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<h1 id="filamat"><a class="header" href="#filamat">Filamat</a></h1>
<p>Filamat allows for generating materials programatically on the device as opposed to with the <code>matc</code>
tool on the host machine. The cost is a binary size increase of your app due to the relatively
larger size of the <code>filamat</code> library.</p>
<p>For a smaller-sized library, see <a href="#filamat-lite"><code>filamat_lite</code></a>. It has no dependencies on
<code>glslang</code>, but can only compile materials for OpenGL and does no shader code optimization.</p>
<p>The filamat package is included in the releases available on
<a href="https://github.com/google/filament/releases">GitHub</a>.</p>
<h2 id="libraries"><a class="header" href="#libraries">Libraries</a></h2>
<p>Filamat is distributed as a set of static libraries you must link against:</p>
<ul>
<li><code>filamat</code>, Filamat main library</li>
<li><code>filabridge</code>, Support library for Filament / Filamat</li>
<li><code>shaders</code>, Shader text for material generation</li>
<li><code>utils</code>, Support library for Filament / Filamat</li>
<li><code>smol-v</code>, SPIR-V compression library</li>
</ul>
<p>To use Filamat from Java you must use the following two libraries instead:</p>
<ul>
<li><code>filamat-java.jar</code>, Contains Filamat's Java classes</li>
<li><code>filamat-jni</code>, Filamat's JNI bindings</li>
</ul>
<h2 id="linking-against-filamat"><a class="header" href="#linking-against-filamat">Linking against Filamat</a></h2>
<p>This walkthrough will get you successfully compiling and linking native code against Filamat with
minimum dependencies.</p>
<p>To start, download Filament's <a href="https://github.com/google/filament/releases">latest binary release</a>
and extract into a directory of your choosing. Binary releases are suffixed with the platform name,
for example, <code>filament-20181009-linux.tgz</code>.</p>
<p>Create a file, <code>main.cpp</code>, in the same directory with the following contents:</p>
<pre><code class="language-c++">#include &lt;filamat/MaterialBuilder.h&gt;
#include &lt;iostream&gt;
using namespace filamat;
int main(int argc, char** argv)
{
// Must be called before any materials can be built.
MaterialBuilder::init();
MaterialBuilder builder;
builder
.name("My material")
.material("void material (inout MaterialInputs material) {"
" prepareMaterial(material);"
" material.baseColor.rgb = float3(1.0, 0.0, 0.0);"
"}")
.shading(MaterialBuilder::Shading::LIT)
.targetApi(MaterialBuilder::TargetApi::ALL)
.platform(MaterialBuilder::Platform::ALL);
Package package = builder.build();
if (package.isValid()) {
std::cout &lt;&lt; "Success!" &lt;&lt; std::endl;
}
// Call when finished building all materials to release internal MaterialBuilder resources.
MaterialBuilder::shutdown();
return 0;
}
</code></pre>
<p>The directory should look like:</p>
<pre><code>|-- README.md
|-- bin
|-- docs
|-- include
|-- lib
|-- main.cpp
</code></pre>
<p>We'll use a platform-specific Makefile to compile and link <code>main.cpp</code> with Filamat's libraries.
Copy your platform's Makefile below into a <code>Makefile</code> inside the same directory.</p>
<h3 id="linux"><a class="header" href="#linux">Linux</a></h3>
<pre><code class="language-make">FILAMENT_LIBS=-lfilamat -lfilabridge -lshaders -lutils -lsmol-v
CC=clang++
main: main.o
$(CC) -Llib/x86_64/ -stdlib=libc++ main.o $(FILAMENT_LIBS) -lpthread -ldl -o main
main.o: main.cpp
$(CC) -Iinclude/ -std=c++20 -stdlib=libc++ -pthread -c main.cpp
clean:
rm -f main main.o
.PHONY: clean
</code></pre>
<h3 id="macos"><a class="header" href="#macos">macOS</a></h3>
<pre><code class="language-make">FILAMENT_LIBS=-lfilamat -lfilabridge -lshaders -lutils -lsmol-v
CC=clang++
main: main.o
$(CC) -Llib/x86_64/ main.o $(FILAMENT_LIBS) -o main
main.o: main.cpp
$(CC) -Iinclude/ -std=c++20 -c main.cpp
clean:
rm -f main main.o
.PHONY: clean
</code></pre>
<h3 id="windows"><a class="header" href="#windows">Windows</a></h3>
<p>Note that the static libraries distributed for Windows include several
variants: mt, md, mtd, mdd. These correspond to the <a href="https://docs.microsoft.com/en-us/cpp/build/reference/md-mt-ld-use-run-time-library?view=vs-2017">run-time library
flags</a>
<code>/MT</code>, <code>/MD</code>, <code>/MTd</code>, and <code>/MDd</code>, respectively. Here we use the mt variant.</p>
<p>When building Filamat from source, the <code>USE_STATIC_CRT</code> CMake option can be
used to change the run-time library version.</p>
<pre><code class="language-make">FILAMENT_LIBS=lib/x86_64/mt/filamat.lib lib/x86_64/mt/filabridge.lib lib/x86_64/mt/shaders.lib \
lib/x86_64/mt/utils.lib lib/x86_64/mt/smol-v.lib
CC=clang-cl.exe
main.exe: main.obj
$(CC) main.obj $(FILAMENT_LIBS) gdi32.lib user32.lib opengl32.lib
main.obj: main.cpp
$(CC) /MT /Iinclude/ /std:c++20 /c main.cpp
clean:
del main.exe main.obj
.PHONY: clean
</code></pre>
<h2 id="compiling"><a class="header" href="#compiling">Compiling</a></h2>
<p>You should be able to invoke <code>make</code> and run the executable successfully:</p>
<pre><code>$ make
$ ./main
Success!
</code></pre>
<p>On Windows, you'll need to open up a Visual Studio Native Tools Command Prompt
and invoke <code>nmake</code> instead of <code>make</code>.</p>
<h2 id="using-the-material-with-filament"><a class="header" href="#using-the-material-with-filament">Using the Material with Filament</a></h2>
<p>For simplicity, this demo doesn't do anything useful with the built material package. To use the
material with Filament, pass the material package's data into a Filament Material builder:</p>
<pre><code class="language-c++"> Package package = builder.build();
filament::Material* myMaterial = Material::Builder()
.package(package.getData(), package.getSize())
.build(*engine);
</code></pre>
<p>Note that this will require <a href="../../filament/README.html">linking against Filament's libraries</a> in
addition to Filamat's.</p>
<h2 id="filamat-lite"><a class="header" href="#filamat-lite">Filamat Lite</a></h2>
<p>The <code>filamat_lite</code> library is interchangeable with <code>filamat</code>, with a few caveats:</p>
<ol>
<li>Material compilation is only supported for the OpenGL backend.</li>
<li>No shader-level optimization is performed.</li>
<li>GLSL correctness is not checked.</li>
</ol>
<p>In addition, <code>filamat_lite</code> only performs a simple text match to determine which properties on the
<code>MaterialInputs</code> structure are set. The <code>material</code> input variable must also always be refered to by
the name <code>material</code>.</p>
<pre><code class="language-glsl">void anotherFunction(inout MaterialInputs m) {
// Incorrect! The MaterialInputs is being referred to by the name "m".
m.metallic = 0.0;
}
void aFunction(inout MaterialInputs material) {
// Works, but only because the variable name "material" is used.
material.reflectance = 0.5;
}
// The MaterialInputs variable must be named material.
void material(inout MaterialInputs material) {
prepareMaterial(material);
// Good.
material.roughness = materialParams.roughness;
material.baseColor.rgb = vec3(1.0, 0.0, 1.0);
aFunction(material);
anotherFunction(material);
}
</code></pre>
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