ssgl VS filament

Compare ssgl vs filament and see what are their differences.

ssgl

single source shaders for opengl (by msqrt)

filament

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2 (by google)
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ssgl filament
13 27
68 17,112
- 0.8%
2.1 9.8
5 months ago 9 days ago
C C++
MIT License Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

ssgl

Posts with mentions or reviews of ssgl. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-11.
  • [2023 Day 8 (Part 2)] [Dart] Is it normal that the code takes ages to run?
    1 project | /r/adventofcode | 9 Dec 2023
    It's here. I made a post about it too, there's some details in the comments on how this works.
  • [2023 Day 5 (Part 2)] [GLSL] If brute force doesn't work, you aren't using enough
    1 project | /r/adventofcode | 6 Dec 2023
    Here I'm doing GLSL and running it via OpenGL on top of my own helper library (the main branch of the code repo explains it pretty well). For me it's the easiest way to code for a GPU by a wide margin, but I guess that's to be expected. For performance, the most important things here are using shared memory and persistent threads so there are less global reads and especially atomics (I wanted to do a local reduction on the end result but for whatever reason subgroup operations don't work on 64-bit integers and I didn't bother to write it out with shared memory)
  • Why there aren't graphics APIs designed to be source compatible with the CPU side like CUDA?
    1 project | /r/GraphicsProgramming | 17 Jan 2023
    Some of it is fine-grained control, some is how it’s nice to be able to treat shaders as separate entities, some is just different preference. But no actual limitation, in fact I built a thing for that on top of OpenGL.
  • Why aren't there constantly more shading languages popping up all the time like other languages?
    12 projects | /r/GraphicsProgramming | 11 Aug 2022
    Include is probably your best bet there. Personally I use this system that I made, which borrows the single source programming model from CUDA so that shaders are just reinterpreted C++ code that can sit within the rest of the program. This means I can call the same functions from C++ and the shaders, and includes work just like any other includes.
  • What are the best C++ talks that one should watch?
    2 projects | /r/cpp | 9 Jun 2022
    I also already have a library that gives compile time errors, by having the shaders just be a part of the C++ program :) This would also benefit slightly from having embedded files, as I wouldn't need to do the runtime hacks that are currently in place.
  • Automatically selecting fragment shaders in a pipeline DSL based on vertex shader and bound samplers - good or bad idea?
    1 project | /r/gameenginedevs | 18 May 2022
    As a side note, you may be interested in this library that someone posted on /r/GraphicsProgramming awhile ago. Haven't used it, but it seems like it might fit in with your general design philosophy.
  • True story right now
    1 project | /r/ProgrammerHumor | 25 Apr 2022
    Because mine is the most faithful reproduction of GLSL I've seen. Almost all features work the same in C++ as they do in shaders -- the notable difference is that you can't pass swizzles by reference, and inout arguments have to be defined with a slightly wonky syntax.
  • Low-level OpenGL abstractions
    3 projects | /r/opengl | 2 Apr 2022
    The culmination of my attempts at wrapping OpenGL is ssgl, which foregoes basically all binding and lets you write shaders along C++ with semi-automatic lambda capture. The underlying implementation is filled with dragons, but from personal experience it's just bonkers how much nicer it is to work with compared to any other approach I've used.
  • A simple way to enforce (standard) header include order?
    1 project | /r/cpp_questions | 18 Mar 2022
    I have a library that due to its nature (it defines a domain-specific language within C++) has to define macros for a bunch of words that some standard headers use as variable names. This causes the standard headers to completely break if my library headers are included before them, and the errors are less than intuitive. Is there a simple way to produce a meaningful error (like "library header must be included last") if a standard header is included after the library headers? Googling didn't help much, and at a quick glance standard headers don't appear to contain too many extremely common names that I could #define to static_assert or something. I'm fine with the sensible error being limited to a few of the big standard implementations, so the option of just going through the headers and finding enough such names is doable, but it'd be nice to have a cleaner solution.
  • Learning OpenGL
    1 project | /r/ProgrammerHumor | 26 Feb 2022
    Yeah, the state machine aspect does make debugging cumbersome, and it's very easy to forget some option in the wrong setting. But I don't fully agree with "a collection of spells", I think the steps to achieve something are (mostly) pretty straight forward. Though maybe memories go sweeter with time, I haven't written any binding code after making ssgl :-)

filament

Posts with mentions or reviews of filament. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-04.
  • Filament – A Language for Fearless Hardware Design
    3 projects | news.ycombinator.com | 4 Mar 2024
    Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.

    https://google.github.io/filament/

  • Looking for resources / mentor
    3 projects | /r/vulkan | 13 Jun 2023
    Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
  • Flutter and Apple Vision Pro
    3 projects | /r/FlutterDev | 7 Jun 2023
    In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
  • Appleseed – open-source, physically-based global illumination rendering engine
    3 projects | news.ycombinator.com | 15 Apr 2023
    Anyone know much about how this compares to Filament by Google?

    https://github.com/google/filament

  • Searching for Reliable Cross-Platform Rendering Framework (C/C++)
    5 projects | /r/gamedev | 19 Jan 2023
    Have you tried Filament? https://google.github.io/filament/
  • What is this C++ trick called? It looks a bit like PIMPL.
    1 project | /r/cpp_questions | 2 Oct 2022
    I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
  • Why aren't there constantly more shading languages popping up all the time like other languages?
    12 projects | /r/GraphicsProgramming | 11 Aug 2022
    There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
  • Fence callback system
    1 project | /r/vulkan | 6 Aug 2022
  • OpenGL displays the color of an image different from the system color profile;
    1 project | /r/opengl | 3 Aug 2022
    I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems like‏‏‎‏‏‎‏‏‎‏‏‎­the framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
  • Weird Vulkan Bug
    1 project | /r/vulkan | 20 Jun 2022
    I found this issue on github https://github.com/google/filament/pull/3190/files

What are some alternatives?

When comparing ssgl and filament you can also consider the following projects:

slang - Making it easier to work with shaders

android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store

Wisdom-Shaders - A Minecraft shaderspack. Offers high performance with high quality at the same time.

THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html

SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.

compose-samples - Official Jetpack Compose samples.

SDL_shader_tools - Shader compiler and tools for SDLSL (Simple Directmedia Layer Shader Language)

The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

SHADERed - Lightweight, cross-platform & full-featured shader IDE

rust-skia - Rust Bindings for the Skia Graphics Library

Fwog - Froggy OpenGL Engoodener

OpenSceneGraph - OpenSceneGraph git repository