Package com.google.android.filament
See: Description
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Class Summary Class Description BuildConfig PickingQueryResult A class containing the result of a picking query DynamicResolutionOptions Dynamic resolution can be used to either reach a desired target frame rateby lowering the resolution of a View, or to increase the quality when therendering is faster than the target frame rate. BloomOptions Options to control the bloom effect - enabled: Enable or disable the bloom post-processing effect. Disabled by default.
- levels: Number of successive blurs to achieve the blur effect, the minimum is 3 and themaximum is 12. This value together with resolution influences the spread of theblur effect. This value can be silently reduced to accommodate the originalimage size.
- resolution: Resolution of bloom's minor axis. The minimum value is 2^levels and thethe maximum is lower of the original resolution and 4096. This parameter issilently clamped to the minimum and maximum.It is highly recommended that this value be smaller than the target resolutionafter dynamic resolution is applied (horizontally and vertically).
- strength: how much of the bloom is added to the original image. Between 0 and 1.
- blendMode: Whether the bloom effect is purely additive (false) or mixed with the originalimage (true).
- threshold: When enabled, a threshold at 1.0 is applied on the source image, this isuseful for artistic reasons and is usually needed when a dirt texture is used.
- dirt: A dirt/scratch/smudges texture (that can be RGB), which gets added to thebloom effect. Smudges are visible where bloom occurs. Threshold must beenabled for the dirt effect to work properly.
- dirtStrength: Strength of the dirt texture.
FogOptions Options to control large-scale fog in the scene. DepthOfFieldOptions Options to control Depth of Field (DoF) effect in the scene. VignetteOptions Options to control the vignetting effect. RenderQuality Structure used to set the precision of the color buffer and related quality settings. AmbientOcclusionOptions Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT) MultiSampleAntiAliasingOptions Options for Multi-Sample Anti-aliasing (MSAA) TemporalAntiAliasingOptions Options for Temporal Anti-aliasing (TAA)Most TAA parameters are extremely costly to change, as they will trigger the TAA post-processshaders to be recompiled. ScreenSpaceReflectionsOptions Options for Screen-space Reflections. GuardBandOptions Options for the screen-space guard band. VsmShadowOptions View-level options for VSM Shadowing. SoftShadowOptions View-level options for DPCF and PCSS Shadowing. StereoscopicOptions Options for stereoscopic (multi-eye) rendering. View Encompasses all the state needed for rendering a Scene. Colors Utilities to manipulate and convert colors. MathUtils Linear Linear tone mapping operator that returns the input color but clamped tothe 0..1 range. ACES ACES tone mapping operator. ACESLegacy ACES tone mapping operator, modified to match the perceived brightnessof FilmicToneMapper. Filmic "Filmic" tone mapping operator. PBRNeutralToneMapper Khronos PBR Neutral tone mapping operator. GT7ToneMapper Gran Turismo 7 tone mapping operator. Agx AgX tone mapping operator. Generic Generic tone mapping operator that gives control over the tone mappingcurve. ToneMapper Interface for tone mapping operators. Builder BufferObject A generic GPU buffer containing data. Builder Use Builderto construct anIndirectLightobject instance.IndirectLight IndirectLightis used to simulate environment lighting, a form of global illumination.Fence Builder VertexBuffer Holds a set of buffers that define the geometry of a Renderable.Builder Constructs Engineobjects using a builder pattern.Config Parameters for customizing the initialization of Engine. Engine Engine is filament's main entry-point. ShadowOptions Control the quality / performance of the shadow map associated to this light ShadowCascades Builder Use Builder to construct a Light object instance LightManager LightManager allows you to create a light source in the scene, such as a sun or street lights. Camera Camera represents the eye through which the scene is viewed. Builder Constructs an immutable surface orientation helper.At a minimum, clients must supply a vertex count. SurfaceOrientation Helper used to populate TANGENTSbuffers.Box An axis-aligned 3D box represented by its center and half-extent. Builder IndexBuffer A buffer containing vertex indices into a VertexBuffer.TransformManager TransformManageris used to add transform components to entities.NativeSurface Scene A Sceneis a flat container of RenderableManager and LightManager components.SwapChain A SwapChainrepresents an Operating System's native renderable surface.Filament Builder MorphTargetBuffer MaterialInstance EntityManager UserVariantFilterBit Parameter Builder Material A Filament Material defines the visual appearance of an object. Builder SkinningBuffer Builder Adds renderable components to entities using a builder pattern. RenderableManager Factory and manager for renderables, which are entities that can be drawn. Builder Use Builderto construct an Stream object instance.Stream Streamis used to attach a native video stream to a filament Texture.PixelBufferDescriptor A descriptor to an image in main memory, typically used to transfer image data from the CPUto the GPU. PrefilterOptions Options of generatePrefilterMipmap Builder Use Builderto construct aTextureobject instance.Usage A bitmask to specify how the texture will be used. Texture Texture The Textureclass supports:- 2D textures
- 3D textures
- Cube maps
- mip mapping
Textureobject is created using the Texture.Builder and destroyed by calling destroyTexture.Builder Use Builderto construct aColorGradingobject instance.ColorGrading ColorGradingis used to transform (either to modify or correct) the colors of the HDR buffer rendered by Filament.Builder Use Builderto construct aSkyboxobject instance.Skybox Skybox When added to a Scene, the Skyboxfills all untouched pixels.Viewport Specifies a rectangular region within a render target in terms of pixel coordinates. Builder Constructs RenderTargetobjects using a builder pattern.RenderTarget An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects. DisplayInfo Information about the display this renderer is associated to FrameRateOptions Use FrameRateOptions to set the desired frame rate and control how quickly the systemreacts to GPU load changes.interval: desired frame interval in multiple of the refresh period, set in DisplayInfo(as 1 / DisplayInfo.refreshRate)The parameters below are relevant when some Views are using dynamic resolution scaling:headRoomRatio: additional headroom for the GPU as a ratio of the targetFrameTime.Useful for taking into account constant costs like post-processing orGPU drivers on different platforms.history: History size. ClearOptions ClearOptions are used at the beginning of a frame to clear or retain the SwapChain content. Renderer A Rendererinstance represents an operating system's window.TextureSampler TextureSamplerdefines how a texture is accessed.SwapChainFlags Flags that a SwapChaincan be created with to control behavior. -
Enum Summary Enum Description ToneMapping List of available tone-mapping operators TargetBufferFlags Used to select buffers. AmbientOcclusion List of available ambient occlusion techniques. QualityLevel Generic quality level. BlendMode BlendMode Filter AmbientOcclusionType BoxType BoxClipping JitterPattern AntiAliasing List of available post-processing anti-aliasing techniques. Dithering List of available post-processing dithering techniques. ShadowType List of available shadow mapping techniques. RgbType Types of RGB colors. RgbaType Types of RGBA colors. Conversion Type of color conversion to use when converting to/from sRGB and linear spaces. AgxLook BindingType Mode FenceStatus VertexAttribute AttributeType Backend Denotes a backend FeatureLevel Defines the backend's feature levels. StereoscopicType The type of technique for stereoscopic rendering. GpuContextPriority This controls the priority level for GPU work scheduling, which helps prioritize thesubmitted GPU work and enables preemption. FeatureState Three-state feature state. ShaderLanguage Sets a preferred shader language for Filament to use.The Metal backend supports two shader languages: MSL (Metal Shading Language) andMETAL_LIBRARY (precompiled .metallib). Type Denotes the type of the light being created. Projection Denotes the projection type used by this camera. Fov Denotes a field-of-view direction. IndexType Type of the index buffer. BooleanElement IntElement FloatElement StencilOperation Operations that control how the stencil buffer is updated. StencilFace Shading Supported shading models Interpolation Attribute interpolation types in the fragment shader BlendingMode Supported blending modes TransparencyMode How transparent objects are handled RefractionMode Supported refraction modes RefractionType Supported refraction types ReflectionMode Supported reflection modes VertexDomain Supported types of vertex domains CullingMode Face culling Mode CompilerPriorityQueue Shader compiler priority queueOn platforms which support parallel shader compilation, compilation requests will beprocessed in order of priority, then insertion order. UboBatchingMode Defines whether a material instance should use UBO batching or not. Type Precision ShadowSamplingQuality PrimitiveType Primitive types used in geometry. GeometryType Type of geometry for a Renderable StreamType Represents the immutable stream type. Sampler Type of sampler InternalFormat Internal texel formatsThese formats are used to specify a texture's internal storage format. CompressedFormat Compressed data types for use with PixelBufferDescriptor CubemapFace Cubemap faces Format Pixel color format Type Pixel data type Swizzle Texture swizzling channels QualityLevel Color grading quality level. LutFormat Color grading LUT format. ToneMapping List of available tone-mapping operators. AttachmentPoint An attachment point is a slot that can be assigned to a Texture. WrapMode MinFilter MagFilter CompareMode CompareFunction Comparison functions for the depth sampler. -
Interface Summary Interface Description OnPickCallback An interface to implement a custom class to receive results of picking queries. EntityProcessor -
Annotation Summary Annotation Description LinearColor Entity EntityInstance