene. Materials can enable the `linearFog` property,
* Options to control large-scale fog in the scene. Materials can enable the <code>linearFog</code> property,
* which uses a simplified, linear equation for fog calculation; in this mode, the heightFalloff
* is ignored as well as the mipmap selection in IBL or skyColor mode.
*/
@@ -1614,12 +1611,12 @@ public class View {
* This can be used to exclude the skybox, which is desirable if it already contains clouds or
* fog. The default value is +infinity which applies the fog to everything.
*
* Note: The SkyBox is typically at a distance of 1e19 in world space (depending on the near
* plane distance and projection used though).
* <p>Note: The SkyBox is typically at a distance of 1e19 in world space (depending on the near
* plane distance and projection used though).</p>
*/
public float cutOffDistance = Float.POSITIVE_INFINITY;
/**
* fog's maximum opacity between 0 and 1. Ignored in `linearFog` mode.
* fog's maximum opacity between 0 and 1. Ignored in <code>linearFog</code> mode.
*/
public float maximumOpacity = 1.0f;
/**
@@ -1631,11 +1628,11 @@ public class View {
* It can be expressed as 1/H, where H is the altitude change in world units [m] that causes a
* factor 2.78 (e) change in fog density.
*
* A falloff of 0 means the fog density is constant everywhere and may result is slightly
* faster computations.
* <p>A falloff of 0 means the fog density is constant everywhere and may result is slightly
* faster computations.</p>
*
* In `linearFog` mode, only use to compute the slope of the linear equation. Completely
* ignored if set to 0.
* <p>In <code>linearFog</code> mode, only use to compute the slope of the linear equation. Completely
* ignored if set to 0.</p>
*/
public float heightFalloff = 1.0f;
/**
@@ -1645,11 +1642,11 @@ public class View {
* above one are allowed but could create a non energy-conservative fog (this is dependant
* on the IBL's intensity as well).
*
* We assume that our fog has no absorption and therefore all the light it scatters out
* <p>We assume that our fog has no absorption and therefore all the light it scatters out
* becomes ambient light in-scattering and has lost all directionality, i.e.: scattering is
* isotropic. This somewhat simulates Rayleigh scattering.
* isotropic. This somewhat simulates Rayleigh scattering.</p>
*
* This value is used as a tint instead, when fogColorFromIbl is enabled.
* <p>This value is used as a tint instead, when fogColorFromIbl is enabled.</p>
*
* @see #fogColorFromIbl
*/
@@ -1660,20 +1657,20 @@ public class View {
* light is absorbed and out-scattered per unit of distance. Each unit of extinction reduces
* the incoming light to 37% of its original value.
*
* Note: The extinction factor is related to the fog density, it's usually some constant K times
* <p>Note: The extinction factor is related to the fog density, it's usually some constant K times
* the density at sea level (more specifically at fog height). The constant K depends on
* the composition of the fog/atmosphere.
* the composition of the fog/atmosphere.</p>
*
* For historical reason this parameter is called `density`.
* <p>For historical reason this parameter is called <code>density</code>.</p>
*
* In `linearFog` mode this is the slope of the linear equation if heightFalloff is set to 0.
* <p>In <code>linearFog</code> mode this is the slope of the linear equation if heightFalloff is set to 0.
* Otherwise, heightFalloff affects the slope calculation such that it matches the slope of
* the standard equation at the camera height.
* the standard equation at the camera height.</p>
*/
public float density = 0.1f;
/**
* Distance in world units [m] from the camera where the Sun in-scattering starts.
* Ignored in `linearFog` mode.
* Ignored in <code>linearFog</code> mode.
*/
public float inScatteringStart = 0.0f;
/**
@@ -1681,16 +1678,16 @@ public class View {
* is scattered (by the fog) towards the camera.
* Size of the Sun in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
* Smaller values result is a larger scattering size.
* Ignored in `linearFog` mode.
* Ignored in <code>linearFog</code> mode.
*/
public float inScatteringSize = -1.0f;
/**
* The fog color will be sampled from the IBL in the view direction and tinted by `color`.
* The fog color will be sampled from the IBL in the view direction and tinted by <code>color</code>.
* Depending on the scene this can produce very convincing results.
*
* This simulates a more anisotropic phase-function.
* <p>This simulates a more anisotropic phase-function.</p>
*
* `fogColorFromIbl` is ignored when skyTexture is specified.
* <p><code>fogColorFromIbl</code> is ignored when skyTexture is specified.</p>
*
* @see #skyColor
*/
@@ -1703,11 +1700,11 @@ public class View {
* level with a strong gaussian filter or even an irradiance filter and then generate mip
* levels as usual. How blurred the base level is somewhat of an artistic decision.
*
* This simulates a more anisotropic phase-function.
* <p>This simulates a more anisotropic phase-function.</p>
*
* `fogColorFromIbl` is ignored when skyTexture is specified.
* <p><code>fogColorFromIbl</code> is ignored when skyTexture is specified.</p>
*
* In `linearFog` mode mipmap level 0 is always used.
* <p>In <code>linearFog</code> mode mipmap level 0 is always used.</p>
*
* @see Texture
* @see #fogColorFromIbl
@@ -1723,9 +1720,9 @@ public class View {
/**
* Options to control Depth of Field (DoF) effect in the scene.
*
* cocScale can be used to set the depth of field blur independently of the camera
* <p>cocScale can be used to set the depth of field blur independently of the camera
* aperture, e.g. for artistic reasons. This can be achieved by setting:
* cocScale = cameraAperture / desiredDoFAperture
* cocScale = cameraAperture / desiredDoFAperture</p>
*
* @see Camera
*/
@@ -1736,59 +1733,24 @@ public class View {
MEDIAN,
}
/**
* circle of confusion scale factor (amount of blur)
*/
/** circle of confusion scale factor (amount of blur) */
public float cocScale = 1.0f;
/**
* width/height aspect ratio of the circle of confusion (simulate anamorphic lenses)
*/
/** width/height aspect ratio of the circle of confusion (simulate anamorphic lenses) */
public float cocAspectRatio = 1.0f;
/**
* maximum aperture diameter in meters (zero to disable rotation)
*/
/** maximum aperture diameter in meters (zero to disable rotation) */
public float maxApertureDiameter = 0.01f;
/**
* enable or disable depth of field effect
*/
/** enable or disable depth of field effect */
public boolean enabled = false;
/**
* filter to use for filling gaps in the kernel
*/
/** filter to use for filling gaps in the kernel */
@NonNull
public DepthOfFieldOptions.Filter filter = DepthOfFieldOptions.Filter.MEDIAN;
/**
* perform DoF processing at native resolution
*/
/** perform DoF processing at native resolution */
public boolean nativeResolution = false;
/**
* Number of of rings used by the gather kernels. The number of rings affects quality
* and performance. The actual number of sample per pixel is defined
* as (ringCount * 2 - 1)^2. Here are a few commonly used values:
* 3 rings : 25 ( 5x 5 grid)
* 4 rings : 49 ( 7x 7 grid)
* 5 rings : 81 ( 9x 9 grid)
* 17 rings : 1089 (33x33 grid)
*
* With a maximum circle-of-confusion of 32, it is never necessary to use more than 17 rings.
*
* Usually all three settings below are set to the same value, however, it is often
* acceptable to use a lower ring count for the "fast tiles", which improves performance.
* Fast tiles are regions of the screen where every pixels have a similar
* circle-of-confusion radius.
*
* A value of 0 means default, which is 5 on desktop and 3 on mobile.
*
* @{
*/
/** number of kernel rings for foreground tiles */
public int foregroundRingCount = 0;
/**
* number of kernel rings for background tiles
*/
/** number of kernel rings for background tiles */
public int backgroundRingCount = 0;
/**
* number of kernel rings for fast tiles
*/
/** number of kernel rings for fast tiles */
public int fastGatherRingCount = 0;
/**
* maximum circle-of-confusion in pixels for the foreground, must be in [0, 32] range.
@@ -1806,26 +1768,16 @@ public class View {
* Options to control the vignetting effect.
*/
public static class VignetteOptions {
/**
* high values restrict the vignette closer to the corners, between 0 and 1
*/
/** high values restrict the vignette closer to the corners, between 0 and 1 */
public float midPoint = 0.5f;
/**
* controls the shape of the vignette, from a rounded rectangle (0.0), to an oval (0.5), to a circle (1.0)
*/
/** controls the shape of the vignette, from a rounded rectangle (0.0), to an oval (0.5), to a circle (1.0) */
public float roundness = 0.5f;
/**
* softening amount of the vignette effect, between 0 and 1
*/
/** softening amount of the vignette effect, between 0 and 1 */
public float feather = 0.5f;
/**
* color of the vignette effect, alpha is currently ignored
*/
/** color of the vignette effect, alpha is currently ignored */
@NonNull @Size(min = 4)
public float[] color = {0.0f, 0.0f, 0.0f, 1.0f};
/**
* enables or disables the vignette effect
*/
/** enables or disables the vignette effect */
public boolean enabled = false;
}
@@ -1839,11 +1791,11 @@ public class View {
/**
* Sets the quality of the HDR color buffer.
*
* A quality of HIGH or ULTRA means using an RGB16F or RGBA16F color buffer. This means
* <p>A quality of HIGH or ULTRA means using an RGB16F or RGBA16F color buffer. This means
* colors in the LDR range (0..1) have a 10 bit precision. A quality of LOW or MEDIUM means
* using an R11G11B10F opaque color buffer or an RGBA16F transparent color buffer. With
* R11G11B10F colors in the LDR range have a precision of either 6 bits (red and green
* channels) or 5 bits (blue channel).
* channels) or 5 bits (blue channel).</p>
*/
@NonNull
public QualityLevel hdrColorBuffer = QualityLevel.HIGH;
@@ -1855,72 +1807,44 @@ public class View {
*/
public static class AmbientOcclusionOptions {
public enum AmbientOcclusionType {
/**
* use Scalable Ambient Occlusion
*/
/** use Scalable Ambient Occlusion */
SAO,
/**
* use Ground Truth-Based Ambient Occlusion
*/
/** use Ground Truth-Based Ambient Occlusion */
GTAO,
}
/**
* Type of ambient occlusion algorithm.
*/
/** Type of ambient occlusion algorithm. */
@NonNull
public AmbientOcclusionOptions.AmbientOcclusionType aoType = AmbientOcclusionOptions.AmbientOcclusionType.SAO;
/**
* Ambient Occlusion radius in meters, between 0 and ~10.
*/
/** Ambient Occlusion radius in meters, between 0 and ~10. */
public float radius = 0.3f;
/**
* Controls ambient occlusion's contrast. Must be positive.
*/
/** Controls ambient occlusion's contrast. Must be positive. */
public float power = 1.0f;
/**
* Self-occlusion bias in meters. Use to avoid self-occlusion.
* Between 0 and a few mm. No effect when aoType set to GTAO
*/
public float bias = 0.0005f;
/**
* How each dimension of the AO buffer is scaled. Must be either 0.5 or 1.0.
*/
/** How each dimension of the AO buffer is scaled. Must be either 0.5 or 1.0. */
public float resolution = 0.5f;
/**
* Strength of the Ambient Occlusion effect.
*/
/** Strength of the Ambient Occlusion effect. */
public float intensity = 1.0f;
/**
* depth distance that constitute an edge for filtering
*/
/** depth distance that constitute an edge for filtering */
public float bilateralThreshold = 0.05f;
/**
* affects # of samples used for AO and params for filtering
*/
/** affects # of samples used for AO and params for filtering */
@NonNull
public QualityLevel quality = QualityLevel.LOW;
/**
* affects AO smoothness. Recommend setting to HIGH when aoType set to GTAO.
*/
/** affects AO smoothness. Recommend setting to HIGH when aoType set to GTAO. */
@NonNull
public QualityLevel lowPassFilter = QualityLevel.MEDIUM;
/**
* affects AO buffer upsampling quality
*/
/** affects AO buffer upsampling quality */
@NonNull
public QualityLevel upsampling = QualityLevel.LOW;
/**
* enables or disables screen-space ambient occlusion
*/
/** enables or disables screen-space ambient occlusion */
public boolean enabled = false;
/**
* enables bent normals computation from AO, and specular AO
*/
/** enables bent normals computation from AO, and specular AO */
public boolean bentNormals = false;
/**
* min angle in radian to consider. No effect when aoType set to GTAO.
*/
/** min angle in radian to consider. No effect when aoType set to GTAO. */
public float minHorizonAngleRad = 0.0f;
/**
* Screen Space Cone Tracing (SSCT) options
@@ -2006,12 +1930,10 @@ public class View {
* @see #setMultiSampleAntiAliasingOptions
*/
public static class MultiSampleAntiAliasingOptions {
/**
* enables or disables msaa
*/
/** enables or disables msaa */
public boolean enabled = false;
/**
* sampleCount number of samples to use for multi-sampled anti-aliasing.\n
* sampleCount number of samples to use for multi-sampled anti-aliasing.<br>
* 0: treated as 1
* 1: no anti-aliasing
* n: sample count. Effective sample could be different depending on the
@@ -2030,106 +1952,75 @@ public class View {
* shaders to be recompiled. These options should be changed or set during initialization.
* `filterWidth`, `feedback` and `jitterPattern`, however, can be changed at any time.
*
* `feedback` of 0.1 effectively accumulates a maximum of 19 samples in steady state.
* see "A Survey of Temporal Antialiasing Techniques" by Lei Yang and all for more information.
* <p><code>feedback</code> of 0.1 effectively accumulates a maximum of 19 samples in steady state.
* see "A Survey of Temporal Antialiasing Techniques" by Lei Yang and all for more information.</p>
*
* @see #setTemporalAntiAliasingOptions
*/
public static class TemporalAntiAliasingOptions {
public enum BoxType {
/**
* use an AABB neighborhood
*/
/** use an AABB neighborhood */
AABB,
/**
* use both AABB and variance
*/
/** use both AABB and variance */
AABB_VARIANCE,
}
public enum BoxClipping {
/**
* Accurate box clipping
*/
/** Accurate box clipping */
ACCURATE,
/**
* clamping
*/
/** clamping */
CLAMP,
/**
* no rejections (use for debugging)
*/
/** no rejections (use for debugging) */
NONE,
}
public enum JitterPattern {
/** 4-samples, rotated grid sampling */
RGSS_X4,
/** 4-samples, uniform grid in helix sequence */
UNIFORM_HELIX_X4,
/** 8-samples of halton 2,3 */
HALTON_23_X8,
/** 16-samples of halton 2,3 */
HALTON_23_X16,
/** 32-samples of halton 2,3 */
HALTON_23_X32,
}
/**
* @deprecated has no effect.
*/
/** @deprecated has no effect. */
public float filterWidth = 1.0f;
/**
* history feedback, between 0 (maximum temporal AA) and 1 (no temporal AA).
*/
/** history feedback, between 0 (maximum temporal AA) and 1 (no temporal AA). */
public float feedback = 0.12f;
/**
* texturing lod bias (typically -1 or -2)
*/
/** texturing lod bias (typically -1 or -2) */
public float lodBias = -1.0f;
/**
* post-TAA sharpen, especially useful when upscaling is true.
*/
/** post-TAA sharpen, especially useful when upscaling is true. */
public float sharpness = 0.0f;
/**
* enables or disables temporal anti-aliasing
*/
/** enables or disables temporal anti-aliasing */
public boolean enabled = false;
/**
* Upscaling factor. Disables Dynamic Resolution. [BETA]
*/
/** Upscaling factor. Disables Dynamic Resolution. [BETA] */
public float upscaling = 1.0f;
/**
* whether to filter the history buffer
*/
/** whether to filter the history buffer */
public boolean filterHistory = true;
/**
* whether to apply the reconstruction filter to the input
*/
/** whether to apply the reconstruction filter to the input */
public boolean filterInput = true;
/**
* whether to use the YcoCg color-space for history rejection
*/
/** whether to use the YcoCg color-space for history rejection */
public boolean useYCoCg = false;
/**
* set to true for HDR content
*/
/** set to true for HDR content */
public boolean hdr = true;
/**
* type of color gamut box
*/
/** type of color gamut box */
@NonNull
public TemporalAntiAliasingOptions.BoxType boxType = TemporalAntiAliasingOptions.BoxType.AABB;
/**
* clipping algorithm
*/
/** clipping algorithm */
@NonNull
public TemporalAntiAliasingOptions.BoxClipping boxClipping = TemporalAntiAliasingOptions.BoxClipping.ACCURATE;
/** Jitter Pattern */
@NonNull
public TemporalAntiAliasingOptions.JitterPattern jitterPattern = TemporalAntiAliasingOptions.JitterPattern.HALTON_23_X16;
/** High values increases ghosting artefact, lower values increases jittering, range [0.75, 1.25] */
public float varianceGamma = 1.0f;
/**
* adjust the feedback dynamically to reduce flickering
*/
/** adjust the feedback dynamically to reduce flickering */
public boolean preventFlickering = false;
/**
* whether to apply history reprojection (debug option)
*/
/** whether to apply history reprojection (debug option) */
public boolean historyReprojection = true;
}
@@ -2138,30 +2029,22 @@ public class View {
* @see #setScreenSpaceReflectionsOptions
*/
public static class ScreenSpaceReflectionsOptions {
/**
* ray thickness, in world units
*/
/** ray thickness, in world units */
public float thickness = 0.1f;
/**
* bias, in world units, to prevent self-intersections
*/
/** bias, in world units, to prevent self-intersections */
public float bias = 0.01f;
/**
* maximum distance, in world units, to raycast
*/
/** maximum distance, in world units, to raycast */
public float maxDistance = 3.0f;
/**
* stride, in texels, for samples along the ray.
*/
/** stride, in texels, for samples along the ray. */
public float stride = 2.0f;
public boolean enabled = false;
}
/**
* Options for the screen-space guard band.
* A guard band can be enabled to avoid some artifacts towards the edge of the screen when
* <p>A guard band can be enabled to avoid some artifacts towards the edge of the screen when
* using screen-space effects such as SSAO. Enabling the guard band reduces performance slightly.
* Currently the guard band can only be enabled or disabled.
* Currently the guard band can only be enabled or disabled.</p>
*/
public static class GuardBandOptions {
public boolean enabled = false;
@@ -2174,13 +2057,9 @@ public class View {
* @see #setSampleCount
*/
public enum AntiAliasing {
/**
* no anti aliasing performed as part of post-processing
*/
/** no anti aliasing performed as part of post-processing */
NONE,
/**
* FXAA is a low-quality but very efficient type of anti-aliasing. (default).
*/
/** FXAA is a low-quality but very efficient type of anti-aliasing. (default). */
FXAA,
}
@@ -2188,13 +2067,9 @@ public class View {
* List of available post-processing dithering techniques.
*/
public enum Dithering {
/**
* No dithering
*/
/** No dithering */
NONE,
/**
* Temporal dithering (default)
*/
/** Temporal dithering (default) */
TEMPORAL,
}
@@ -2203,21 +2078,13 @@ public class View {
* @see #setShadowType
*/
public enum ShadowType {
/**
* percentage-closer filtered shadows (default)
*/
/** percentage-closer filtered shadows (default) */
PCF,
/**
* variance shadows
*/
/** variance shadows */
VSM,
/**
* PCF with contact hardening simulation
*/
/** PCF with contact hardening simulation */
DPCF,
/**
* PCF with soft shadows and contact hardening
*/
/** PCF with soft shadows and contact hardening */
PCSS,
PCFd,
}
@@ -2225,14 +2092,14 @@ public class View {
/**
* View-level options for VSM Shadowing.
* @see #setVsmShadowOptions
* @warning This API is still experimental and subject to change.
* <b>Warning:</b> This API is still experimental and subject to change.
*/
public static class VsmShadowOptions {
/**
* Sets the number of anisotropic samples to use when sampling a VSM shadow map. If greater
* than 0, mipmaps will automatically be generated each frame for all lights.
*
* The number of anisotropic samples = 2 ^ vsmAnisotropy.
* <p>The number of anisotropic samples = 2 ^ vsmAnisotropy.</p>
*/
public int anisotropy = 0;
/**
@@ -2266,7 +2133,7 @@ public class View {
/**
* View-level options for DPCF and PCSS Shadowing.
* @see #setSoftShadowOptions
* @warning This API is still experimental and subject to change.
* <b>Warning:</b> This API is still experimental and subject to change.
*/
public static class SoftShadowOptions {
/**

12
android/filament-tools/.gitignore vendored Normal file
View File

@@ -0,0 +1,12 @@
*.iml
.gradle
/local.properties
/.idea/workspace.xml
/.idea/libraries
/.idea/caches
/.idea/gradle.xml
.DS_Store
/build
/captures
.externalNativeBuild
/.cxx

View File

@@ -0,0 +1,64 @@
plugins {
id "de.undercouch.download" version "5.6.0"
}
apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
def tools = ['matc', 'cmgen']
def platforms = [
'mac': [classifier: 'osx-aarch_64', archive: "filament-v${VERSION_NAME}-mac.tgz", path: { t -> "filament/bin/${t}" }],
'linux': [classifier: 'linux-x86_64', archive: "filament-v${VERSION_NAME}-linux.tgz", path: { t -> "filament/bin/${t}" }],
'windows': [classifier: 'windows-x86_64', archive: "filament-v${VERSION_NAME}-windows.tgz", path: { t -> "bin/${t}.exe" }]
]
platforms.each { platform, config ->
def platformName = platform.capitalize()
def remoteUrl = "https://github.com/google/filament/releases/download/v${VERSION_NAME}/${config.archive}"
def downloadFile = file("${buildDir}/downloads/${config.archive}")
def extractDir = file("${buildDir}/extracted/filament-v${VERSION_NAME}-${platform}")
task "downloadRelease${platformName}"(type: Download) {
src remoteUrl
dest downloadFile
overwrite false
}
def extractionTask = task "extractTools${platformName}"(dependsOn: "downloadRelease${platformName}", type: Copy) {
group = "setup"
from tarTree(resources.gzip(downloadFile))
// Include specific tools based on platform pattern
include tools.collect { tool -> config.path(tool) }
// Flatten the path so it lands directly in 'into'
eachFile { fcd ->
fcd.relativePath = new RelativePath(true, fcd.name)
}
into extractDir
includeEmptyDirs = false
}
}
publishing {
publications {
tools.each { toolName ->
create(toolName, MavenPublication) {
artifactId = toolName
platforms.each { platform, config ->
def extractDir = file("${buildDir}/extracted/filament-v${VERSION_NAME}-${platform}")
def archivePath = config.path(toolName)
def exeName = new File(archivePath).name
artifact(new File(extractDir, exeName)) {
classifier = config.classifier
extension = "exe"
builtBy tasks.named("extractTools${platform.capitalize()}")
}
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
POM_NAME=Filament
POM_PACKAGING=exe

View File

@@ -22,6 +22,10 @@ add_library(image STATIC IMPORTED)
set_target_properties(image PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libimage.a)
add_library(imageio-lite STATIC IMPORTED)
set_target_properties(imageio-lite PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libimageio-lite.a)
add_library(ktxreader STATIC IMPORTED)
set_target_properties(ktxreader PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libktxreader.a)
@@ -30,6 +34,10 @@ add_library(viewer STATIC IMPORTED)
set_target_properties(viewer PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libviewer.a)
add_library(imagediff STATIC IMPORTED)
set_target_properties(imagediff PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libimagediff.a)
add_library(civetweb STATIC IMPORTED)
set_target_properties(civetweb PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libcivetweb.a)
@@ -57,6 +65,7 @@ add_library(filament-utils-jni SHARED
src/main/cpp/IBLPrefilterContext.cpp
src/main/cpp/Utils.cpp
src/main/cpp/Manipulator.cpp
src/main/cpp/ImageDiff.cpp
src/main/cpp/RemoteServer.cpp
${IMAGEIO_DIR}/include/imageio/ImageDecoder.h
@@ -74,6 +83,7 @@ target_include_directories(filament-utils-jni PRIVATE
${FILAMENT_DIR}/include
../../filament/backend/include
${IMAGEIO_DIR}/include
../../libs/imagediff/include
../../libs/utils/include)
set_target_properties(filament-utils-jni PROPERTIES LINK_DEPENDS ${VERSION_SCRIPT})
@@ -85,10 +95,13 @@ target_link_libraries(filament-utils-jni
PRIVATE camutils
PRIVATE iblprefilter
PRIVATE image
PRIVATE imageio-lite
PRIVATE filament-jni
PRIVATE ktxreader
PRIVATE viewer
PRIVATE imagediff
PRIVATE log
PRIVATE utils
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined
PRIVATE jnigraphics # needed for AndroidBitmap_* functions in ImageDiff
)

View File

@@ -71,8 +71,10 @@ Java_com_google_android_filament_utils_AutomationEngine_nStartBatchMode(JNIEnv*
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nTick(JNIEnv* env, jclass klass,
jlong nativeAutomation, jlong nativeEngine,
jlong view, jlongArray materials, jlong renderer, jfloat deltaTime) {
jlong view, jlongArray materials, jlong renderer, jlong nativeIbl, jint sunlightEntity,
jintArray assetLights, jlong nativeLm, jlong scene, jfloat deltaTime) {
using MaterialPointer = MaterialInstance*;
jsize materialCount = 0;
jlong* longMaterials = nullptr;
MaterialPointer* ptrMaterials = nullptr;
@@ -84,12 +86,28 @@ Java_com_google_android_filament_utils_AutomationEngine_nTick(JNIEnv* env, jclas
ptrMaterials[i] = (MaterialPointer) longMaterials[i];
}
}
jsize lightCount = 0;
jint* intLights = nullptr;
if (assetLights) {
lightCount = env->GetArrayLength(assetLights);
intLights = env->GetIntArrayElements(assetLights, nullptr);
}
static_assert(sizeof(jint) == sizeof(Entity));
AutomationEngine* automation = (AutomationEngine*) nativeAutomation;
AutomationEngine::ViewerContent content = {
.view = (View*) view,
.renderer = (Renderer*) renderer,
.materials = ptrMaterials,
.materialCount = (size_t) materialCount,
.lightManager = (LightManager*) nativeLm,
.scene = (Scene*) scene,
.indirectLight = (IndirectLight*) nativeIbl,
.sunlight = (Entity&) sunlightEntity,
.assetLights = (Entity*) intLights,
.assetLightCount = (size_t) lightCount,
};
Engine* engine = (Engine*)nativeEngine;
automation->tick(engine, content, deltaTime);
@@ -97,6 +115,9 @@ Java_com_google_android_filament_utils_AutomationEngine_nTick(JNIEnv* env, jclas
env->ReleaseLongArrayElements(materials, longMaterials, 0);
delete[] ptrMaterials;
}
if (intLights) {
env->ReleaseIntArrayElements(assetLights, intLights, 0);
}
}
extern "C" JNIEXPORT void JNICALL
@@ -159,37 +180,50 @@ extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv* env, jclass,
jlong nativeObject, jobject result) {
AutomationEngine* automation = (AutomationEngine*) nativeObject;
auto options = automation->getViewerOptions();
const auto& settings = automation->getSettings();
const auto& options = settings.viewer;
const jclass klass = env->GetObjectClass(result);
const jfieldID cameraAperture = env->GetFieldID(klass, "cameraAperture", "F");
const jfieldID cameraSpeed = env->GetFieldID(klass, "cameraSpeed", "F");
const jfieldID cameraISO = env->GetFieldID(klass, "cameraISO", "F");
const jfieldID cameraNear = env->GetFieldID(klass, "cameraNear", "F");
const jfieldID cameraFar = env->GetFieldID(klass, "cameraFar", "F");
const jfieldID groundShadowStrength = env->GetFieldID(klass, "groundShadowStrength", "F");
const jfieldID groundPlaneEnabled = env->GetFieldID(klass, "groundPlaneEnabled", "Z");
const jfieldID skyboxEnabled = env->GetFieldID(klass, "skyboxEnabled", "Z");
const jfieldID cameraFocalLength = env->GetFieldID(klass, "cameraFocalLength", "F");
const jfieldID cameraFocusDistance = env->GetFieldID(klass, "cameraFocusDistance", "F");
const jfieldID autoScaleEnabled = env->GetFieldID(klass, "autoScaleEnabled", "Z");
const jfieldID autoInstancingEnabled = env->GetFieldID(klass, "autoInstancingEnabled", "Z");
env->SetFloatField(result, cameraAperture, options.cameraAperture);
env->SetFloatField(result, cameraSpeed, options.cameraSpeed);
env->SetFloatField(result, cameraISO, options.cameraISO);
env->SetFloatField(result, cameraNear, options.cameraNear);
env->SetFloatField(result, cameraFar, options.cameraFar);
env->SetFloatField(result, groundShadowStrength, options.groundShadowStrength);
env->SetBooleanField(result, groundPlaneEnabled, options.groundPlaneEnabled);
env->SetBooleanField(result, skyboxEnabled, options.skyboxEnabled);
env->SetFloatField(result, cameraFocalLength, options.cameraFocalLength);
env->SetFloatField(result, cameraFocusDistance, options.cameraFocusDistance);
env->SetBooleanField(result, autoScaleEnabled, options.autoScaleEnabled);
env->SetBooleanField(result, autoInstancingEnabled, options.autoInstancingEnabled);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nGetCameraSettings(JNIEnv* env, jclass,
jlong nativeObject, jobject result) {
AutomationEngine* automation = (AutomationEngine*) nativeObject;
const auto& settings = automation->getSettings();
const auto& camera = settings.camera;
const jclass klass = env->GetObjectClass(result);
const jfieldID aperture = env->GetFieldID(klass, "aperture", "F");
const jfieldID shutterSpeed = env->GetFieldID(klass, "shutterSpeed", "F");
const jfieldID sensitivity = env->GetFieldID(klass, "sensitivity", "F");
const jfieldID near = env->GetFieldID(klass, "near", "F");
const jfieldID far = env->GetFieldID(klass, "far", "F");
const jfieldID focalLength = env->GetFieldID(klass, "focalLength", "F");
const jfieldID focusDistance = env->GetFieldID(klass, "focusDistance", "F");
env->SetFloatField(result, aperture, camera.aperture);
env->SetFloatField(result, shutterSpeed, camera.shutterSpeed);
env->SetFloatField(result, sensitivity, camera.sensitivity);
env->SetFloatField(result, near, camera.near);
env->SetFloatField(result, far, camera.far);
env->SetFloatField(result, focalLength, camera.focalLength);
env->SetFloatField(result, focusDistance, camera.focusDistance);
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nGetColorGrading(JNIEnv*, jclass,
jlong nativeObject, jlong nativeEngine) {
@@ -215,6 +249,18 @@ Java_com_google_android_filament_utils_AutomationEngine_nShouldClose(JNIEnv*, jc
return automation->shouldClose();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nGetTestCount(JNIEnv*, jclass, jlong native) {
AutomationEngine* automation = (AutomationEngine*) native;
return (jint) automation->testCount();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nGetCurrentTest(JNIEnv*, jclass, jlong native) {
AutomationEngine* automation = (AutomationEngine*) native;
return (jint) automation->currentTest();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_utils_AutomationEngine_nDestroy(JNIEnv*, jclass, jlong native) {
AutomationEngine* automation = (AutomationEngine*) native;

View File

@@ -0,0 +1,217 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <jni.h>
#include <android/bitmap.h>
#include <imagediff/ImageDiff.h>
#include <utils/Log.h>
#include <vector>
using namespace imagediff;
using namespace utils;
namespace {
struct BitmapLock {
JNIEnv* env;
jobject bitmap;
void* pixels;
AndroidBitmapInfo info;
BitmapLock(JNIEnv* env, jobject bitmap) : env(env), bitmap(bitmap), pixels(nullptr) {
if (!bitmap) return;
if (AndroidBitmap_getInfo(env, bitmap, &info) < 0) {
return;
}
if (AndroidBitmap_lockPixels(env, bitmap, &pixels) < 0) {
pixels = nullptr;
}
}
~BitmapLock() {
if (pixels) {
AndroidBitmap_unlockPixels(env, bitmap);
}
}
bool isValid() const { return pixels != nullptr; }
imagediff::Bitmap toBitmap() const {
return {
.width = (uint32_t) info.width,
.height = (uint32_t) info.height,
.stride = (size_t) info.stride,
.data = pixels
};
}
};
} // namespace
// Helper to convert C++ ImageDiffResult to Java Result
jobject createResult(JNIEnv* env, ImageDiffResult const& result, bool generateDiff) {
// Create Result class/objects
jclass resultClass = env->FindClass("com/google/android/filament/utils/ImageDiff$Result");
jmethodID resultCtor = env->GetMethodID(resultClass, "<init>", "()V");
jobject resultObj = env->NewObject(resultClass, resultCtor);
jfieldID statusField = env->GetFieldID(resultClass, "status", "Lcom/google/android/filament/utils/ImageDiff$Result$Status;");
jfieldID failingCountField = env->GetFieldID(resultClass, "failingPixelCount", "J");
jfieldID maxDiffField = env->GetFieldID(resultClass, "maxDiffFound", "[F");
jfieldID diffImageField = env->GetFieldID(resultClass, "diffImage", "Landroid/graphics/Bitmap;");
// Map Status enum
jclass statusEnum = env->FindClass("com/google/android/filament/utils/ImageDiff$Result$Status");
jobject statusObj = nullptr;
jfieldID enumField = nullptr;
switch (result.status) {
case ImageDiffResult::Status::PASSED:
enumField = env->GetStaticFieldID(statusEnum, "PASSED", "Lcom/google/android/filament/utils/ImageDiff$Result$Status;");
break;
case ImageDiffResult::Status::SIZE_MISMATCH:
enumField = env->GetStaticFieldID(statusEnum, "SIZE_MISMATCH", "Lcom/google/android/filament/utils/ImageDiff$Result$Status;");
break;
case ImageDiffResult::Status::PIXEL_DIFFERENCE:
enumField = env->GetStaticFieldID(statusEnum, "PIXEL_DIFFERENCE", "Lcom/google/android/filament/utils/ImageDiff$Result$Status;");
break;
}
statusObj = env->GetStaticObjectField(statusEnum, enumField);
env->SetObjectField(resultObj, statusField, statusObj);
env->SetLongField(resultObj, failingCountField, (jlong) result.failingPixelCount);
jfloatArray maxDiffArray = env->NewFloatArray(4);
env->SetFloatArrayRegion(maxDiffArray, 0, 4, result.maxDiffFound);
env->SetObjectField(resultObj, maxDiffField, maxDiffArray);
if (generateDiff && result.diffImage.getWidth() > 0) {
jclass bitmapClass = env->FindClass("android/graphics/Bitmap");
jmethodID createBitmap = env->GetStaticMethodID(bitmapClass, "createBitmap",
"(IILandroid/graphics/Bitmap$Config;)Landroid/graphics/Bitmap;");
jclass configClass = env->FindClass("android/graphics/Bitmap$Config");
jfieldID argb8888 = env->GetStaticFieldID(configClass, "ARGB_8888", "Landroid/graphics/Bitmap$Config;");
jobject configObj = env->GetStaticObjectField(configClass, argb8888);
uint32_t width = result.diffImage.getWidth();
uint32_t height = result.diffImage.getHeight();
jobject diffBitmap = env->CallStaticObjectMethod(bitmapClass, createBitmap, (jint)width, (jint)height, configObj);
if (diffBitmap) {
void* diffPixels;
if (AndroidBitmap_lockPixels(env, diffBitmap, &diffPixels) == 0) {
float const* src = result.diffImage.getPixelRef();
uint8_t* dst = (uint8_t*) diffPixels;
uint32_t channels = result.diffImage.getChannels(); // usually 4
for (size_t i = 0; i < width * height; ++i) {
for (int c = 0; c < 4; ++c) {
float v = 0.0f;
if (c < channels) v = src[i * channels + c];
if (c == 3 && channels < 4) v = 1.0f; // Alpha 1.0 if missing
dst[i * 4 + c] = (uint8_t) std::min(255.0f, std::max(0.0f, v * 255.0f));
}
}
AndroidBitmap_unlockPixels(env, diffBitmap);
env->SetObjectField(resultObj, diffImageField, diffBitmap);
}
}
}
return resultObj;
}
extern "C" JNIEXPORT jobject JNICALL
Java_com_google_android_filament_utils_ImageDiff_nCompareBasic(JNIEnv* env, jclass,
jobject refBitmap, jobject candBitmap, jint mode, jint swizzle, jint channelMask,
jfloat maxAbsDiff, jfloat maxFailingPixelsFraction, jobject maskBitmap) {
BitmapLock refArg(env, refBitmap);
BitmapLock candArg(env, candBitmap);
BitmapLock maskArg(env, maskBitmap);
if (!refArg.isValid() || !candArg.isValid()) {
ImageDiffResult emptyResult;
emptyResult.status = ImageDiffResult::Status::SIZE_MISMATCH; // or ERROR
return createResult(env, emptyResult, false);
}
ImageDiffConfig config;
config.mode = (ImageDiffConfig::Mode) mode;
config.swizzle = (ImageDiffConfig::Swizzle) swizzle;
config.channelMask = (uint8_t) channelMask;
config.maxAbsDiff = maxAbsDiff;
config.maxFailingPixelsFraction = maxFailingPixelsFraction;
imagediff::Bitmap const* maskPtr = nullptr;
imagediff::Bitmap maskVal;
if (maskBitmap && maskArg.isValid()) {
maskVal = maskArg.toBitmap();
maskPtr = &maskVal;
}
bool generateDiff = true;
ImageDiffResult result = compare(refArg.toBitmap(), candArg.toBitmap(), config, maskPtr, generateDiff);
return createResult(env, result, generateDiff);
}
extern "C" JNIEXPORT jobject JNICALL
Java_com_google_android_filament_utils_ImageDiff_nCompareJson(JNIEnv* env, jclass,
jobject refBitmap, jobject candBitmap, jstring jsonConfig, jobject maskBitmap) {
BitmapLock refArg(env, refBitmap);
BitmapLock candArg(env, candBitmap);
BitmapLock maskArg(env, maskBitmap);
if (!refArg.isValid() || !candArg.isValid()) {
ImageDiffResult emptyResult;
emptyResult.status = ImageDiffResult::Status::SIZE_MISMATCH; // or ERROR
return createResult(env, emptyResult, false);
}
ImageDiffConfig config;
const char* nativeJson = env->GetStringUTFChars(jsonConfig, 0);
size_t length = env->GetStringUTFLength(jsonConfig);
bool parsed = parseConfig(nativeJson, length, &config);
env->ReleaseStringUTFChars(jsonConfig, nativeJson);
if (!parsed) {
// Fallback to default or error?
// We could log error.
utils::slog.e << "ImageDiff JNI: Failed to parse JSON config" << utils::io::endl;
ImageDiffResult errResult;
errResult.status = ImageDiffResult::Status::PIXEL_DIFFERENCE; // assume fail
return createResult(env, errResult, false);
}
imagediff::Bitmap const* maskPtr = nullptr;
imagediff::Bitmap maskVal;
if (maskBitmap && maskArg.isValid()) {
maskVal = maskArg.toBitmap();
maskPtr = &maskVal;
}
bool generateDiff = true;
ImageDiffResult result = compare(refArg.toBitmap(), candArg.toBitmap(), config, maskPtr, generateDiff);
return createResult(env, result, generateDiff);
}

View File

@@ -94,20 +94,23 @@ public class AutomationEngine {
* Allows remote control for the viewer.
*/
public static class ViewerOptions {
public float cameraAperture = 16.0f;
public float cameraSpeed = 125.0f;
public float cameraISO = 100.0f;
public float cameraNear = 0.1f;
public float cameraFar = 100.0f;
public float groundShadowStrength = 0.75f;
public boolean groundPlaneEnabled = false;
public boolean skyboxEnabled = true;
public float cameraFocalLength = 28.0f;
public float cameraFocusDistance = 0.0f;
public boolean autoScaleEnabled = true;
public boolean autoInstancingEnabled = false;
}
public static class CameraSettings {
public float aperture = 16.0f;
public float shutterSpeed = 125.0f;
public float sensitivity = 100.0f;
public float near = 0.1f;
public float far = 100.0f;
public float focalLength = 28.0f;
public float focusDistance = 10.0f;
}
/**
* Creates an automation engine from a JSON specification.
*
@@ -175,7 +178,12 @@ public class AutomationEngine {
}
long nativeView = content.view.getNativeObject();
long nativeRenderer = content.renderer.getNativeObject();
nTick(mNativeObject, engine.getNativeObject(), nativeView, nativeMaterialInstances, nativeRenderer, deltaTime);
long nativeIbl = content.indirectLight == null ? 0 : content.indirectLight.getNativeObject();
long nativeLm = content.lightManager == null ? 0 : content.lightManager.getNativeObject();
long nativeScene = content.scene == null ? 0 : content.scene.getNativeObject();
nTick(mNativeObject, engine.getNativeObject(), nativeView, nativeMaterialInstances,
nativeRenderer, nativeIbl, content.sunlight, content.assetLights, nativeLm,
nativeScene, deltaTime);
}
/**
@@ -229,6 +237,13 @@ public class AutomationEngine {
return result;
}
@NonNull
public CameraSettings getCameraSettings() {
CameraSettings result = new CameraSettings();
nGetCameraSettings(mNativeObject, result);
return result;
}
/**
* Gets a color grading object that corresponds to the latest settings.
*
@@ -261,6 +276,9 @@ public class AutomationEngine {
*/
public boolean shouldClose() { return nShouldClose(mNativeObject); }
public int getTestCount() { return nGetTestCount(mNativeObject); }
public int getCurrentTest() { return nGetCurrentTest(mNativeObject); }
@Override
protected void finalize() throws Throwable {
nDestroy(mNativeObject);
@@ -274,15 +292,19 @@ public class AutomationEngine {
private static native void nStartRunning(long nativeObject);
private static native void nStartBatchMode(long nativeObject);
private static native void nTick(long nativeObject, long nativeEngine,
long view, long[] materials, long renderer, float deltaTime);
long view, long[] materials, long renderer, long ibl, int sunlight, int[] assetLights,
long lightManager, long scene, float deltaTime);
private static native void nApplySettings(long nativeObject, long nativeEngine,
String jsonSettings, long view,
long[] materials, long ibl, int sunlight, int[] assetLights, long lightManager,
long scene, long renderer);
private static native void nGetViewerOptions(long nativeObject, Object result);
private static native void nGetCameraSettings(long nativeObject, Object result);
private static native long nGetColorGrading(long nativeObject, long nativeEngine);
private static native void nSignalBatchMode(long nativeObject);
private static native void nStopRunning(long nativeObject);
private static native boolean nShouldClose(long nativeObject);
private static native int nGetTestCount(long nativeObject);
private static native int nGetCurrentTest(long nativeObject);
private static native void nDestroy(long nativeObject);
}

View File

@@ -0,0 +1,91 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.utils;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
import android.graphics.Bitmap;
public class ImageDiff {
public enum Mode {
LEAF, AND, OR
}
public enum Swizzle {
RGBA, BGRA
}
public static class Config {
@NonNull
public Mode mode = Mode.LEAF;
@NonNull
public Swizzle swizzle = Swizzle.RGBA;
public int channelMask = 0xF;
public float maxAbsDiff = 0.0f;
public float maxFailingPixelsFraction = 0.0f;
// Children not supported in this simple wrapper for now, can be added if needed
}
public static class Result {
public enum Status {
PASSED,
SIZE_MISMATCH,
PIXEL_DIFFERENCE
}
public Status status;
public long failingPixelCount;
public float[] maxDiffFound; // [R, G, B, A]
public Bitmap diffImage; // Null if not generated
}
/**
* Compares two bitmaps using a configuration object.
*
* @param reference Golden image
* @param candidate Actual image
* @param config Comparison configuration
* @param mask Optional mask (grayscale)
* @return Result of comparison
*/
@NonNull
public static Result compareBasic(@NonNull Bitmap reference, @NonNull Bitmap candidate,
@NonNull Config config, @Nullable Bitmap mask) {
return nCompareBasic(reference, candidate, config.mode.ordinal(), config.swizzle.ordinal(),
config.channelMask, config.maxAbsDiff, config.maxFailingPixelsFraction, mask);
}
/**
* Compares two bitmaps using a JSON configuration string.
*
* @param reference Golden image
* @param candidate Actual image
* @param jsonConfig Comparison configuration in JSON format
* @param mask Optional mask (grayscale)
* @return Result of comparison
*/
@NonNull
public static Result compare(@NonNull Bitmap reference, @NonNull Bitmap candidate,
@NonNull String jsonConfig, @Nullable Bitmap mask) {
return nCompareJson(reference, candidate, jsonConfig, mask);
}
private static native Result nCompareBasic(Bitmap reference, Bitmap candidate, int mode, int swizzle,
int channelMask, float maxAbsDiff, float maxFailingPixelsFraction, Bitmap mask);
private static native Result nCompareJson(Bitmap reference, Bitmap candidate, String jsonConfig, Bitmap mask);
}

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.68.4
VERSION_NAME=1.69.4
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
cmgenArgs = "-q --format=ktx --size=256 --extract-blur=0.1 --deploy=src/main/assets/envs/default_env"
iblInputFile = project.layout.projectDirectory.file("../../../third_party/environments/lightroom_14b.hdr")
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")

View File

@@ -389,9 +389,9 @@ class MainActivity : Activity() {
viewerContent.assetLights = modelViewer.asset?.lightEntities
automation.applySettings(modelViewer.engine, json, viewerContent)
modelViewer.view.colorGrading = automation.getColorGrading(modelViewer.engine)
modelViewer.cameraFocalLength = automation.viewerOptions.cameraFocalLength
modelViewer.cameraNear = automation.viewerOptions.cameraNear
modelViewer.cameraFar = automation.viewerOptions.cameraFar
modelViewer.cameraFocalLength = automation.cameraSettings.focalLength
modelViewer.cameraNear = automation.cameraSettings.near
modelViewer.cameraFar = automation.cameraSettings.far
updateRootTransform()
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
meshInputFile = project.layout.projectDirectory.file("../../../third_party/models/shader_ball/shader_ball.obj")
meshOutputDir = project.layout.projectDirectory.dir("src/main/assets/models")

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
iblInputFile = project.layout.projectDirectory.file("../../../third_party/environments/studio_small_02_2k.hdr")
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")

View File

@@ -0,0 +1,55 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-plugin'
}
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filament {
cmgenArgs = "-q --format=ktx --size=256 --extract-blur=0.1 --deploy=src/main/assets/envs/default_env"
iblInputFile = project.layout.projectDirectory.file("../../../third_party/environments/lightroom_14b.hdr")
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")
}
// don't forget to update MainACtivity.kt when/if changing this.
tasks.register('copyDamagedHelmetGltf', Copy) {
from file("../../../third_party/models/DamagedHelmet/DamagedHelmet.glb")
into file("src/main/assets/models")
rename {String fileName -> "helmet.glb"}
}
preBuild.dependsOn copyDamagedHelmetGltf
clean.doFirst {
delete "src/main/assets"
}
android {
namespace 'com.google.android.filament.validation'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.validation"
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
implementation deps.kotlin
implementation 'androidx.constraintlayout:constraintlayout:2.1.4'
implementation deps.coroutines.core
implementation project(':filament-android')
implementation project(':gltfio-android')
implementation project(':filament-utils-android')
}

View File

@@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.MANAGE_EXTERNAL_STORAGE" />
<application
android:allowBackup="true"
android:label="Filament Validation"
android:supportsRtl="true"
android:largeHeap="true"
android:requestLegacyExternalStorage="true"
android:theme="@android:style/Theme.NoTitleBar">
<activity
android:name=".MainActivity"
android:exported="true"
android:configChanges="orientation|screenSize|screenLayout|keyboardHidden"
android:screenOrientation="fullSensor">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

View File

@@ -0,0 +1,350 @@
/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.validation
import android.app.Activity
import android.graphics.Bitmap
import android.os.Bundle
import android.util.Log
import android.view.Choreographer
import android.view.SurfaceView
import android.view.View
import android.view.WindowManager
import android.widget.ImageView
import android.widget.LinearLayout
import android.widget.ScrollView
import android.widget.TextView
import com.google.android.filament.utils.ModelViewer
import com.google.android.filament.utils.Utils
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch
import kotlinx.coroutines.withContext
import com.google.android.filament.utils.KTX1Loader
import com.google.android.filament.IndirectLight
import com.google.android.filament.Skybox
import android.graphics.Color
import java.io.File
import java.io.FileOutputStream
import java.net.HttpURLConnection
import java.net.URL
import java.nio.ByteBuffer
import android.widget.ArrayAdapter
import android.widget.Button
import android.widget.Spinner
import android.widget.AdapterView
class MainActivity : Activity(), ValidationRunner.Callback {
companion object {
init {
Utils.init()
System.loadLibrary("filament-utils-jni")
}
private const val TAG = "FilamentValidation"
}
private lateinit var surfaceView: SurfaceView
private lateinit var choreographer: Choreographer
private lateinit var modelViewer: ModelViewer
private lateinit var statusTextView: TextView
private lateinit var resultsContainer: LinearLayout
private lateinit var inputManager: ValidationInputManager
private var currentInput: ValidationInputManager.ValidationInput? = null
private lateinit var modeSpinner: Spinner
private lateinit var runButton: Button
private var resultManager: ValidationResultManager? = null
private var validationRunner: ValidationRunner? = null
// Frame callback
private val frameScheduler = object : Choreographer.FrameCallback {
override fun doFrame(frameTimeNanos: Long) {
choreographer.postFrameCallback(this)
modelViewer.render(frameTimeNanos)
validationRunner?.onFrame(frameTimeNanos)
}
}
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
// SurfaceView container
surfaceView = findViewById(R.id.surface_view)
surfaceView.holder.setFixedSize(512, 512)
statusTextView = findViewById(R.id.status_text)
modeSpinner = findViewById(R.id.mode_spinner)
runButton = findViewById(R.id.run_button)
resultsContainer = findViewById(R.id.results_container)
// Setup Spinner
val modes = arrayOf("Run Validation", "Generate Goldens")
val adapter = ArrayAdapter(this, android.R.layout.simple_spinner_item, modes)
adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item)
modeSpinner.adapter = adapter
// Setup Run Button
runButton.setOnClickListener {
currentInput?.let { input ->
val generateGoldens = modeSpinner.selectedItemPosition == 1
val newInput = input.copy(generateGoldens = generateGoldens)
startValidation(newInput)
}
}
window.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
choreographer = Choreographer.getInstance()
modelViewer = ModelViewer(surfaceView)
inputManager = ValidationInputManager(this)
// Initialize IBL
createIndirectLight()
handleIntent()
}
private fun createIndirectLight() {
try {
val engine = modelViewer.engine
val scene = modelViewer.scene
val iblName = "default_env"
fun readAsset(path: String): ByteBuffer {
val input = assets.open(path)
val bytes = input.readBytes()
return ByteBuffer.wrap(bytes)
}
readAsset("envs/$iblName/${iblName}_ibl.ktx").let {
val bundle = KTX1Loader.createIndirectLight(engine, it)
scene.indirectLight = bundle.indirectLight
modelViewer.indirectLightCubemap = bundle.cubemap
scene.indirectLight!!.intensity = 30_000.0f
}
readAsset("envs/$iblName/${iblName}_skybox.ktx").let {
val bundle = KTX1Loader.createSkybox(engine, it)
scene.skybox = bundle.skybox
modelViewer.skyboxCubemap = bundle.cubemap
}
Log.i(TAG, "IBL loaded successfully")
} catch (e: Exception) {
Log.e(TAG, "Failed to load IBL", e)
statusTextView.text = "Warning: Failed to load IBL"
}
}
private fun handleIntent() {
statusTextView.text = "Resolving configuration..."
CoroutineScope(Dispatchers.Main).launch {
try {
val input = inputManager.resolveConfig(intent)
currentInput = input
// Sync spinner with intent
modeSpinner.setSelection(if (input.generateGoldens) 1 else 0)
startValidation(input)
} catch (e: Exception) {
Log.e(TAG, "Failed to resolve config", e)
statusTextView.text = "Error: ${e.message}"
}
}
}
private fun startValidation(input: ValidationInputManager.ValidationInput) {
try {
resultsContainer.removeAllViews()
Log.i(TAG, "Starting validation with config: ${input.config.name}")
Log.i(TAG, "Output dir: ${input.outputDir.absolutePath}")
resultManager = ValidationResultManager(input.outputDir)
validationRunner = ValidationRunner(this, modelViewer, input.config, resultManager!!)
validationRunner?.callback = this
validationRunner?.generateGoldens = input.generateGoldens
validationRunner?.start()
// Sync spinner in case it was called programmatically or changed implicitly
modeSpinner.setSelection(if (input.generateGoldens) 1 else 0)
} catch (e: Exception) {
Log.e(TAG, "Failed to start validation", e)
statusTextView.text = "Error: ${e.message}"
}
}
override fun onResume() {
super.onResume()
choreographer.postFrameCallback(frameScheduler)
}
override fun onPause() {
super.onPause()
choreographer.removeFrameCallback(frameScheduler)
}
override fun onDestroy() {
super.onDestroy()
choreographer.removeFrameCallback(frameScheduler)
}
private var currentRenderedBitmap: Bitmap? = null
private var currentGoldenBitmap: Bitmap? = null
private var currentDiffBitmap: Bitmap? = null
override fun onTestFinished(result: ValidationResult) {
runOnUiThread {
val status = "Test ${result.testName} finished: ${if(result.passed) "PASS" else "FAIL"}"
statusTextView.text = status
Log.i(TAG, status)
// Container for this result
val resultContainer = LinearLayout(this)
resultContainer.orientation = LinearLayout.VERTICAL
resultContainer.setPadding(0, 10, 0, 20)
// Header
val resultView = TextView(this)
resultView.text = "${result.testName}: ${if(result.passed) "PASS" else "FAIL"} (Diff: ${result.diffMetric})"
resultView.setTextColor(if(result.passed) Color.GREEN else Color.RED)
resultView.textSize = 16f
resultView.setTypeface(null, android.graphics.Typeface.BOLD)
resultContainer.addView(resultView)
// Images Row
val imagesRow = LinearLayout(this)
imagesRow.orientation = LinearLayout.HORIZONTAL
fun addImage(label: String, bitmap: Bitmap?) {
if (bitmap != null) {
val container = LinearLayout(this)
container.orientation = LinearLayout.VERTICAL
container.setPadding(0, 0, 10, 0)
val labelView = TextView(this)
labelView.text = label
labelView.textSize = 12f
container.addView(labelView)
val iv = ImageView(this)
iv.setImageBitmap(bitmap) // Use the same bitmap (or copy if needed, but same is usually fine for UI)
iv.layoutParams = LinearLayout.LayoutParams(250, 250) // Smaller thumbnails
iv.scaleType = ImageView.ScaleType.FIT_CENTER
iv.setBackgroundColor(0xFF404040.toInt())
container.addView(iv)
imagesRow.addView(container)
}
}
addImage("Rendered", currentRenderedBitmap)
addImage("Golden", currentGoldenBitmap)
if (!result.passed) {
addImage("Diff", currentDiffBitmap)
}
resultContainer.addView(imagesRow)
resultsContainer.addView(resultContainer)
// Clear current images for next test
currentRenderedBitmap = null
currentGoldenBitmap = null
currentDiffBitmap = null
}
}
override fun onAllTestsFinished() {
runOnUiThread {
statusTextView.text = "All tests finished!"
Log.i(TAG, "All tests finished")
}
}
override fun onStatusChanged(status: String) {
runOnUiThread {
statusTextView.text = status
}
}
override fun onImageResult(type: String, bitmap: Bitmap) {
runOnUiThread {
// Update the "live" views
when (type) {
"Rendered" -> {
currentRenderedBitmap = bitmap
}
"Golden" -> {
currentGoldenBitmap = bitmap
}
"Diff" -> {
currentDiffBitmap = bitmap
}
}
}
}
}
/*
* Scripts for reference:
*
* generate_goldens.sh:
* --------------------
* #!/bin/bash
* set -e
*
* # Config path (on device)
* CONFIG_PATH=$1
* if [ -z "$CONFIG_PATH" ]; then
* echo "Usage: $0 <device_config_path>"
* echo "Example: $0 /sdcard/Android/data/com.google.android.filament.validation/files/default_test.json"
* exit 1
* fi
*
* echo "Starting Golden Generation for $CONFIG_PATH..."
* adb shell am force-stop com.google.android.filament.validation
* adb shell am start -n com.google.android.filament.validation/.MainActivity \
* -e test_config "$CONFIG_PATH" \
* --ez generate_goldens true
*
* echo "Check device or logcat for progress."
* echo "adb logcat -s FilamentValidation:I ValidationRunner:I"
* echo "To pull results: ./samples/sample-render-validation/pull_goldens.sh"
*
* pull_goldens.sh:
* ----------------
* #!/bin/bash
* set -e
*
* # Default destination is local golden directory relative to script
* SCRIPT_DIR=$(cd $(dirname $0); pwd)
* DEST_DIR=${1:-"$SCRIPT_DIR/golden"}
*
* echo "Pulling goldens to $DEST_DIR..."
* mkdir -p "$DEST_DIR"
*
* # Path on device
* DEVICE_GOLDEN_DIR="/storage/emulated/0/Android/data/com.google.android.filament.validation/files/golden/."
*
* adb pull "$DEVICE_GOLDEN_DIR" "$DEST_DIR"
*
* echo "Done."
* ls -l "$DEST_DIR"
*/

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/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.validation
import org.json.JSONArray
import org.json.JSONObject
import java.io.File
import java.io.IOException
data class RenderTestConfig(
val name: String,
val backends: List<String>,
val models: Map<String, String>, // name -> path
val tests: List<TestConfig>
)
data class TestConfig(
val name: String,
val description: String?,
val backends: List<String>,
val models: Set<String>,
val rendering: JSONObject,
val tolerance: JSONObject?
)
// See test/renderdiff/FORMAT.md for the full specification matched by this parser.
class ConfigParser {
companion object {
fun parseFromPath(path: String): RenderTestConfig {
val file = File(path)
val jsonTxt = removeComments(file.readText())
val json = JSONObject(jsonTxt)
return parseRenderTestConfig(json, file.parentFile)
}
private fun removeComments(json: String): String {
return json.lines().joinToString("\n") { it.substringBefore("//") }
}
private fun parseRenderTestConfig(json: JSONObject, baseDir: File?): RenderTestConfig {
val name = json.getString("name")
val backends = json.getJSONArray("backends").toList<String>()
val modelSearchPaths = json.optJSONArray("model_search_paths")?.toList<String>() ?: emptyList()
val models = mutableMapOf<String, String>()
baseDir?.let { dir ->
modelSearchPaths.forEach { searchPath ->
val searchDir = File(dir, searchPath)
if (searchDir.exists()) {
searchDir.walkTopDown().filter { it.isFile && (it.extension == "glb" || it.extension == "gltf") }.forEach { file ->
models[file.nameWithoutExtension] = file.absolutePath
}
}
}
}
// Explicit models map override
val modelsJson = json.optJSONObject("models")
if (modelsJson != null) {
val keys = modelsJson.keys()
while (keys.hasNext()) {
val name = keys.next()
val path = modelsJson.getString(name)
// Resolve path relative to baseDir if not absolute
val file = File(path)
if (file.isAbsolute) {
models[name] = path
} else if (baseDir != null) {
models[name] = File(baseDir, path).absolutePath
} else {
models[name] = path
}
}
}
val presetsJson = json.optJSONArray("presets")
val presets = mutableMapOf<String, PresetConfig>()
if (presetsJson != null) {
for (i in 0 until presetsJson.length()) {
val p = parsePreset(presetsJson.getJSONObject(i), models.keys)
presets[p.name] = p
}
}
val testsJson = json.getJSONArray("tests")
val tests = mutableListOf<TestConfig>()
for (i in 0 until testsJson.length()) {
tests.add(parseTestConfig(testsJson.getJSONObject(i), models.keys, presets, backends))
}
return RenderTestConfig(name, backends, models, tests)
}
private fun parsePreset(json: JSONObject, existingModels: Set<String>): PresetConfig {
val name = json.getString("name")
val rendering = json.getJSONObject("rendering")
val models = json.optJSONArray("models")?.toList<String>() ?: emptyList()
// Validate models
models.forEach { if (!existingModels.contains(it)) throw IllegalArgumentException("Model $it not found") }
val tolerance = json.optJSONObject("tolerance")
return PresetConfig(name, rendering, models, tolerance)
}
private fun parseTestConfig(
json: JSONObject,
existingModels: Set<String>,
presets: Map<String, PresetConfig>,
defaultBackends: List<String>
): TestConfig {
val name = json.getString("name")
val description = json.optString("description")
val backends = json.optJSONArray("backends")?.toList<String>() ?: defaultBackends
val applyPresets = json.optJSONArray("apply_presets")?.toList<String>() ?: emptyList()
val rendering = JSONObject()
val combinedModels = mutableSetOf<String>()
var lastTolerance: JSONObject? = null
applyPresets.forEach { presetName ->
val preset = presets[presetName] ?: throw IllegalArgumentException("Unknown preset $presetName")
// Merge rendering (flat copy)
val keys = preset.rendering.keys()
while(keys.hasNext()) {
val k = keys.next()
rendering.put(k, preset.rendering.get(k))
}
combinedModels.addAll(preset.models)
if (preset.tolerance != null) lastTolerance = preset.tolerance
}
val testRendering = json.optJSONObject("rendering")
if (testRendering != null) {
val keys = testRendering.keys()
while(keys.hasNext()) {
val k = keys.next()
rendering.put(k, testRendering.get(k))
}
}
val testModels = json.optJSONArray("models")?.toList<String>() ?: emptyList()
combinedModels.addAll(testModels)
// Validate models
combinedModels.forEach { if (!existingModels.contains(it)) throw IllegalArgumentException("Model $it not found") }
val tolerance = json.optJSONObject("tolerance") ?: lastTolerance
return TestConfig(name, description, backends, combinedModels, rendering, tolerance)
}
}
}
data class PresetConfig(
val name: String,
val rendering: JSONObject,
val models: List<String>,
val tolerance: JSONObject?
)
private inline fun <reified T> JSONArray.toList(): List<T> {
val list = mutableListOf<T>()
for (i in 0 until length()) {
list.add(get(i) as T)
}
return list
}

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/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.validation
import android.content.Context
import android.content.Intent
import android.util.Log
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.withContext
import org.json.JSONObject
import java.io.File
import java.io.FileOutputStream
import java.net.HttpURLConnection
import java.net.URL
/**
* Handles the retrieval and preparation of test configuration and assets.
* Supports loading from:
* 1. Intent extras (local path or URL)
* 2. Default embedded assets (fallback)
*/
class ValidationInputManager(private val context: Context) {
companion object {
private const val TAG = "ValidationInputManager"
}
data class ValidationInput(
val config: RenderTestConfig,
val outputDir: File,
val generateGoldens: Boolean
)
/**
* Resolves the test configuration based on the provided intent extras.
* This may involve extracting assets or downloading files.
*/
suspend fun resolveConfig(intent: Intent): ValidationInput = withContext(Dispatchers.IO) {
val testConfigPath = intent.getStringExtra("test_config")
val urlConfig = intent.getStringExtra("url_config")
val urlModelsBase = intent.getStringExtra("url_models_base")
val generateGoldens = intent.getBooleanExtra("generate_goldens", false)
val outputPath = intent.getStringExtra("output_path")
val outputDir = if (outputPath != null) {
File(outputPath).apply { mkdirs() }
} else {
File(context.getExternalFilesDir(null), "validation_results").apply { mkdirs() }
}
val config = when {
urlConfig != null -> downloadConfig(urlConfig, urlModelsBase)
testConfigPath != null -> ConfigParser.parseFromPath(testConfigPath)
else -> extractDefaultAssets()
}
return@withContext ValidationInput(config, outputDir, generateGoldens)
}
private suspend fun extractDefaultAssets(): RenderTestConfig {
Log.i(TAG, "Extracting default assets...")
val filesDir = context.getExternalFilesDir(null) ?: context.filesDir
val assetManager = context.assets
// Copy default_test.json
val configDir = File(filesDir, "config")
configDir.mkdirs()
val configOut = File(configDir, "default_test.json")
assetManager.open("default_test.json").use { input ->
FileOutputStream(configOut).use { output ->
input.copyTo(output)
}
}
// Copy DamagedHelmet.glb
val modelsDir = File(filesDir, "models")
modelsDir.mkdirs()
val modelOut = File(modelsDir, "DamagedHelmet.glb")
assetManager.open("DamagedHelmet.glb").use { input ->
FileOutputStream(modelOut).use { output ->
input.copyTo(output)
}
}
// Update config to point to relative path (standardizing on relative for portability where possible)
// or absolute. Here we use relative as per previous logic.
val configJson = JSONObject(configOut.readText())
val models = configJson.getJSONObject("models")
// Ensure the default model points to the extracted file
// We can use absolute path to be safe since we know where it is now.
models.put("DamagedHelmet", modelOut.absolutePath)
configOut.writeText(configJson.toString(2))
return ConfigParser.parseFromPath(configOut.absolutePath)
}
private suspend fun downloadConfig(urlConfig: String, urlModelsBase: String?): RenderTestConfig {
Log.i(TAG, "Downloading config from $urlConfig")
val filesDir = context.getExternalFilesDir(null) ?: context.filesDir
val configDir = File(filesDir, "config")
configDir.mkdirs()
val modelsDir = File(filesDir, "models")
modelsDir.mkdirs()
val configName = "downloaded_config.json"
val configFile = File(configDir, configName)
downloadFile(urlConfig, configFile)
if (urlModelsBase != null) {
val configJson = JSONObject(configFile.readText())
val models = configJson.optJSONObject("models")
if (models != null) {
val keys = models.keys()
while (keys.hasNext()) {
val key = keys.next()
val modelPath = models.getString(key)
val fileName = File(modelPath).name
val modelFile = File(modelsDir, fileName)
val modelUrl = "$urlModelsBase/$fileName"
Log.i(TAG, "Downloading model: $fileName from $modelUrl")
downloadFile(modelUrl, modelFile)
// Update config to point to absolute path
models.put(key, modelFile.absolutePath)
}
configFile.writeText(configJson.toString())
}
}
return ConfigParser.parseFromPath(configFile.absolutePath)
}
private fun downloadFile(urlStr: String, destFile: File) {
val url = URL(urlStr)
val connection = url.openConnection() as HttpURLConnection
connection.connect()
if (connection.responseCode != HttpURLConnection.HTTP_OK) {
throw Exception("Server returned HTTP ${connection.responseCode} for $urlStr")
}
destFile.parentFile?.mkdirs()
connection.inputStream.use { input ->
FileOutputStream(destFile).use { output ->
input.copyTo(output)
}
}
}
}

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/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.validation
import android.graphics.Bitmap
import android.util.Log
import java.io.File
import java.io.FileOutputStream
import java.util.zip.ZipEntry
import java.util.zip.ZipOutputStream
import org.json.JSONArray
import org.json.JSONObject
data class ValidationResult(
val testName: String,
val passed: Boolean,
val diffMetric: Float = 0f
)
class ValidationResultManager(private val outputDir: File) {
companion object {
private const val TAG = "ValidationResultManager"
}
private val results = mutableListOf<ValidationResult>()
init {
if (!outputDir.exists()) {
outputDir.mkdirs()
}
}
fun addResult(result: ValidationResult) {
results.add(result)
}
fun saveImage(name: String, bitmap: Bitmap) {
val file = File(outputDir, "$name.png")
try {
FileOutputStream(file).use { out ->
bitmap.compress(Bitmap.CompressFormat.PNG, 100, out)
}
} catch (e: Exception) {
Log.e(TAG, "Failed to save image $name", e)
}
}
fun getOutputDir(): File {
return outputDir
}
fun finalizeResults(): File? {
// Write results JSON
writeResultsJson()
// Zip results
val zipFile = File(outputDir, "results.zip")
try {
ZipOutputStream(FileOutputStream(zipFile)).use { zos ->
outputDir.walkTopDown().filter { it.isFile && it.name != "results.zip" }.forEach { file ->
val entryName = file.relativeTo(outputDir).path
zos.putNextEntry(ZipEntry(entryName))
file.inputStream().use { it.copyTo(zos) }
zos.closeEntry()
}
}
Log.i(TAG, "Zipped results to ${zipFile.absolutePath}")
return zipFile
} catch (e: Exception) {
Log.e(TAG, "Failed to zip results", e)
return null
}
}
private fun writeResultsJson() {
val jsonArray = JSONArray()
for (result in results) {
val jsonObject = JSONObject()
jsonObject.put("test_name", result.testName)
jsonObject.put("passed", result.passed)
jsonObject.put("diff_metric", result.diffMetric)
jsonArray.put(jsonObject)
}
val jsonFile = File(outputDir, "results.json")
try {
FileOutputStream(jsonFile).use { out ->
out.write(jsonArray.toString(4).toByteArray())
}
} catch (e: Exception) {
Log.e(TAG, "Failed to write results.json", e)
}
}
}

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/*
* Copyright (C) 2026 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.validation
import android.content.Context
import android.graphics.Bitmap
import android.util.Log
import com.google.android.filament.utils.AutomationEngine
import com.google.android.filament.utils.ImageDiff
import com.google.android.filament.utils.ModelViewer
import org.json.JSONObject
import java.io.File
import java.io.FileOutputStream
import java.nio.ByteBuffer
class ValidationRunner(
private val context: Context,
private val modelViewer: ModelViewer,
private val config: RenderTestConfig,
private val resultManager: ValidationResultManager
) {
private var currentState = State.IDLE
private var currentTestIndex = 0
private var currentModelIndex = 0
private var currentEngine: AutomationEngine? = null
private var currentTestConfig: TestConfig? = null
private var currentModelName: String? = null
private var loadStartFence: com.google.android.filament.Fence? = null
private var loadStartTime = 0L
private var frameCounter = 0
enum class State {
IDLE,
LOADING_MODEL,
WAITING_FOR_FENCE,
WAITING_FOR_RESOURCES,
WARMUP,
RUNNING_TEST,
COMPARING
}
interface Callback {
fun onTestFinished(result: ValidationResult)
fun onAllTestsFinished()
fun onStatusChanged(status: String)
fun onImageResult(type: String, bitmap: Bitmap)
}
var callback: Callback? = null
var generateGoldens: Boolean = false
fun start() {
if (config.tests.isEmpty()) {
callback?.onAllTestsFinished()
return
}
currentTestIndex = 0
currentModelIndex = 0
startTest(config.tests[0])
}
private fun startTest(test: TestConfig) {
currentTestConfig = test
if (test.models.isEmpty()) {
nextTest()
return
}
currentModelIndex = 0
startModel(test.models.elementAt(0))
}
private fun startModel(modelName: String) {
currentModelName = modelName
val modelPath = config.models[modelName]
if (modelPath == null) {
Log.e("ValidationRunner", "Model $modelName not found")
nextModel()
return
}
currentState = State.LOADING_MODEL
callback?.onStatusChanged("Loading $modelName for ${currentTestConfig?.name}")
// Load model on main thread (required by ModelViewer)
loadModel(modelPath)
}
private fun loadModel(path: String) {
// Assume called on Main Thread
modelViewer.destroyModel()
try {
Log.i("ValidationRunner", "Reading model file: $path")
val bytes = File(path).readBytes()
Log.i("ValidationRunner", "Loading GLB buffer... (${bytes.size} bytes)")
val buffer = ByteBuffer.wrap(bytes)
modelViewer.loadModelGlb(buffer)
Log.i("ValidationRunner", "Model loaded. initializing fence.")
modelViewer.transformToUnitCube()
loadStartFence = modelViewer.engine.createFence()
loadStartTime = System.nanoTime()
currentState = State.WAITING_FOR_FENCE
frameCounter = 0 // Reset for fence timeout tracking
Log.i("ValidationRunner", "State set to WAITING_FOR_FENCE")
} catch (e: Exception) {
Log.e("ValidationRunner", "Failed to load $path", e)
nextModel()
}
}
fun onFrame(frameTimeNanos: Long) {
if (frameCounter % 60 == 0) {
Log.i("ValidationRunner", "onFrame: $currentState (frame: $frameCounter)")
}
when (currentState) {
State.IDLE -> {}
State.WAITING_FOR_FENCE -> {
frameCounter++
if (frameCounter > 600) {
Log.w("ValidationRunner", "Fence timed out after 600 frames! Forcing proceed.")
modelViewer.engine.destroyFence(loadStartFence!!)
loadStartFence = null
currentState = State.WAITING_FOR_RESOURCES
return
}
loadStartFence?.let { fence ->
if (fence.wait(com.google.android.filament.Fence.Mode.FLUSH, 0) ==
com.google.android.filament.Fence.FenceStatus.CONDITION_SATISFIED) {
modelViewer.engine.destroyFence(fence)
loadStartFence = null
// Compile materials (simplified)
modelViewer.scene.forEach { entity ->
// ... existing material compilation logic ...
}
currentState = State.WAITING_FOR_RESOURCES
}
}
}
State.WAITING_FOR_RESOURCES -> {
val progress = modelViewer.progress
if (progress >= 1.0f) {
Log.i("ValidationRunner", "Resources loaded. Starting warmup.")
frameCounter = 0
currentState = State.WARMUP
}
}
State.WARMUP -> {
frameCounter++
if (frameCounter > 5) { // 5 frames warmup
startAutomation()
}
}
State.RUNNING_TEST -> {
// Log.i("ValidationRunner", "Running test...")
currentEngine?.let { engine ->
val content = AutomationEngine.ViewerContent()
content.view = modelViewer.view
content.renderer = modelViewer.renderer
content.scene = modelViewer.scene
content.lightManager = modelViewer.engine.lightManager
// Tick
val deltaTime = 1.0f / 60.0f
engine.tick(modelViewer.engine, content, deltaTime)
frameCounter++
if (engine.shouldClose()) {
Log.i("ValidationRunner", "Finishing test (frames: $frameCounter)")
// Test finished (for this spec)
currentState = State.COMPARING
captureAndCompare()
}
}
}
State.COMPARING -> {} // Busy
State.LOADING_MODEL -> {}
}
}
private fun startAutomation() {
val test = currentTestConfig!!
val specJson = JSONObject()
specJson.put("name", test.name)
specJson.put("base", test.rendering)
val fullSpec = "[${specJson.toString()}]"
currentEngine = AutomationEngine(fullSpec)
val options = AutomationEngine.Options()
options.sleepDuration = 0.0f // Minimal sleep, let frames drive it
options.minFrameCount = 5 // Ensure some frames pass
currentEngine?.setOptions(options)
// Use batch mode to ensure shouldClose() works reliably
currentEngine?.startBatchMode()
currentEngine?.signalBatchMode() // Start immediately
frameCounter = 0
currentState = State.RUNNING_TEST
}
private fun captureAndCompare() {
callback?.onStatusChanged("Comparing ${currentTestConfig?.name}...")
modelViewer.debugGetNextFrameCallback { bitmap ->
compareCapturedImage(bitmap)
}
}
private fun compareCapturedImage(bitmap: Bitmap) {
val testName = currentTestConfig!!.name
val modelName = currentModelName!!
val backend = currentTestConfig?.backends?.firstOrNull() ?: "opengl"
val testFullName = "${testName}.${backend}.${modelName}"
// Golden path
val modelFile = File(config.models.get(modelName)!!)
val goldenFile = modelFile.parentFile!!.parentFile!!.resolve("golden/${testFullName}.png")
Thread {
try {
val flipped = bitmap
callback?.onImageResult("Rendered", flipped)
var passed = false
var diffMetric = 0f
if (generateGoldens) {
goldenFile.parentFile?.mkdirs()
FileOutputStream(goldenFile).use { out ->
flipped.compress(Bitmap.CompressFormat.PNG, 100, out)
}
passed = true // Generating goldens always passes if successful
callback?.onStatusChanged("Golden generated")
} else {
if (goldenFile.exists()) {
val golden = android.graphics.BitmapFactory.decodeFile(goldenFile.absolutePath)
if (golden != null) {
callback?.onImageResult("Golden", golden)
val tol = currentTestConfig?.tolerance ?: org.json.JSONObject()
val tolJson = tol.toString()
val result = ImageDiff.compare(golden, flipped, tolJson, null)
passed = (result.status == ImageDiff.Result.Status.PASSED)
diffMetric = result.failingPixelCount.toFloat()
if (!passed) {
if (result.diffImage != null) {
callback?.onImageResult("Diff", result.diffImage!!)
resultManager.saveImage("${testFullName}_diff", result.diffImage!!)
}
}
} else {
callback?.onStatusChanged("Failed to load golden")
}
} else {
Log.w("ValidationRunner", "Golden not found: ${goldenFile.absolutePath}")
callback?.onStatusChanged("Golden not found")
}
}
// Save output
resultManager.saveImage(testFullName, flipped)
val result = ValidationResult(testFullName, passed, diffMetric)
resultManager.addResult(result)
callback?.onTestFinished(result)
android.os.Handler(android.os.Looper.getMainLooper()).post {
nextModel()
}
} catch (e: Exception) {
Log.e("ValidationRunner", "Comparison failed", e)
android.os.Handler(android.os.Looper.getMainLooper()).post { nextModel() }
}
}.start()
}
private fun nextModel() {
currentModelIndex++
if (currentTestConfig != null && currentModelIndex < currentTestConfig!!.models.size) {
startModel(currentTestConfig!!.models.elementAt(currentModelIndex))
} else {
nextTest()
}
}
private fun nextTest() {
currentTestIndex++
if (currentTestIndex < config.tests.size) {
startTest(config.tests[currentTestIndex])
} else {
currentState = State.IDLE
resultManager.finalizeResults()
callback?.onAllTestsFinished()
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<androidx.constraintlayout.widget.ConstraintLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:layout_width="match_parent"
android:layout_height="match_parent">
<FrameLayout
android:id="@+id/surface_container"
android:layout_width="0dp"
android:layout_height="0dp"
app:layout_constraintDimensionRatio="1:1"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintEnd_toEndOf="parent">
<SurfaceView
android:id="@+id/surface_view"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</FrameLayout>
<ScrollView
android:layout_width="0dp"
android:layout_height="0dp"
app:layout_constraintTop_toBottomOf="@id/surface_container"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintEnd_toEndOf="parent">
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical"
android:padding="20dp">
<TextView
android:id="@+id/status_text"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="Initializing..."
android:textSize="14sp" />
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:paddingTop="10dp"
android:paddingBottom="10dp">
<Spinner
android:id="@+id/mode_spinner"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<Button
android:id="@+id/run_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Run" />
</LinearLayout>
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="Test Results"
android:textSize="18sp"
android:paddingTop="20dp"
android:paddingBottom="10dp" />
<LinearLayout
android:id="@+id/results_container"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical" />
</LinearLayout>
</ScrollView>
</androidx.constraintlayout.widget.ConstraintLayout>

View File

@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:orientation="vertical"
android:padding="5dp">
<TextView
android:id="@+id/image_label"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Label" />
<ImageView
android:id="@+id/image_view"
android:layout_width="300px"
android:layout_height="300px"
android:scaleType="fitCenter"
android:background="#404040" />
</LinearLayout>

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")

View File

@@ -1,7 +1,7 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
id 'filament-plugin'
}
project.ext.isSample = true
@@ -10,7 +10,7 @@ kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
filament {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}

View File

@@ -3,6 +3,7 @@ include ':filament-android'
include ':filamat-android'
include ':gltfio-android'
include ':filament-utils-android'
include ':filament-tools'
// Samples
include ':samples:sample-gltf-viewer'
@@ -20,5 +21,6 @@ include ':samples:sample-texture-view'
include ':samples:sample-texture-target'
include ':samples:sample-textured-object'
include ':samples:sample-transparent-view'
include ':samples:sample-render-validation'
rootProject.name = 'filament'

View File

@@ -34,6 +34,16 @@ if [[ "$TARGET" == "presubmit" ]]; then
BUILD_RELEASE=release
fi
if [[ "$TARGET" == "presubmit-with-test" ]]; then
BUILD_RELEASE=release
RUN_TESTS=-u
fi
if [[ "$TARGET" == "presubmit-with-archive" ]]; then
BUILD_RELEASE=release
GENERATE_ARCHIVES=-a
fi
if [[ "$TARGET" == "debug" ]]; then
BUILD_DEBUG=debug
GENERATE_ARCHIVES=-a

View File

@@ -235,9 +235,9 @@
"license": "MIT"
},
"node_modules/minimatch": {
"version": "3.1.2",
"resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.1.2.tgz",
"integrity": "sha512-J7p63hRiAjw1NDEww1W7i37+ByIrOWO5XQQAzZ3VOcL0PNybwpfmV/N05zFAzwQ9USyEcX6t3UO+K5aqBQOIHw==",
"version": "3.1.3",
"resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.1.3.tgz",
"integrity": "sha512-M2GCs7Vk83NxkUyQV1bkABc4yxgz9kILhHImZiBPAZ9ybuvCb0/H7lEl5XvIg3g+9d4eNotkZA5IWwYl0tibaA==",
"dependencies": {
"brace-expansion": "^1.1.7"
},
@@ -429,9 +429,9 @@
"integrity": "sha512-nGqtvLrj5w0naR6tDPfB4cUmYCqouzyQiz6C5y/LtcDllJdrcc6WaWW6iXyIIOErTa/XRybj28aasdn4LkVk6Q=="
},
"minimatch": {
"version": "3.1.2",
"resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.1.2.tgz",
"integrity": "sha512-J7p63hRiAjw1NDEww1W7i37+ByIrOWO5XQQAzZ3VOcL0PNybwpfmV/N05zFAzwQ9USyEcX6t3UO+K5aqBQOIHw==",
"version": "3.1.3",
"resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.1.3.tgz",
"integrity": "sha512-M2GCs7Vk83NxkUyQV1bkABc4yxgz9kILhHImZiBPAZ9ybuvCb0/H7lEl5XvIg3g+9d4eNotkZA5IWwYl0tibaA==",
"requires": {
"brace-expansion": "^1.1.7"
}

View File

@@ -3,7 +3,7 @@
<head>
<!-- Book generated using mdBook -->
<meta charset="UTF-8">
<title>Build for Android on Windows - Filament</title>
<title>Android on Windows - Filament</title>
<!-- Custom HTML head -->
@@ -273,7 +273,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
<i class="fa fa-angle-left"></i>
</a>
<a rel="next prefetch" href="../build/maven_release.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<a rel="next prefetch" href="../dup/contributing.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<i class="fa fa-angle-right"></i>
</a>
@@ -287,7 +287,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
<i class="fa fa-angle-left"></i>
</a>
<a rel="next prefetch" href="../build/maven_release.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<a rel="next prefetch" href="../dup/contributing.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
<i class="fa fa-angle-right"></i>
</a>
</nav>

255
docs/dup/backend_test.html Normal file
View File

@@ -0,0 +1,255 @@
<!DOCTYPE HTML>
<html lang="en" class="light sidebar-visible" dir="ltr">
<head>
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<meta charset="UTF-8">
<title>backend - Filament</title>
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<link rel="stylesheet" href="../tomorrow-night.css">
<link rel="stylesheet" href="../ayu-highlight.css">
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<script async src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.1/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<!-- Provide site root to javascript -->
<script>
var path_to_root = "../";
var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "light" : "light";
</script>
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<script src="../toc.js"></script>
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var theme = localStorage.getItem('mdbook-theme');
var sidebar = localStorage.getItem('mdbook-sidebar');
if (theme.startsWith('"') && theme.endsWith('"')) {
localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1));
}
if (sidebar.startsWith('"') && sidebar.endsWith('"')) {
localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1));
}
} catch (e) { }
</script>
<!-- Set the theme before any content is loaded, prevents flash -->
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try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { }
if (theme === null || theme === undefined) { theme = default_theme; }
const html = document.documentElement;
html.classList.remove('light')
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html.classList.add("js");
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if (document.body.clientWidth >= 1080) {
try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { }
sidebar = sidebar || 'visible';
} else {
sidebar = 'hidden';
}
sidebar_toggle.checked = sidebar === 'visible';
html.classList.remove('sidebar-visible');
html.classList.add("sidebar-" + sidebar);
</script>
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
<div style="display:flex;align-items:center;justify-content:center">
<img class="flogo" src="../images/filament_logo_small.png"></img>
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<div id="content" class="content">
<main>
<h1 id="backend-unit-tests"><a class="header" href="#backend-unit-tests">Backend Unit Tests</a></h1>
<p>These are tests that ensure the Filament backend is working properly on various operating systems
and graphics backends.</p>
<p>The majority of these tests generate images that are then compared against a known golden image.</p>
<h2 id="running-with-a-specific-graphics-library"><a class="header" href="#running-with-a-specific-graphics-library">Running with a specific graphics library</a></h2>
<p>Run with <code>-a&lt;backend&gt;</code> to run with a specific backend, such as <code>-avulkan</code> for vulkan or <code>-ametal</code>
for metal.</p>
<h2 id="image-comparisons"><a class="header" href="#image-comparisons">Image comparisons</a></h2>
<p>The expected images are stored as PNG files in the <code>expected_images</code> subdirectory of the test source
code. When cmake is run it will copy this directory to the build output creating
<code>images/expected_images</code> inside the same directory as the unit test binary.</p>
<p>The unit tests will then write their resulting images into <code>images/actual_images</code> in order to make
the tests easier to debug.</p>
<p>If an image comparison test fails, it writes a diff image to <code>images/diff_images</code> where each pixel of the diff is white (255,255,255) if the comparison for the corresponding pixel succeeds and black (0,0,0) of the comparison for the corresponding pixel fails.</p>
<h3 id="python-utility-for-updating-golden-images-and-comparing-results"><a class="header" href="#python-utility-for-updating-golden-images-and-comparing-results">Python utility for updating golden images and comparing results</a></h3>
<p>Inside the unit test source code directory there is a python script called
<code>move_actual_images_to_expected.py</code>.
It will display the actual and expected images side-by-side and copy the actual image into the
source tree's <code>expected_images</code> directory if the user approves the change.</p>
<h4 id="directories"><a class="header" href="#directories">Directories</a></h4>
<p>The <code>-r</code> flag is required and should be the directory where the test binary is.</p>
<p>If not running the script from the directory it's in, <code>-s</code> should be the source code's
<code>expected_images</code> directory.</p>
<h4 id="configuring-comparemove-behavior"><a class="header" href="#configuring-comparemove-behavior">Configuring compare/move behavior</a></h4>
<p>The <code>-c</code> flag has the tool display the actual and expected images side-by-side. By default it
does this by opening both with the OS's default behavior. <code>-p</code> can be used to specify a different
terminal program.</p>
<p>The <code>-m</code> flag has the tool move the actual image to overwrite the expected image in the source
tree. If the images are also being compared then the move will only happen if the user approves the
change.</p>
<p>After updating the expected images, cmake will need to be run again to copy them to the binary's
directory. Also, currently some platforms can't load images to compare and so have the hash
hardcoded into the test source code, so for now those need to be updated by running the test and
copying the value manually.</p>
<h4 id="picking-which-tests-to-compare"><a class="header" href="#picking-which-tests-to-compare">Picking which tests to compare</a></h4>
<p>The <code>-x</code> flag causes the tool to check the <code>test_detail.xml</code> file and only process the images who
failed a comparison. <code>--gtest_output=xml</code> needs to be passed to the test binary to generate this
file.</p>
<p>The <code>-t</code> argument takes a list of images to compare, provided as the file name without the <code>.png</code>
suffix.</p>
<h2 id="unsupported-tests"><a class="header" href="#unsupported-tests">Unsupported tests</a></h2>
<p>If a test depends on a feature that is unsupported by the current environment, it will start with
the <code>SKIP_IF</code> macro. This will cause the test to not be run.</p>
</main>
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View File

@@ -158,7 +158,8 @@
<div id="content" class="content">
<main>
<h2 id="updating-vulkan-headers"><a class="header" href="#updating-vulkan-headers">Updating Vulkan headers</a></h2>
<h1 id="bluevk"><a class="header" href="#bluevk">bluevk</a></h1>
<h2 id="updating-vulkan-headers"><a class="header" href="#updating-vulkan-headers">Updating Vulkan headers</a></h2>
<p>To update the Vulkan headers, perform the following steps.</p>
<p>First, find the latest version of the Vulkan headers here:
https://github.com/KhronosGroup/Vulkan-Headers/tags</p>

View File

@@ -158,8 +158,8 @@
<div id="content" class="content">
<main>
<h2 id="building-filament"><a class="header" href="#building-filament">Building Filament</a></h2>
<h3 id="prerequisites"><a class="header" href="#prerequisites">Prerequisites</a></h3>
<h1 id="building-filament"><a class="header" href="#building-filament">Building Filament</a></h1>
<h2 id="prerequisites"><a class="header" href="#prerequisites">Prerequisites</a></h2>
<p>To build Filament, you must first install the following tools:</p>
<ul>
<li>CMake 3.22.1 (or more recent)</li>
@@ -175,14 +175,14 @@ section below.</p>
<li>Android NDK 25.1 or higher</li>
<li>Java 17</li>
</ul>
<h3 id="environment-variables"><a class="header" href="#environment-variables">Environment variables</a></h3>
<h2 id="environment-variables"><a class="header" href="#environment-variables">Environment variables</a></h2>
<p>To build Filament for Android, make sure the environment variable <code>ANDROID_HOME</code> points to the
location of your Android SDK.</p>
<p>When building for WebGL, you'll also need to set <code>EMSDK</code>. See <a href="#webassembly">WebAssembly</a>.</p>
<h3 id="ide"><a class="header" href="#ide">IDE</a></h3>
<p>We recommend using CLion to develop for Filament. Simply open the root directory's CMakeLists.txt
in CLion to obtain a usable project.</p>
<h3 id="easy-build"><a class="header" href="#easy-build">Easy build</a></h3>
<h2 id="easy-build"><a class="header" href="#easy-build">Easy build</a></h2>
<p>Once the required OS specific dependencies listed below are installed, you can use the script
located in <code>build.sh</code> to build Filament easily on macOS and Linux.</p>
<p>This script can be invoked from anywhere and will produce build artifacts in the <code>out/</code> directory
@@ -206,7 +206,7 @@ The script offers more features described by executing <code>build.sh -h</code>.
<li><code>-t</code>: <a href="https://google.github.io/filament/dup/fgviewer.html"><code>fgviewer</code></a></li>
<li><code>-b</code> and <code>-y</code>: <a href="https://google.github.io/filament/notes/asan_ubsan.html">ASAN/UBSAN builds</a></li>
</ul>
<h3 id="filament-specific-cmake-options"><a class="header" href="#filament-specific-cmake-options">Filament-specific CMake Options</a></h3>
<h2 id="filament-specific-cmake-options"><a class="header" href="#filament-specific-cmake-options">Filament-specific CMake Options</a></h2>
<p>The following CMake options are boolean options specific to Filament:</p>
<ul>
<li><code>FILAMENT_ENABLE_LTO</code>: Enable link-time optimizations if supported by the compiler</li>
@@ -223,7 +223,7 @@ The script offers more features described by executing <code>build.sh -h</code>.
cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
</code></pre>
<p>Options can also be set with the CMake GUI.</p>
<h3 id="linux"><a class="header" href="#linux">Linux</a></h3>
<h2 id="linux"><a class="header" href="#linux">Linux</a></h2>
<p>Make sure you've installed the following dependencies:</p>
<ul>
<li><code>clang-16</code> or higher</li>
@@ -265,7 +265,7 @@ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
<pre><code class="language-shell">ninja
</code></pre>
<p>This will build Filament, its tests and samples, and various host tools.</p>
<h3 id="macos"><a class="header" href="#macos">macOS</a></h3>
<h2 id="macos"><a class="header" href="#macos">macOS</a></h2>
<p>To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:</p>
<pre><code class="language-shell">xcode-select --install
@@ -278,14 +278,14 @@ cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
ninja
</code></pre>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<h2 id="ios"><a class="header" href="#ios">iOS</a></h2>
<p>The easiest way to build Filament for iOS is to use <code>build.sh</code> and the
<code>-p ios</code> flag. For instance to build the debug target:</p>
<pre><code class="language-shell">./build.sh -p ios debug
</code></pre>
<p>See <a href="./ios/samples/README.html">ios/samples/README.md</a> for more information.</p>
<h3 id="windows"><a class="header" href="#windows">Windows</a></h3>
<h4 id="building-on-windows-with-visual-studio-2019-or-later"><a class="header" href="#building-on-windows-with-visual-studio-2019-or-later">Building on Windows with Visual Studio 2019 or later</a></h4>
<h2 id="windows"><a class="header" href="#windows">Windows</a></h2>
<h3 id="building-on-windows-with-visual-studio-2019-or-later"><a class="header" href="#building-on-windows-with-visual-studio-2019-or-later">Building on Windows with Visual Studio 2019 or later</a></h3>
<p>Install the following components:</p>
<ul>
<li><a href="https://www.visualstudio.com/downloads">Visual Studio 2019 or later</a></li>
@@ -314,7 +314,7 @@ target in the <em>Solution Explorer</em> and choose <em>Build</em> to build a sp
<code>out</code> folder run the following command.</p>
<pre><code class="language-bat">cmake --build . --target gltf_viewer --config Release
</code></pre>
<h3 id="android"><a class="header" href="#android">Android</a></h3>
<h2 id="android"><a class="header" href="#android">Android</a></h2>
<p>Before building Filament for Android, make sure to build Filament for your host. Some of the
host tools are required to successfully build for Android.</p>
<p>Filament can be built for the following architectures:</p>
@@ -327,11 +327,11 @@ host tools are required to successfully build for Android.</p>
<p>Note that the main target is the ARM 64-bit target. Our implementation is optimized first and
foremost for <code>arm64-v8a</code>.</p>
<p>To build Android on Windows machines, see <a href="android/Windows.html">android/Windows.md</a>.</p>
<h4 id="important-sdk-location"><a class="header" href="#important-sdk-location">Important: SDK location</a></h4>
<h3 id="important-sdk-location"><a class="header" href="#important-sdk-location">Important: SDK location</a></h3>
<p>Either ensure your <code>ANDROID_HOME</code> environment variable is set or make sure the root project
contains a <code>local.properties</code> file with the <code>sdk.dir</code> property pointing to your installation of
the Android SDK.</p>
<h4 id="easy-android-build"><a class="header" href="#easy-android-build">Easy Android build</a></h4>
<h3 id="easy-android-build"><a class="header" href="#easy-android-build">Easy Android build</a></h3>
<p>The easiest way to build Filament for Android is to use <code>build.sh</code> and the
<code>-p android</code> flag. For instance to build the release target:</p>
<pre><code class="language-shell">./build.sh -p android release
@@ -341,7 +341,7 @@ the Android SDK.</p>
</code></pre>
<p>The output APK can be found in <code>android/samples/sample-hello-triangle/build/outputs/apk/release/sample-hello-triangle-release-unsigned.apk</code></p>
<p>Run <code>build.sh -h</code> for more information.</p>
<h4 id="android-studio"><a class="header" href="#android-studio">Android Studio</a></h4>
<h3 id="android-studio"><a class="header" href="#android-studio">Android Studio</a></h3>
<p>You must use the latest stable release of Android Studio.</p>
<p>The Android build of filament is separated into java/kotlin client APIs, a layer of jni bindings
that bridges java/kotlin with native code, and Filament and other component code that have been compiled
@@ -362,7 +362,7 @@ By doing so, Android Studio will automatically try to compile the app only for t
device's architecture. So if you are targeting a new Pixel phone, make sure that the step above
(compiling the library) is targeting ARM 64-bit (<code>-q arm64-v8a</code> ), and if you are running the app on
an emulator on a Linux machine with an x86 64-bit chipset, you would indicate (<code>-q x86_64</code>) in the above step.</p>
<h4 id="manual-builds"><a class="header" href="#manual-builds">Manual builds</a></h4>
<h3 id="manual-builds"><a class="header" href="#manual-builds">Manual builds</a></h3>
<p>Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (<code>aarch64</code>).</p>
<pre><code class="language-shell">mkdir out/android-build-release-aarch64
@@ -379,7 +379,7 @@ cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-androi
<p>This will generate Filament's Android binaries in <code>out/android-release</code>. This location is important
to build the Android Studio projects located in <code>filament/android</code>. After install, the library
binaries should be found in <code>out/android-release/filament/lib/arm64-v8a</code>.</p>
<h4 id="aar"><a class="header" href="#aar">AAR</a></h4>
<h3 id="aar"><a class="header" href="#aar">AAR</a></h3>
<p>Before you attempt to build the AAR, make sure you've compiled and installed the native libraries
as explained in the sections above. You must have the following ABIs built in
<code>out/android-release/filament/lib/</code>:</p>
@@ -405,7 +405,7 @@ AAR.</p>
</code></pre>
<p>The <code>-Pcom.google.android.filament.dist-dir</code> can be used to specify a different installation
directory (it must match the CMake install prefix used in the previous steps).</p>
<h4 id="using-filaments-aar"><a class="header" href="#using-filaments-aar">Using Filament's AAR</a></h4>
<h3 id="using-filaments-aar"><a class="header" href="#using-filaments-aar">Using Filament's AAR</a></h3>
<p>Create a new module in your project and select <em>Import .JAR or .AAR Package</em> when prompted. Make
sure to add the newly created module as a dependency to your application.</p>
<p>If you do not wish to include all supported ABIs, make sure to create the appropriate flavors in
@@ -441,7 +441,7 @@ productFlavors {
}
}
</code></pre>
<h3 id="webassembly"><a class="header" href="#webassembly">WebAssembly</a></h3>
<h2 id="webassembly"><a class="header" href="#webassembly">WebAssembly</a></h2>
<p>The core Filament library can be cross-compiled to WebAssembly from either macOS or Linux. To get
started, follow the instructions for building Filament on your platform (<a href="#macos">macOS</a> or
<a href="#linux">linux</a>), which will ensure you have the proper dependencies installed.</p>

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@@ -209,7 +209,7 @@ as possible. The current external dependencies of the runtime library include:</
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@@ -223,7 +223,7 @@ as possible. The current external dependencies of the runtime library include:</
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@@ -253,7 +253,7 @@ add a link in <code>SUMMARY.md</code>, and perform the steps outlined in
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@@ -267,7 +267,7 @@ add a link in <code>SUMMARY.md</code>, and perform the steps outlined in
</div>
<nav class="nav-wide-wrapper" aria-label="Page navigation">
<a rel="prev" href="../notes/release_guide.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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@@ -158,7 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="filamesh"><a class="header" href="#filamesh">Filamesh</a></h1>
<h1 id="filamesh"><a class="header" href="#filamesh">filamesh</a></h1>
<p><code>filamesh</code> converts any mesh file supported by <code>assimp</code> (as configured in this source tree) into a
custom binary file format. The goal of this binary file format is to allow test applications to
easily and quickly load meshes.</p>
@@ -419,7 +419,7 @@ Mesh loadMeshFromFile(filament::Engine* engine, const utils::Path&amp; path,
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@@ -433,7 +433,7 @@ Mesh loadMeshFromFile(filament::Engine* engine, const utils::Path&amp; path,
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@@ -158,7 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="description"><a class="header" href="#description">Description</a></h1>
<h1 id="gltfio"><a class="header" href="#gltfio">gltfio</a></h1>
<p><code>gltfio</code> is a loader library that consumes <code>gltf</code> or <code>glb</code> content and produces Filament
objects. For usage details, see the docstring for <code>AssetLoader</code>.</p>
<p>gltfio has two plug-in interfaces, <code>TextureProvider</code> and <code>MaterialProvider</code>. Filament ships with

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@@ -181,22 +181,21 @@ important for <code>matc</code> (material compiler).</p>
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.68.2'
implementation 'com.google.android.filament:filament-android:1.69.4'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
<div class="table-wrapper"><table><thead><tr><th>Artifact</th><th>Description</th></tr></thead><tbody>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android" alt="filament-android" /></a></td><td>The Filament rendering engine itself.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug/badge.svg?subject=filament-android-debug" alt="filament-android-debug" /></a></td><td>Debug version of <code>filament-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android" alt="gltfio-android" /></a></td><td>A glTF 2.0 loader for Filament, depends on <code>filament-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android" alt="filament-utils-android" /></a></td><td>KTX loading, Kotlin math, and camera utilities, depends on <code>gltfio-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android" alt="filamat-android" /></a></td><td>A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite/badge.svg?subject=filamat-android-lite" alt="filamat-android-lite" /></a></td><td>A much smaller alternative to <code>filamat-android</code> that can only generate OpenGL shaders. It does not provide validation or optimizations.</td></tr>
<tr><td><a href="https://mvnrepository.com/artifact/com.google.android.filament/filament-android"><img src="https://img.shields.io/maven-central/v/com.google.android.filament/filament-android?label=filament-android&amp;color=green" alt="filament-android" /></a></td><td>The Filament rendering engine itself.</td></tr>
<tr><td><a href="https://mvnrepository.com/artifact/com.google.android.filament/filament-android-debug"><img src="https://img.shields.io/maven-central/v/com.google.android.filament/filament-android-debug?label=filament-android-debug&amp;color=green" alt="filament-android-debug" /></a></td><td>Debug version of <code>filament-android</code>.</td></tr>
<tr><td><a href="https://mvnrepository.com/artifact/com.google.android.filament/gltfio-android"><img src="https://img.shields.io/maven-central/v/com.google.android.filament/gltfio-android?label=gltfio-android&amp;color=green" alt="gltfio-android" /></a></td><td>A glTF 2.0 loader for Filament, depends on <code>filament-android</code>.</td></tr>
<tr><td><a href="https://mvnrepository.com/artifact/com.google.android.filament/filament-utils-android"><img src="https://img.shields.io/maven-central/v/com.google.android.filament/filament-utils-android?label=filament-utils-android&amp;color=green" alt="filament-utils-android" /></a></td><td>KTX loading, Kotlin math, and camera utilities, depends on <code>gltfio-android</code>.</td></tr>
<tr><td><a href="https://mvnrepository.com/artifact/com.google.android.filament/filamat-android"><img src="https://img.shields.io/maven-central/v/com.google.android.filament/filamat-android?label=filamat-android&amp;color=green" alt="filamat-android" /></a></td><td>A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan.</td></tr>
</tbody></table>
</div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.68.2'
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.69.4'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>
@@ -230,7 +229,8 @@ sheet for the standard material model.</li>
<li>OpenGL ES 3.0+ for Android and iOS</li>
<li>Metal for macOS and iOS</li>
<li>Vulkan 1.0 for Android, Linux, macOS, and Windows</li>
<li>WebGL 2.0 for all platforms</li>
<li>WebGPU for Android, Linux, macOS, and Windows</li>
<li>WebGL 2.0 for all browsers supporting it</li>
</ul>
<h3 id="rendering"><a class="header" href="#rendering">Rendering</a></h3>
<ul>
@@ -265,7 +265,7 @@ sheet for the standard material model.</li>
<ul>
<li>HDR bloom</li>
<li>Depth of field bokeh</li>
<li>Multiple tone mappers: generic (customizable), ACES, filmic, etc.</li>
<li>Multiple tone mappers: PBR Neutral, AgX, generic (customizable), ACES, filmic, etc.</li>
<li>Color and tone management: luminance scaling, gamut mapping</li>
<li>Color grading: exposure, night adaptation, white balance, channel mixer,
shadows/mid-tones/highlights, ASC CDL, contrast, saturation, etc.</li>
@@ -332,6 +332,8 @@ KHR_lights_punctual</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_clearcoat</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_dispersion</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_emissive_strength</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_ior</li>
@@ -340,6 +342,8 @@ KHR_materials_pbrSpecularGlossiness</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_sheen</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_specular</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_transmission</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_unlit</li>
@@ -348,8 +352,6 @@ KHR_materials_variants</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_volume</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_specular</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_mesh_quantization</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_texture_basisu</li>
@@ -501,7 +503,7 @@ and tools.</p>
<li><code>filamesh</code>: Mesh converter</li>
<li><code>glslminifier</code>: Minifies GLSL source code</li>
<li><code>matc</code>: Material compiler</li>
<li><code>filament-matp</code>: Material parser</li>
<li><code>matedit</code>: Material editor for compiled materials</li>
<li><code>matinfo</code> Displays information about materials compiled with <code>matc</code></li>
<li><code>mipgen</code> Generates a series of miplevels from a source image</li>
<li><code>normal-blending</code>: Tool to blend normal maps</li>

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@@ -352,7 +352,7 @@ used to create the SPIR-V is not available.</p>
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@@ -366,7 +366,7 @@ used to create the SPIR-V is not available.</p>
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@@ -158,7 +158,7 @@
<div id="content" class="content">
<main>
<h1 id="matinfo"><a class="header" href="#matinfo">Matinfo</a></h1>
<h1 id="matinfo"><a class="header" href="#matinfo">matinfo</a></h1>
<p><code>matinfo</code> lists the content of a compiled material as output by <code>matc</code>. This tool is meant to be
used for debug purpose only.</p>
<h2 id="usage"><a class="header" href="#usage">Usage</a></h2>
@@ -169,11 +169,11 @@ used for debug purpose only.</p>
<nav class="nav-wrapper" aria-label="Page navigation">
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@@ -183,11 +183,11 @@ used for debug purpose only.</p>
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@@ -183,11 +183,11 @@
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@@ -167,11 +167,11 @@ correct results (as opposed to common techniques such as linear or overlay blend
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@@ -181,11 +181,11 @@ correct results (as opposed to common techniques such as linear or overlay blend
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<h1 id="specgen-spectral-integration-matrix-generator-for-real-time-dispersion"><a class="header" href="#specgen-spectral-integration-matrix-generator-for-real-time-dispersion">SPECGEN: Spectral Integration Matrix Generator for Real-Time Dispersion</a></h1>
<h2 id="theoretical-background"><a class="header" href="#theoretical-background">Theoretical Background</a></h2>
<h3 id="1-spectral-rendering-in-rgb"><a class="header" href="#1-spectral-rendering-in-rgb">1. Spectral Rendering in RGB</a></h3>
<p>Real-time rendering typically operates in a tristimulus color space (like sRGB). However, physical phenomena like dispersion (refraction splitting light by wavelength) are inherently spectral. To simulate this in an RGB pipeline, we approximate the continuous spectral integration using a finite sum of weighted samples.</p>
<p>The fundamental equation for perceived color \(C\) is:</p>
<p>$$ C = \int L(\lambda) \cdot r(\lambda) d\lambda $$</p>
<p>where:</p>
<ul>
<li>\(L(\lambda)\) is the spectral radiance reaching the eye.</li>
<li>\(r(\lambda)\) is the sensor response function (e.g., CIE 1931 \(\bar{x}, \bar{y}, \bar{z}\) matching functions).</li>
</ul>
<h3 id="2-basis-transformation-strategy"><a class="header" href="#2-basis-transformation-strategy">2. Basis Transformation Strategy</a></h3>
<p>We assume the input light is defined in linear sRGB. To process it spectrally:</p>
<ol>
<li>Convert sRGB to CIE XYZ (D65 white point).</li>
<li>Assume the spectral distribution of the light is a sum of impulses or narrow bands weighted by the XYZ components (or simplified directly from sRGB).</li>
<li>Apply spectral effects (like wavelength-dependent refraction).</li>
<li>Integrate back to XYZ using the CIE Color Matching Functions (CMFs).</li>
<li>Convert final XYZ back to sRGB.</li>
</ol>
<p>This tool pre-calculates a set of matrices (\(K_n\)) that combine these steps. For a set of \(N\) sample wavelengths \({ \lambda_0, \dots, \lambda_{N-1} }\), the final color is:</p>
<p>$$ C_{final} = \sum_{n=0}^{N-1} (K_n \cdot C_{input}) $$</p>
<p>Each matrix \(K_n\) represents the contribution of the \(n\)-th spectral sample to the final image, accounting for the conversion to/from XYZ and the spectral weight of that sample.</p>
<p><strong>Derivation of \(K_n\):</strong></p>
<p>$$ K_n = M_{XYZ \to sRGB} \cdot \text{Diag}(W_n) \cdot M_{sRGB \to XYZ} $$</p>
<p>where \(W_n\) is the "spectral weight" vector \((x, y, z)\) for wavelength \(\lambda_n\):</p>
<p>$$ W_n = \text{CMF}(\lambda_n) \cdot \text{weight}_n $$</p>
<h3 id="3-normalization-energy-conservation"><a class="header" href="#3-normalization-energy-conservation">3. Normalization (Energy Conservation)</a></h3>
<p>To ensure that a white input \((1, 1, 1)\) results in a white output \((1, 1, 1)\) when no dispersion occurs (i.e., all samples land on the same pixel), we must normalize the weights.</p>
<p>We require: \(\sum K_n = I\)</p>
<p>This implies:</p>
<p>$$ \sum ( M_{XYZ \to sRGB} \cdot \text{Diag}(W_n) \cdot M_{sRGB \to XYZ} ) = I $$
$$ M_{XYZ \to sRGB} \cdot \sum \text{Diag}(W_n) \cdot M_{sRGB \to XYZ} = I $$
$$ \sum \text{Diag}(W_n) = M_{sRGB \to XYZ} \cdot I \cdot M_{XYZ \to sRGB} $$
$$ \sum \text{Diag}(W_n) = I $$
<em>(since \(M \cdot M^{-1} = I\))</em></p>
<p>Therefore, we normalize \(W_n\) such that:</p>
<p>$$ \sum W_{n,x} = 1.0, \quad \sum W_{n,y} = 1.0, \quad \sum W_{n,z} = 1.0 $$</p>
<p><strong>Note:</strong> We do <strong>NOT</strong> normalize to the D65 white point \((0.95047, 1.0, 1.08883)\). The \(M_{sRGB \to XYZ}\) matrix already handles the conversion from linear sRGB \((1, 1, 1)\) to D65 XYZ. If we normalized \(W_n\) to D65, we would effectively be applying the white point twice, resulting in a tinted image. By normalizing \(\sum W_n\) to \((1, 1, 1)\), we ensure that the energy is conserved through the spectral transformation pipeline.</p>
<p>In practice, we calculate the raw sum of \(W_n\) from the quadrature weights and CMFs, then compute a correction factor:</p>
<p>$$ \text{Correction} = \frac{1.0}{\sum W_{n,raw}} $$
$$ W_{n,final} = W_{n,raw} \cdot \text{Correction} $$</p>
<h3 id="4-dispersion-and-ior-offsets"><a class="header" href="#4-dispersion-and-ior-offsets">4. Dispersion and IOR Offsets</a></h3>
<p>The Index of Refraction (IOR) varies with wavelength. We use the Abbe number (\(V_d\)) to parameterize this variation relative to a base IOR (\(n_D\)) at 589.3nm.</p>
<p><strong>Cauchy Dispersion Model:</strong></p>
<p>$$ n(\lambda) = A + \frac{B}{\lambda^2} $$</p>
<p>Using the definition of Abbe number \(V_d = \frac{n_D - 1}{n_F - n_C}\), we can derive:</p>
<p>$$ n(\lambda) = n_D + \frac{n_D - 1}{V_d} \cdot \text{Offset}(\lambda) $$</p>
<p>Where \(\text{Offset}(\lambda)\) is pre-calculated by this tool:</p>
<p>$$ \text{Offset}(\lambda) = \frac{ \frac{1}{\lambda^2} - \frac{1}{\lambda_D^2} }{ \frac{1}{\lambda_F^2} - \frac{1}{\lambda_C^2} } $$</p>
<p>This allows the shader to compute the specific IOR for each sample efficiently:</p>
<pre><code class="language-glsl">float ior_n = baseIOR + dispersionFactor * offsets[n];
</code></pre>
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<h1 id="backend-tests"><a class="header" href="#backend-tests">Backend Tests</a></h1>
<p>This directory (<code>/test/backend</code>) contains scripts to run Filament's backend tests using a software
rasterizer (Mesa). This is useful for running tests in a continuous integration environment where a
GPU might not be available.</p>
<p>The <code>test.sh</code> script will:</p>
<ol>
<li>Build Mesa if needed.</li>
<li>Build the backend tests.</li>
<li>Run the tests using the OpenGL and Vulkan backends with Mesa.</li>
</ol>
<h2 id="flags"><a class="header" href="#flags">Flags</a></h2>
<p>The <code>test.sh</code> script accepts the following flags:</p>
<ul>
<li><code>--gtest_filter</code>: Filters the tests that are run. This is passed directly to the underlying
gtest executable.</li>
<li><code>--backend</code>: Specifies which backend to test. Can be <code>opengl</code>, <code>vulkan</code>, or a comma-separated
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@@ -3,7 +3,7 @@
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<title>renderdiff - Filament</title>
<title>CI: renderdiff - Filament</title>
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@@ -159,7 +159,8 @@
<div id="content" class="content">
<main>
<h1 id="rendering-difference-test"><a class="header" href="#rendering-difference-test">Rendering Difference Test</a></h1>
<p>This tool is a collections of scripts to run <code>gltf_viewer</code> and produce headless renderings.</p>
<p>This tool (<code>/test/renderdiff</code>) is a collections of scripts to run <code>gltf_viewer</code> and produce headless
renderings.</p>
<p>This is mainly useful for continuous integration where GPUs are generally not available on cloud
machines. To perform software rasterization, these scripts are centered around <a href="https://docs.mesa3d.org">Mesa</a>'s
software rasterizers, but nothing bars us from using another rasterizer like <a href="https://github.com/google/swiftshader">SwiftShader</a>.
@@ -227,6 +228,7 @@ branch called <code>my-pr-branch</code>, to <code>filament</code>. This PR requi
it in the following fashion</p>
<h3 id="using-a-script-to-update-the-golden-repo"><a class="header" href="#using-a-script-to-update-the-golden-repo">Using a script to update the golden repo</a></h3>
<ul>
<li>Make sure you've completed the steps in 'Setting up python'</li>
<li>Run interactive mode in the <code>update_golden.py</code> script.
<pre><code>python3 test/renderdiff/src/update_golden.py
</code></pre>
@@ -251,7 +253,7 @@ git switch -c my-pr-branch-golden
</code></pre>
</li>
<li>In the commit message of your working branch on <code>filament</code>, add the following line
<pre><code>RDIFF_BBRANCH=my-pr-branch-golden
<pre><code>RDIFF_BRANCH=my-pr-branch-golden
</code></pre>
</li>
</ul>
@@ -262,6 +264,27 @@ branch of the golden repo (i.e. <code>my-pr-branch-golden</code>).</li>
<li>If the PR is merged, then there is another workflow that will merge <code>my-pr-branch-golden</code>
to the <code>main</code> branch of the golden repo.</li>
</ul>
<h3 id="automated-update-via-commit-message"><a class="header" href="#automated-update-via-commit-message">Automated update via commit message</a></h3>
<p>Alternatively, if you are confident in your changes and want the CI to handle the update
for you, you can use the following tag in your commit message:</p>
<ul>
<li>In the commit message of your working branch on <code>filament</code>, add the following line:
<pre><code>RDIFF_ACCEPT_NEW_GOLDENS
</code></pre>
</li>
</ul>
<p>This has the following effects:</p>
<ul>
<li>The presubmit test <code>test-renderdiff</code> will be bypassed (it will not perform rendering or
comparison).</li>
<li>When the PR is merged, the postsubmit CI will automatically:
<ol>
<li>Build Filament and generate the new images.</li>
<li>Upload them to a temporary branch in <code>filament-assets</code>.</li>
<li>Merge that branch into <code>main</code>.</li>
</ol>
</li>
</ul>
<h2 id="viewing-test-results"><a class="header" href="#viewing-test-results">Viewing test results</a></h2>
<p>We provide a viewer for looking at the result of a test run. The viewer is a webapp that can
be used by pointing your browser to a localhost port. If you input the viewer with a PR or a
@@ -292,7 +315,7 @@ the run number is <code>18023632663</code>.</p>
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@@ -306,7 +329,7 @@ the run number is <code>18023632663</code>.</p>
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@@ -158,11 +158,7 @@
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<main>
<ul>
<li><a href="#ubershader-archive-files">Ubershader Archive Files</a></li>
<li><a href="#ubershader-spec-files">Ubershader Spec Files</a></li>
</ul>
<h1 id="ubershader-archive-files"><a class="header" href="#ubershader-archive-files">Ubershader Archive Files</a></h1>
<h1 id="uberz"><a class="header" href="#uberz">uberz</a></h1>
<p>An ubershader archive provides a way to bundle up a set of <code>filamat</code> files along with some metadata
that conveys which glTF features each material can handle. It is a file that has been compressed
with <code>zstd</code> and has an <code>.uberz</code> file extension. In uncompressed form, it has the following layout
@@ -240,7 +236,7 @@ mapping should be specified as an <code>optional</code> feature of the ubershade
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@@ -254,7 +250,7 @@ mapping should be specified as an <code>optional</code> feature of the ubershade
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