Filament is a real-time physically based rendering engine for Android, iOS, Linux, macOS, Windows, and WebGL. It is designed to be as small as possible and as efficient as possible on Android.
Download Filament releases to access stable builds. Filament release archives contains host-side tools that are required to generate assets.
Make sure you always use tools from the same release as the runtime library. This is particularly
important for matc
(material compiler).
If you'd rather build Filament yourself, please refer to our build manual.
Android projects can simply declare Filament libraries as Maven dependencies:
repositories { // ... mavenCentral() }dependencies { implementation 'com.google.android.filament:filament-android:1.56.0'}
Here are all the libraries available in the group com.google.android.filament
:
Artifact | Description |
---|---|
The Filament rendering engine itself. | |
Debug version of filament-android . | |
A glTF 2.0 loader for Filament, depends on filament-android . | |
KTX loading, Kotlin math, and camera utilities, depends on gltfio-android . | |
A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. | |
A much smaller alternative to filamat-android that can only generate OpenGL shaders. It does not provide validation or optimizations. |
iOS projects can use CocoaPods to install the latest release:
pod 'Filament', '~> 1.56.0'
Filament, an in-depth explanation of real-time physically based rendering, the graphics capabilities and implementation of Filament. This document explains the math and reasoning behind most of our decisions. This document is a good introduction to PBR for graphics programmers.
Materials, the full reference
documentation for our material system. This document explains our different material models, how
to use the material compiler matc
and how to write custom materials.
Material Properties, a reference sheet for the standard material model.
Native C++ API for Android, iOS, Linux, macOS and Windows
Java/JNI API for Android
JavaScript API
OpenGL 4.1+ for Linux, macOS and Windows
OpenGL ES 3.0+ for Android and iOS
Metal for macOS and iOS
Vulkan 1.0 for Android, Linux, macOS, and Windows
WebGL 2.0 for all platforms
Clustered forward renderer
Cook-Torrance microfacet specular BRDF
Lambertian diffuse BRDF
Custom lighting/surface shading
HDR/linear lighting
Metallic workflow
Clear coat
Anisotropic lighting
Approximated translucent (subsurface) materials
Cloth/fabric/sheen shading
Normal mapping & ambient occlusion mapping
Image-based lighting
Physically-based camera (shutter speed, sensitivity and aperture)
Physical light units
Point lights, spot lights, and directional light
Specular anti-aliasing
Point, spot, and directional light shadows
Cascaded shadows
EVSM, PCSS, DPCF, or PCF shadows
Transparent shadows
Contact shadows
Screen-space ambient occlusion
Screen-space reflections
Screen-space refraction
Global fog
Dynamic resolution (with support for AMD FidelityFX FSR)
HDR bloom
Depth of field bokeh
Multiple tone mappers: generic (customizable), ACES, filmic, etc.
Color and tone management: luminance scaling, gamut mapping
Color grading: exposure, night adaptation, white balance, channel mixer, shadows/mid-tones/highlights, ASC CDL, contrast, saturation, etc.
TAA, FXAA, MSAA
Screen-space lens flares
Encodings
Embeded
Binary
Primitive Types
Points
Lines
Line Loop
Line Strip
Triangles
Triangle Strip
Triangle Fan
Animation
Sparse accessor
Transform animation
Linear interpolation
Morph animation
Skin animation
Joint animation
Extensions
KHR_draco_mesh_compression
KHR_lights_punctual
KHR_materials_clearcoat
KHR_materials_emissive_strength
KHR_materials_ior
KHR_materials_pbrSpecularGlossiness
KHR_materials_sheen
KHR_materials_transmission
KHR_materials_unlit
KHR_materials_variants
KHR_materials_volume
KHR_materials_specular
KHR_mesh_quantization
KHR_texture_basisu
KHR_texture_transform
EXT_meshopt_compression
You must create an Engine
, a Renderer
and a SwapChain
. The SwapChain
is created from a
native window pointer (an NSView
on macOS or a HWND
on Windows for instance):
Engine* engine = Engine::create(); SwapChain* swapChain = engine->createSwapChain(nativeWindow); Renderer* renderer = engine->createRenderer();
To render a frame you must then create a View
, a Scene
and a Camera
:
Camera* camera = engine->createCamera(EntityManager::get().create()); View* view = engine->createView(); Scene* scene = engine->createScene(); view->setCamera(camera); view->setScene(scene);
Renderables are added to the scene:
Entity renderable = EntityManager::get().create();// build a quadRenderableManager::Builder(1) .boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }}) .material(0, materialInstance) .geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6) .culling(false) .build(*engine, renderable); scene->addEntity(renderable);
The material instance is obtained from a material, itself loaded from a binary blob generated
by matc
:
Material* material = Material::Builder() .package((void*) BAKED_MATERIAL_PACKAGE, sizeof(BAKED_MATERIAL_PACKAGE)) .build(*engine); MaterialInstance* materialInstance = material->createInstance();
To learn more about materials and matc
, please refer to the
materials documentation.
To render, simply pass the View
to the Renderer
:
// beginFrame() returns false if we need to skip a frameif (renderer->beginFrame(swapChain)) { // for each View renderer->render(view); renderer->endFrame(); }
For complete examples of Linux, macOS and Windows Filament applications, look at the source files
in the samples/
directory. These samples are all based on libs/filamentapp/
which contains the
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.
For more information on how to prepare environment maps for image-based lighting please refer to BUILDING.md.
See android/samples
for examples of how to use Filament on Android.
You must always first initialize Filament by calling Filament.init()
.
Rendering with Filament on Android is similar to rendering from native code (the APIs are largely
the same across languages). You can render into a Surface
by passing a Surface
to thecreateSwapChain
method. This allows you to render to a SurfaceTexture
, a TextureView
or
a SurfaceView
. To make things easier we provide an Android specific API called UiHelper
in the
package com.google.android.filament.android
. All you need to do is set a render callback on the
helper and attach your SurfaceView
or TextureView
to it. You are still responsible for
creating the swap chain in the onNativeWindowChanged()
callback.
Filament is supported on iOS 11.0 and above. See ios/samples
for examples of using Filament on
iOS.
Filament on iOS is largely the same as native rendering with C++. A CAEAGLLayer
or CAMetalLayer
is passed to the createSwapChain
method. Filament for iOS supports both Metal (preferred) and
OpenGL ES.
To get started you can use the textures and environment maps found respectively inthird_party/textures
and third_party/environments
. These assets are under CC0 license. Please
refer to their respective URL.txt
files to know more about the original authors.
Environments must be pre-processed usingcmgen
or
using the libiblprefilter
library.
Please read and follow the steps in CONTRIBUTING.md. Make sure you are familiar with the code style.
This repository not only contains the core Filament engine, but also its supporting libraries and tools.
android
: Android libraries and projects
filamat-android
: Filament material generation library (AAR) for Android
filament-android
: Filament library (AAR) for Android
filament-utils-android
: Extra utilities (KTX loader, math types, etc.)
gltfio-android
: Filament glTF loading library (AAR) for Android
samples
: Android-specific Filament samples
art
: Source for various artworks (logos, PDF manuals, etc.)
assets
: 3D assets to use with sample applications
build
: CMake build scripts
docs
: Documentation
math
: Mathematica notebooks used to explore BRDFs, equations, etc.
filament
: Filament rendering engine (minimal dependencies)
backend
: Rendering backends/drivers (Vulkan, Metal, OpenGL/ES)
ide
: Configuration files for IDEs (CLion, etc.)
ios
: Sample projects for iOS
libs
: Libraries
bluegl
: OpenGL bindings for macOS, Linux and Windows
bluevk
: Vulkan bindings for macOS, Linux, Windows and Android
camutils
: Camera manipulation utilities
filabridge
: Library shared by the Filament engine and host tools
filaflat
: Serialization/deserialization library used for materials
filagui
: Helper library for Dear ImGui
filamat
: Material generation library
filamentapp
: SDL2 skeleton to build sample apps
filameshio
: Tiny filamesh parsing library (see also tools/filamesh
)
geometry
: Mesh-related utilities
gltfio
: Loader for glTF 2.0
ibl
: IBL generation tools
image
: Image filtering and simple transforms
imageio
: Image file reading / writing, only intended for internal use
matdbg
: DebugServer for inspecting shaders at run-time (debug builds only)
math
: Math library
mathio
: Math types support for output streams
utils
: Utility library (threads, memory, data structures, etc.)
viewer
: glTF viewer library (requires gltfio)
samples
: Sample desktop applications
shaders
: Shaders used by filamat
and matc
third_party
: External libraries and assets
environments
: Environment maps under CC0 license that can be used with cmgen
models
: Models under permissive licenses
textures
: Textures under CC0 license
tools
: Host tools
cmgen
: Image-based lighting asset generator
filamesh
: Mesh converter
glslminifier
: Minifies GLSL source code
matc
: Material compiler
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
resgen
Aggregates binary blobs into embeddable resources
roughness-prefilter
: Pre-filters a roughness map from a normal map to reduce aliasing
specular-color
: Computes the specular color of conductors based on spectral data
web
: JavaScript bindings, documentation, and samples
Please see LICENSE.
This is not an officially supported Google product.