This change does three main things. First, it adds an option to the Engine Builder to pick the feature level at which to instantiate Filament. The only real practical purpose of allowing this is to be able to instantiate at feature level 0. Secondly, it allows feature level 0 to properly work on non-ES2 devices. Thirdly, it changes both Android and desktop hellotriangle samples to explicitly opt-in to feature level 0. Unfortunately, feature levels are used in two different, somewhat contradictory ways presently in Filament, which can make reasoning about this change a bit confusing. From a client perspective, feature levels refer to buckets of capabilities which are guaranteed to be supported. Internally, there is a separate "feature level" stored internally at the Driver subclass level which generally corresponds to the maximum supported feature level, but is also referenced when activating workarounds for limited devices. For example, Uniform Buffer Objects are not supported in ES2, however, Filament supports emulating them such that the client does not need to care at all; a supported feature is a supported feature. But internally, Filament uses this "Driver" feature level to determine whether or not a given workaround is needed. There were several cases where the "active feature level" was being examined in order to activate these workarounds rather than the "driver feature level", which was incorrect. Why should non-ES2-only devices want to activate feature level 0? Allowing this behavior 1. makes feature level 0 more consistent with the behavior of other feature levels and 2. allows clients a layer of validation that their software will work on all devices supported by Filament if they explicitly opt into it. Consistency: Filament guarantees that any given device which supports a given feature level will also support running on every feature level below, except for feature level 0. This change removes that exception. Validation: It's not perfect, and there will likely be bugs and unexpected differences in behavior between ES2 and non-ES2 devices that crop up in the future between two devices running on the same feature level. However, it's at least a basic high level layer of validation that enables more rapid testing workflows directly via desktop versions of Filament rather than having to fiddle with something like ANGLE to get perfect GLES 2.0 compliance. Additionally, it expands options for automated testing (with the same caveats). This change has been tested on both the desktop and Android versions of hellotriangle.
Filament sample Android apps
This directory contains several sample Android applications that demonstrate how to use the Filament APIs:
hello-triangle
Demonstrates how to setup a rendering surface for Filament:
lit-cube
Demonstrates how to create a light and a mesh with the attributes required for lighting:
live-wallpaper
Demonstrates how to use Filament as renderer for an Android Live Wallpaper.
image-based-lighting
Demonstrates how to create image-based lights and load complex meshes:
textured-object
Demonstrates how to load and use textures for complex materials:
transparent-rendering
Demonstrates how to render into a transparent SurfaceView:
texture-view
Demonstrates how to render into a TextureView instead of a SurfaceView:
material-builder
Demonstrates how to programmatically generate Filament materials, as opposed to compiling them on the host machine:
gltf-viewer
Demonstrates how to load glTF models and use the camera manipulator:
hello-camera
Demonstrates how to use Stream with Android's Camera2 API:
page-curl
Pure Java app that demonstrates custom vertex shader animation and two-sided texturing. Applies the deformation described in "Deforming Pages of Electronic Books" by Hong et al. Users can drag horizontally to turn the page.
stream-test
Tests the various ways to interact with Stream by drawing into an external texture using Canvas.
See the following screenshot; if the two sets of stripes are perfectly aligned, then the Filament
frame and the external texture are perfectly synchronized.
Prerequisites
Before you start, make sure to read Filament's README. You need to be able to compile Filament's native library and Filament's AAR for this project. The easiest way to proceed is to install all the required dependencies and to run the following commands at the root of the source tree:
./build.sh -p desktop -i release
./build.sh -p android release
This will build all the native components and the AAR required by this sample application.
If you do not use the build script, you must set the filament_tools_dir property when invoking
Gradle, either from the command line or from local.properties. This property must point to the
distribution/install directory for desktop (produced by make/ninja install). This directory must
contain bin/matc and bin/cmgen.
Example:
./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
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.
Compiling
Android Studio
You must use the latest stable release of Android Studio. To open the project, point Studio to the
android folder. After opening the project and syncing to gradle, select the sample of your choice
using the drop-down widget in the toolbar.
To compile and run each sample make sure you have selected the appropriate build variant (arm7, arm8, x86 or x86_64). If you are not sure you can simply select the "universal" variant which includes all the other ones.
Command Line
From the android directory in the project root:
./gradlew :samples:sample-hello-triangle:installDebug
Replace sample-hello-triangle with your preferred project.










