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BUILDING.md

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Building Filament

Prerequisites

To build Filament, you must first install the following tools:

  • CMake 3.19 (or more recent)
  • clang 14.0 (or more recent)
  • ninja 1.10 (or more recent)

Additional dependencies may be required for your operating system. Please refer to the appropriate section below.

To build Filament for Android you must also install the following:

  • Android Studio Flamingo or more recent
  • Android SDK
  • Android NDK 25.1 or higher
  • Java 17

Environment variables

To build Filament for Android, make sure the environment variable ANDROID_HOME points to the location of your Android SDK.

When building for WebGL, you'll also need to set EMSDK. See WebAssembly.

IDE

We recommend using CLion to develop for Filament. Simply open the root directory's CMakeLists.txt in CLion to obtain a usable project.

Easy build

Once the required OS specific dependencies listed below are installed, you can use the script located in build.sh to build Filament easily on macOS and Linux.

This script can be invoked from anywhere and will produce build artifacts in the out/ directory inside the Filament source tree.

To trigger an incremental debug build:

$ ./build.sh debug

To trigger an incremental release build:

$ ./build.sh release

To trigger both incremental debug and release builds:

$ ./build.sh debug release

To install the libraries and executables in out/debug/ and out/release/, add the -i flag. You can force a clean build by adding the -c flag. The script offers more features described by executing build.sh -h.

Filament-specific CMake Options

The following CMake options are boolean options specific to Filament:

  • FILAMENT_ENABLE_LTO: Enable link-time optimizations if supported by the compiler
  • FILAMENT_BUILD_FILAMAT: Build filamat and JNI buildings
  • FILAMENT_SUPPORTS_OPENGL: Include the OpenGL backend
  • FILAMENT_SUPPORTS_METAL: Include the Metal backend
  • FILAMENT_SUPPORTS_VULKAN: Include the Vulkan backend
  • FILAMENT_INSTALL_BACKEND_TEST: Install the backend test library so it can be consumed on iOS
  • FILAMENT_USE_EXTERNAL_GLES3: Experimental: Compile Filament against OpenGL ES 3
  • FILAMENT_USE_SWIFTSHADER: Compile Filament against SwiftShader
  • FILAMENT_SKIP_SAMPLES: Don't build sample apps

To turn an option on or off:

$ cd <cmake-build-directory>
$ cmake . -DOPTION=ON       # Replace OPTION with the option name, set to ON / OFF

Options can also be set with the CMake GUI.

Linux

Make sure you've installed the following dependencies:

  • clang-14 or higher
  • libglu1-mesa-dev
  • libc++-14-dev (libcxx-devel and libcxx-static on Fedora) or higher
  • libc++abi-14-dev (libcxxabi-static on Fedora) or higher
  • ninja-build
  • libxi-dev
  • libxcomposite-dev (libXcomposite-devel on Fedora)
  • libxxf86vm-dev (libXxf86vm-devel on Fedora)

After dependencies have been installed, we highly recommend using the easy build script.

If you'd like to run cmake directly rather than using the build script, it can be invoked as follows, with some caveats that are explained further down.

$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..

Your Linux distribution might default to gcc instead of clang, if that's the case invoke cmake with the following command:

$ mkdir out/cmake-release
$ cd out/cmake-release
# Or use a specific version of clang, for instance /usr/bin/clang-14
$ CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
    cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..

You can also export the CC and CXX environment variables to always point to clang. Another solution is to use update-alternatives to both change the default compiler, and point to a specific version of clang:

$ update-alternatives --install /usr/bin/clang clang /usr/bin/clang-14 100
$ update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-14 100
$ update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
$ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100

Finally, invoke ninja:

$ ninja

This will build Filament, its tests and samples, and various host tools.

macOS

To compile Filament you must have the most recent version of Xcode installed and you need to make sure the command line tools are setup by running:

$ xcode-select --install

If you wish to run the Vulkan backend instead of the default Metal backend, you must install the LunarG SDK, enable "System Global Components", and reboot your machine.

Then run cmake and ninja to trigger a build:

$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
$ ninja

iOS

The easiest way to build Filament for iOS is to use build.sh and the -p ios flag. For instance to build the debug target:

$ ./build.sh -p ios debug

See ios/samples/README.md for more information.

Windows

Building on Windows with Visual Studio 2019

Install the following components:

The latest Windows SDK can also be installed by opening Visual Studio and selecting Get Tools and Features... under the Tools menu.

By default, Windows treats the file system as case insensitive. Please do not enable case sensitivity in your repo, since this does not align with CMake expectations. This can be queried using fsutil.exe file queryCaseSensitiveInfo.

Next, open x64 Native Tools Command Prompt for VS 2019, create a working directory, and run CMake in it:

> mkdir out
> cd out
> cmake ..

Open the generated solution file TNT.sln in Visual Studio.

To build all targets, run Build Solution from the Build menu. Alternatively, right click on a target in the Solution Explorer and choose Build to build a specific target.

For example, build the material_sandbox sample and run it from the out directory with:

> samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj

You can also use CMake to invoke the build without opening Visual Studio. For example, from the out folder run the following command.

> cmake --build . --target gltf_viewer --config Release

Android

Before building Filament for Android, make sure to build Filament for your host. Some of the host tools are required to successfully build for Android.

Filament can be built for the following architectures:

  • ARM 64-bit (arm64-v8a)
  • ARM 32-bit (armeabi-v7a)
  • Intel 64-bit (x86_64)
  • Intel 32-bit (x86)

Note that the main target is the ARM 64-bit target. Our implementation is optimized first and foremost for arm64-v8a.

To build Android on Windows machines, see android/Windows.md.

Easy Android build

The easiest way to build Filament for Android is to use build.sh and the -p android flag. For instance to build the release target:

$ ./build.sh -p android release

Run build.sh -h for more information.

Manual builds

Invoke CMake in a build directory of your choice, inside of filament's directory. The commands below show how to build Filament for ARM 64-bit (aarch64).

$ mkdir out/android-build-release-aarch64
$ cd out/android-build-release-aarch64
$ cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
        -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..

And then invoke ninja:

$ ninja install

or

$ ninja install/strip

This will generate Filament's Android binaries in out/android-release. This location is important to build the Android Studio projects located in filament/android. After install, the library binaries should be found in out/android-release/filament/lib/arm64-v8a.

AAR

Before you attempt to build the AAR, make sure you've compiled and installed the native libraries as explained in the sections above. You must have the following ABIs built in out/android-release/filament/lib/:

  • arm64-v8a
  • armeabi-v7a
  • x86_64
  • x86

To build Filament's AAR simply open the Android Studio project in android/. The AAR is a universal AAR that contains all supported build targets:

  • arm64-v8a
  • armeabi-v7a
  • x86_64
  • x86

To filter out unneeded ABIs, rely on the abiFilters of the project that links against Filament's AAR.

Alternatively you can build the AAR from the command line by executing the following in the android/ directory:

$ ./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease

The -Pcom.google.android.filament.dist-dir can be used to specify a different installation directory (it must match the CMake install prefix used in the previous steps).

Using Filament's AAR

Create a new module in your project and select Import .JAR or .AAR Package when prompted. Make sure to add the newly created module as a dependency to your application.

If you do not wish to include all supported ABIs, make sure to create the appropriate flavors in your Gradle build file. For example:

flavorDimensions 'cpuArch'
productFlavors {
    arm8 {
        dimension 'cpuArch'
        ndk {
            abiFilters 'arm64-v8a'
        }
    }
    arm7 {
        dimension 'cpuArch'
        ndk {
            abiFilters 'armeabi-v7a'
        }
    }
    x86_64 {
        dimension 'cpuArch'
        ndk {
            abiFilters 'x86_64'.
        }
    }
    x86 {
        dimension 'cpuArch'
        ndk {
            abiFilters 'x86'
        }
    }
    universal {
        dimension 'cpuArch'
    }
}

WebAssembly

The core Filament library can be cross-compiled to WebAssembly from either macOS or Linux. To get started, follow the instructions for building Filament on your platform (macOS or linux), which will ensure you have the proper dependencies installed.

Next, you need to install the Emscripten SDK. The following instructions show how to install the same version that our continuous builds use.

cd <your chosen parent folder for the emscripten SDK>
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
python ./emsdk.py install latest
python ./emsdk.py activate latest
source ./emsdk_env.sh

After this you can invoke the easy build script as follows:

export EMSDK=<your chosen home for the emscripten SDK>
./build.sh -p webgl release

The EMSDK variable is required so that the build script can find the Emscripten SDK. The build creates a samples folder that can be used as the root of a simple static web server. Note that you cannot open the HTML directly from the filesystem due to CORS. We recommend using the emrun tool to create a quick localhost server:

emrun out/cmake-webgl-release/web/samples --no_browser --port 8000

You can then open http://localhost:8000/suzanne.html in your web browser.

Alternatively, if you have node installed you can use the live-server package, which automatically refreshes the web page when it detects a change.

Each sample app has its own handwritten html file. Additionally the server folder contains assets such as meshes, textures, and materials.

Running the native samples

The samples/ directory contains several examples of how to use Filament with SDL2.

Some of the samples accept FBX/OBJ meshes while others rely on the filamesh file format. To generate a filamesh file from an FBX/OBJ asset, run the filamesh tool (./tools/filamesh/filamesh in your build directory):

filamesh ./assets/models/monkey/monkey.obj monkey.filamesh

Most samples accept an IBL that must be generated using the cmgen tool (./tools/filamesh/cmgen in your build directory). These sample apps expect a path to a directory containing the .rgb32f files for the IBL (which are PNGs containing R11F_G11F_B10F data) or a path to a directory containing two .ktx files (one for the IBL itself, one for the skybox). To generate an IBL simply use this command:

cmgen -f ktx -x ./ibls/ my_ibl.exr

The source environment map can be a PNG (8 or 16 bit), a PSD (16 or 32 bit), an HDR or an OpenEXR file. The environment map can be an equirectangular projection, a horizontal cross, a vertical cross, or a list of cubemap faces (horizontal or vertical).

cmgen will automatically create a directory based on the name of the source environment map. In the example above, the final directory will be ./ibls/my_ibl/. This directory should contain the pre-filtered environment map (one file per cubemap face and per mip level), the environment map texture for the skybox and a text file containing the level harmonics for indirect diffuse lighting.

If you prefer a blurred background, run cmgen with this flag: --extract-blur=0.1. The numerical value is the desired roughness between 0 and 1.

Generating C++ documentation

To generate the documentation you must first install doxygen and graphviz, then run the following commands:

$ cd filament/filament
$ doxygen docs/doxygen/filament.doxygen

Finally simply open docs/html/index.html in your web browser.

SwiftShader

To try out Filament's Vulkan support with SwiftShader, first build SwiftShader and set the SWIFTSHADER_LD_LIBRARY_PATH variable to the folder that contains libvk_swiftshader.dylib:

git clone https://github.com/google/swiftshader.git
cd swiftshader/build
cmake .. &&  make -j
export SWIFTSHADER_LD_LIBRARY_PATH=`pwd`

Next, go to your Filament repo and use the easy build script with -t.

SwiftShader for CI

Continuous testing turnaround can be quite slow if you need to build SwiftShader from scratch, so we provide an Ubuntu-based Docker image that has it already built. The Docker image also includes everything necessary for building Filament. You can fetch and run the image as follows:

docker pull ghcr.io/filament-assets/swiftshader
docker run -it ghcr.io/filament-assets/swiftshader

To do more with the container, see the helper script at build/swiftshader/test.sh.

If you are a team member, you can update the public image to the latest SwiftShader by following the instructions at the top of build/swiftshader/Dockerfile.