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Releases: google/filament

sceneform-1.9pr2

26 Apr 20:30
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sceneform-1.9pr2 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.9.

List of relevant changes since sceneform-1.9pr1:

⚠️ This version breaks older Materials

Enhancements

Engine

  • Add postLightingColor property to materials (#1057)
  • Add new shading model to Filament for specularGlossiness. (#1083)
  • Allow dynamic doubleSided and materialThreshold
  • Stable mode for shadows
  • Improve shadows depth resolution for large scenes
  • Add support for polygon offset in shadow map parameters
  • Bake the constant bias into the shadow-map
  • Better clamping for dot(N, V) (#1106)
  • Decouple tone-mapping, FXAA, MSAA and dynamic resolution
  • MSAA is now disabled when post-processing is disabled

Compatibility

  • Use ASharedMemory on Android when available
  • Don't call EGL during static initialization
  • Workaround a UBO/glFlush interaction on some GPUs

Documentation

  • Add Filamat documentation (#1103)

Tools

Refactoring

  • Separate src/driver into its own library, libbackend
  • Rename namespace filament::driver -> filament::backend
  • Make all subclasses of Platform private, except OpenGLPlatform

libmath

  • Conversion between vec and vec are now implicit
  • Added vec{2|3|4}
  • Remove vector comparison operators

Bug fixes

  • Fix FBO leak when using MSAA in some cases
  • Honor clear color, fixes #1125
  • Better frustum/box intersection, make code more robust
  • Fix the calculation of the shadow constant bias
  • Fix LISPSM warping frustum computation
  • Actually set the IBL rotation from the builder
  • Don't flip the normals (#1060 -)
  • Fix min/max calls in Box::unionSelf (#984)

v1.2.0

23 Apr 22:04
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This release is motivated by a need to update npm, which was last updated in December 2018 with
v1.1.0. Some of the changes since then:

Features

Materials

  • Added getWorldFromClipMatrix() API
  • Added flipUV property to enable/disable UV Y coordinate flipping
  • Added curvatureToRoughness property for specular anti-aliasing
  • Added limitOverInterpolation property for specular anti-aliasing
  • Use getUserTime() to get the current time in seconds. See Renderer::resetUserTime() for more information

Tools

  • New glslminifier tool to reduce the size of built-in GLSL shaders
  • matc features are now part of libfilamat to generate materials at runtime
  • resgen tool to embed data in binaries (pre-compiled materials, etc.)

Engine

  • VertexBuffer builder normalized() method now accepts a boolean
  • View::setFrontFaceWindingInverted can be used to change the winding order of front faces. This is useful for mirrored rendering (reflections, etc.)
  • Added View::setRenderQuality API. It currently allows the use of an R11G11B10F HDR color buffer instead of RGB[A]16F
  • Added the ability to set the polygon offset on a material instance
  • Added API to compute tangent frame from vertex data (in VertexBuffer)

Samples

  • snorm16 UVs if UVs are in the range -1..1
  • New webpack/TypeScript demos
  • Added gltf_viewer sample

Enhancements

Engine

  • Exposed tangent utility to Java/Kotlin
  • Allow mutation of non-direct buffers in Java/JNI
  • FrameGraph is now enabled internally
  • Improved render target management
  • Added addEntities to Scene
  • Windows debug libraries are now part of the distribution
  • Add new queries to TransformManager and Scene
  • Mipmaps are now generated using the GPU for both Vulkan and OpenGL
  • Improved job system performance, especially under contention
  • Removed obsolete documentation about static lights
  • Improved skinning memory usage
  • Improved job system performance
  • Set CPU affinity on job system threads on Android to avoid core hopping/cache thrashing
  • Froxelization now runs during the shadow pass for improved parallelism
  • Lights culling is now parallelized with renderables culling
  • Various performance and code size optimizations
  • Use compile-time hashing in StaticString
  • The JavaScript API now supports compressed textures
  • Disabled depth prepass in the WebGL builds

Web

  • Added more JavaScript bindings
  • Added more TypeScript annotations

Android

  • Upgraded samples to Android Studio 3.3 and Kotlin 1.3.10
  • Improved rendering to TextureView
  • API level requirement on Android was lowered from 24 to 21
  • Reduced the size of the release AAR by ~150 KiB
  • UiHelper can now create transparent render targets
  • Added a transparent render target demo

Vulkan

  • Added support for RGB textures

Rendering

  • Replace Cloth DFG approximation with DFG LUT
  • Add clearCoatIorChange property to materials
  • Continued to improve Metal support
  • Always recenter the world origin to the camera position (improves precision)
  • Enable the FrameGraph for post-processing
  • Add an option to turn dithering on/off
  • Implemented blit in Vulkan
  • Simplified command buffer management in Vulkan
  • Progress on Metal backend

Tools

  • Introduce MATERIAL_VERSION (this breaks older Materials)
  • Cleaned-up and simplified filabridge and filaflat
  • New gltfio library to more easily support gltf
  • API change: rename matrix factory functions
  • New ibl library split from cmgen
  • The filamat library is now available as a library to generate materials at runtime
  • Improved linear to sRGB conversion functions
  • Improved skygen rendering
  • Added 4 channel versions of image operations
  • Filamesh now generates dummy UV sets when necessary

Build

  • Android standalone toolchains are not longer necessary
  • Linux CI builds are now compiled with clang 7.0 instead of clang 5.0

Materials

  • Shader optimizations are now on by default
  • Shader optimizations can now be applied to materials that use external textures
  • Use smol-v to compress SPIR-V shaders

Bug fixes

Engine

  • Fixed a bug preventing material parameters to be set on default MaterialInstance
  • Fixed a double free in RenderableManager::Builder (#871)
  • Fixed math::slerp again
  • Fixed NaNs in math::slerp
  • Fixed out-of-bounds access
  • Fixed compilation issues with some compilers
  • Destroy engine's default material on shutdown
  • Fixed incorrect order of arguments in glBlendFuncSeparate
  • Fixed VAO state management bug
  • Fixed overflow issue when exactly 256 bones were declared in a renderable
  • Fixed potential crash when copying a texture stream
  • FADE materials are now properly sorted with TRANSPARENT materials

Rendering

  • Fixed FXAA offset by half a pixel
  • Fixed generateMipmap implementation to properly honor base/max level
  • Fixed OpenGL error with incorrect UBO size in GPU skinning
  • Fixed iOS specific OpenGL issues
  • Fixed normals/tangents skinning when a transform is set
  • Fixed black spots that would sometimes show up with FXAA enabled
  • Fixed depth prepass rendering bug on NVIDIA hardware

Tools

  • Fixed memory leak in libimage
  • Fixed baseColorFactor support when loading glTF files
  • Fixed minor issues in glTF to filamesh conversions

Android

  • Fixed skybox loader to accept dimensions greater than 256x256
  • Fixed filamesh loader to correctly interpret optimized UVs

Vulkan

  • Fixed mipmapping of 2D textures
  • Fixed validation warning
  • Fixed texture anisotropy in the Vulkan backend
  • Depth offset and face culling now work

Sceneform-1.9pr1

13 Mar 23:35
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Sceneform-1.9pr1 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.9.

List of changes since sceneform-1.7pr6:

⚠️ This version breaks older Materials

Enhancements

Engine

  • Add new queries to TransformManager and Scene

Rendering

  • Replace Cloth DFG approximation with DFG LUT
  • Add clearCoatIorChange property to materials
  • Continued to improve Metal support
  • Always recenter the world origin to the camera position (improves precision)
  • Enable the FrameGraph for post-processing
  • Add an option to turn dithering on/off

Tools

  • Introduce MATERIAL_VERSION (this breaks older Materials)
  • Cleaned-up and simplified filabridge and filaflat
  • New gltfio library to more easily support gltf
  • API change: rename matrix factory functions
  • New ibl library split from cmgen

Build

  • Android standalone toolchains are not longer necessary

Bug fixes

Engine

  • Fixed a bug preventing material parameters to be set on default MaterialInstance
  • Fixed a double free in RenderableManager::Builder (#871)
  • Fixed math::slerp again

Rendering

  • Fixed FXAA offset by half a pixel

Sceneform 1.7pr6

19 Feb 21:59
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Sceneform 1.7pr6 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.7.

List of changes since sceneform-1.7pr5:

Enhancements

Engine

  • Exposed tangent utility to Java/Kotlin
  • Allow mutation of non-direct buffers in Java/JNI
  • FrameGraph is now enabled internally
  • Improved render target management
  • Added addEntities to Scene
  • Windows debug libraries are now part of the distribution

Rendering

  • Implemented blit in Vulkan
  • Simplified command buffer management in Vulkan
  • Progress on Metal backend

Tools

  • The filamat library is now available as a library to generate materials at runtime

Bug fixes

Engine

  • Fixed NaNs in math::slerp
  • Fixed out-of-bounds access

Rendering

  • Fixed generateMipmap implementation to properly honor base/max level
  • Fixed OpenGL error with incorrect UBO size in GPU skinning
  • Fixed iOS specific OpenGL issues

Sceneform 1.7pr5

31 Jan 23:48
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Sceneform 1.7pr5 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.7. This release is a small update of sceneform-1.7pr4 to fix compilation errors on some compilers.

List of changes since sceneform-1.7pr4:

Enhancements

Engine

  • Mipmaps are now generated using the GPU for both Vulkan and OpenGL

Bug fixes

Engine

  • Fixed compilation issues with some compilers

Sceneform 1.7pr4

30 Jan 01:44
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Sceneform 1.7pr4 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.7. This release supersedes sceneform-1.7pr3 which contained a deadlock that occurred on some Android devices.

Special thanks to @shartte, @damianno19 and @gstanlo for their contributions.

List of changes since sceneform-1.7pr2:

Features

Engine

  • VertexBuffer builder normalized() method now accepts a boolean

Materials

  • Added getWorldFromClipMatrix() API
  • Added flipUV property to enable/disable UV Y coordinate flipping
  • Added curvatureToRoughness property for specular anti-aliasing
  • Added limitOverInterpolation property for specular anti-aliasing

Tools

  • New glslminifier tool to reduce the size of built-in GLSL shaders

Enhancements

Engine

  • Improved job system performance, especially under contention
  • Removed obsolete documentation about static lights

Tools

  • Improved linear to sRGB conversion functions
  • Improved skygen rendering
  • Added 4 channel versions of image operations
  • Filamesh now generates dummy UV sets when necessary

Web

  • Added more JavaScript bindings
  • Added more TypeScript annotations

Android

  • Upgraded samples to Android Studio 3.3 and Kotlin 1.3.10
  • Improved rendering to TextureView

Vulkan

  • Added support for RGB textures

Bug fixes

Engine

  • Destroy engine's default material on shutdown
  • Fixed incorrect order of arguments in glBlendFuncSeparate
  • Fixed VAO state management bug

Rendering

  • Fixed normals/tangents skinning when a transform is set
  • Fixed black spots that would sometimes show up with FXAA enabled
  • Fixed depth prepass rendering bug on NVIDIA hardware

Tools

  • Fixed memory leak in libimage
  • Fixed baseColorFactor support when loading glTF files
  • Fixed minor issues in glTF to filamesh conversions

Android

  • Fixed skybox loader to accept dimensions greater than 256x256
  • Fixed filamesh loader to correctly interpret optimized UVs

Sceneform 1.7pr2

13 Dec 20:04
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Sceneform 1.7pr2 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.7.

List of changes since sceneform-1.7pr1:

Features

Engine

  • View::setFrontFaceWindingInverted can be used to change the winding order of front faces. This is useful for mirrored rendering (reflections, etc.)
  • Added View::setRenderQuality API. It currently allows the use of an R11G11B10F HDR color buffer instead of RGB[A]16F
  • Added the ability to set the polygon offset on a material instance
  • Added API to compute tangent frame from vertex data (in VertexBuffer)

Materials

  • Use getUserTime() to get the current time in seconds. See Renderer::resetUserTime() for more information

Tools

  • matc features are now part of libfilamat to generate materials at runtime
  • resgen tool to embed data in binaries (pre-compiled materials, etc.)

Samples

  • Samples: snorm16 UVs if UVs are in the range -1..1
  • Samples: New webpack/TypeScript demos
  • Samples: Added gltf_viewer sample

Enhancements

Engine

  • Improved skinning memory usage
  • Improved job system performance
  • Set CPU affinity on job system threads on Android to avoid core hopping/cache thrashing
  • Froxelization now runs during the shadow pass for improved parallelism
  • Lights culling is now parallelized with renderables culling
  • Various performance and code size optimizations
  • Use compile-time hashing in StaticString

Materials

  • Shader optimizations are now on by default
  • Shader optimizations can now be applied to materials that use external textures
  • Use smol-v to compress SPIR-V shaders

Android

  • Android: API level requirement on Android was lowered from 24 to 21
  • Android: Reduced the size of the release AAR by ~150 KiB
  • Android: UiHelper can now create transparent render targets
  • Android: Added a transparent render target demo

Web

  • The JavaScript API now supports compressed textures
  • Disabled depth prepass in the WebGL builds

Distribution

  • Linux CI builds are now compiled with clang 7.0 instead of clang 5.0

Bug fixes

Engine

  • Fixed overflow issue when exactly 256 bones were declared in a renderable
  • Fixed potential crash when copying a texture stream
  • FADE materials are now properly sorted with TRANSPARENT materials

Vulkan

  • Fixed mipmapping of 2D textures
  • Fixed validation warning
  • Fixed texture anisotropy in the Vulkan backend
  • Depth offset and face culling now work

v1.1.0

07 Dec 17:31
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Summary of changes since v1.0.0:

Features

  • Web: added support for TypeScript, import, and JPEG textures
  • C++ clients can now read KTX textures using the image library
  • matc features are now part of libfilamat to generate materials at runtime
  • Added the ability to set the polygon offset on a material instance
  • Added API to compute tangent frame from vertex data (in VertexBuffer)
  • Added View::setRenderQuality API

Enhancements

  • Added NOOP backend to allow headless regression testing
  • Added compression to filamesh via meshoptimizer
  • Added snorm16 quantization for UV's in filamesh
  • Use smol-v to compress SPIR-V shaders in materials
  • Many Code size and performance optimizations
  • The JavaScript API now supports compressed textures
  • Disabled depth prepass in the WebGL builds
  • Added gltf_viewer sample
  • Introduced resgen tool to embed data in binaries (pre-compiled materials, etc.)

Bug fixes

  • Synchronization fixes: switched to utils::Mutex, fixed sporadic test failures
  • cmgen / mipgen: fixed format in KTX header
  • Fixed texture anisotropy in the Vulkan backend
  • Depth offset and face culling now work in the Vulkan backend
  • Fixed the documentation
  • FADE materials are now properly sorted with TRANSPARENT materials

Sceneform 1.7pr1

01 Dec 00:49
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Sceneform 1.7pr1 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.7.

List of changes since v1.0.0:

Features

  • Added the ability to set the polygon offset on a material instance
  • matc features are now part of libfilamat to generate materials at runtime
  • Added API to compute tangent frame from vertex data (in VertexBuffer)
  • Added View::setRenderQuality API. It currently allows the use of an R11G11B10F HDR color buffer instead of RGB[A]16F

Enhancements

  • Use smol-v to compress SPIR-V shaders in materials
  • Many Code size and performance optimizations
  • The JavaScript API now supports compressed textures
  • Disabled depth prepass in the WebGL builds
  • Added gltf_viewer sample
  • Introduced resgen tool to embed data in binaries (pre-compiled materials, etc.)

Bug fixes

  • Fixed texture anisotropy in the Vulkan backend
  • Depth offset and face culling now work in the Vulkan backend
  • Fixed the documentation
  • FADE materials are now properly sorted with TRANSPARENT materials

Sceneform 1.6pr6

09 Nov 00:26
f8f24f4
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Sceneform 1.6pr6 Pre-release
Pre-release

This release of Filament is a check point release towards Sceneform 1.6.

Bug fixes

  • Many threading issues related to the JobSystem