Package-level declarations
Types
An axis-aligned box represented by its min and max coordinates.
Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).
Anti-aliasing technique.
How an asynchronous call ended; its completion callback runs exactly once either way.
Options to control the bloom post-processing effect.
An axis-aligned 3D box represented by its center and half-extent.
A generic GPU buffer for storing data.
Camera represents the eye(s) through which the scene is viewed.
ColorGrading is used to transform (modify or correct) the colors of the HDR buffer.
An RGB color space: the primaries that define its gamut, a whitePoint (float2) its values are normalized to, and the transferFunction between linear and encoded values. Also written gamut - transferFunction - whitePoint, e.g. Gamut.Rec709 - TransferFunction.sRGB - WhitePoint.D65.
Options to control Depth of Field (DoF) effect in the scene.
Dynamic resolution options control rendering resolution scaling to meet target frame rates.
Engine is Filament's main entry-point.
An EntityInstance is an opaque 32-bit identifier representing a component instance.
Manages entity creation, destruction, and lifecycle.
Fence is used to synchronize the application main thread with filament's rendering thread.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Platform buckets used by PlatformGap. WEB covers both the js and wasmJs targets (they share the same webMain actuals and the same filament-kmp.wasm module).
Options to control large-scale fog in the scene.
Yields the frames renderer presented since the last getNewFrames, tracking the last processed frame ID and reporting the IDs of frames that went missing. Keep one alive across frames and close it when done.
Coordinates frame scheduling and presentation timestamps: a filter between the platform's VSYNC callbacks (such as Android's Choreographer) and Renderer.setPresentationTime.
Estimates the ideal frame rate (throughput) and latency (pipeline depth) from Renderer.getFrameInfoHistory, modelling the main CPU, backend and GPU stages by their mean plus Z standard deviations:
Options for the screen-space guard band.
A buffer containing vertex indices into a VertexBuffer.
IndirectLight simulates environment lighting, a form of global illumination.
Per-instance local transforms for a renderable drawn with RenderableManager.Builder.instances. Each transform is relative to the renderable's, so moving the renderable moves all its instances. Transforms are column-major mat4fs, 16 floats each. Destroy it with Engine.destroy, after the renderables that use it.
Marks a raw native handle that filament-kmp's own modules share across module boundaries.
LightManager allows you to create light sources in the scene.
Material defines the visual appearance of a surface.
The domain a material's shaders apply to.
MaterialInstance customizes the parameters of a Material for per-object rendering.
A container for vertex morphing data that supports both automatic and manual morphing.
Options for Multi-Sample Anti-aliasing (MSAA).
Android implementation of NativeSurface: surface must be an android.view.Surface.
A platform-agnostic representation of a display surface.
JVM implementation of NativeSurface: a raw native window/layer pointer (HWND, X11 Window, NSView*, CAMetalLayer*) as a Long or Int address, handed to FilaEngine_createSwapChain as a void*.
Native implementation of NativeSurface, wrapping a raw pointer.
On web a swap chain renders to its engine's WebGL canvas; canvas names which one.
A color space missing its white point: gamut - transferFunction.
Marks a common API whose platform binding is missing or degraded on the listed platforms.
The xy chromaticities (in xyY, Y = 1) of a color space's red, green and blue primaries; each a float2.
Generic quality level for various rendering options.
Reflection rendering mode.
Refraction rendering mode.
Type of refracted surface.
Factory and manager for Renderables, which are entities that can be drawn.
Renderer represents an operating system window and manages frame rendering and pacing.
Options to control color buffer precision and quality settings.
An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects.
A Scene is a collection of Renderables and Lights to be rendered together.
Options for Screen-space Reflections (SSR).
Shadow rendering technique.
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
Skybox renders a background environment cube around the camera.
View-level options for DPCF and PCSS (soft) shadowing.
Options for stereoscopic (multi-eye) rendering.
Stream is used to attach a video stream to a Filament Texture.
The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
A SwapChain represents an Operating System's native renderable surface.
Options for Temporal Anti-aliasing (TAA).
Texture represents a GPU texture resource.
TextureSampler defines how a texture is accessed during rendering.
Interface for tone mapping operators.
An ICC parametric curve type 4 (ICC.1:2004-10, 10.15): the EOTF is Y = cX + f for X < d and Y = (aX + b)^g + e otherwise; the OETF is its inverse. The 5-parameter constructor (e = f = 0) is curve type 3.
TransformManager allows managing transforms (4x4 matrices) for entities.
Variant filter bits, combined into a mask (UserVariantFilterMask in C++) for Material.compile and MaterialInstance.compile.
Holds a set of buffers that define the geometry of a Renderable.
A View encompasses all the state needed for rendering a Scene.
Options to control the vignetting effect (darkening at screen edges).
View-level options for VSM (Variance Shadow Maps) shadowing.
Reference white points: xy chromaticities in xyY, each a new float2.