2022-02-06 13:21:32 -08:00

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# Model
> Proposed luma.gl v9 API. Open for comments.
The `Model` is the primary class for most luma.gl applications.
A `Model` brings together a range of different luma.gl functions in one class. It holds all the data necessary to perform draw calls:
- **shaders** (via a [`Program`](/docs/api-reference/webgl/program) instance)
- **bindings** these can reference uniforms and textures.
- **attributes** (holds a [`Mesh`] or a [`Geometry`](/docs/api-reference/engine/geometry) instance, plus any additional attributes for instanced rendering)
The `Model` class integrates with the `@luma.gl/shadertools` shader module system: [see `Shader Assembly`](/docs/api-reference/shadertools/assemble-shaders).
TBD
- Automatically creates GPU `Buffer`s from typed array attributes
- Detailed debug logging of draw calls
- Exposes the functionality provided by the managed WebGL resources
## Usage
### Provide attribute data using Geometry object
Create model object by passing shaders, uniforms, geometry and render it by passing updated uniforms.
```typescript
// construct the model.
const model = new Model(device, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
uniforms: {uSampler: texture},
geometry: geometryObject,
})
// and on each frame update any uniforms (typically matrices) and call render.
model
.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
})
.draw();
```
### Provide attribute data using Buffer
When using `Buffer` objects, data remains on GPU and same `Buffer` object can be shared between multiple models.
```typescript
// construct the model.
const model = new Model(device, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
topology: 'triangle-list',
vertexCount: 3,
attributes: {
attributeName1: bufferObject,
attributeName2: device.createBuffer(new Float32Array(...))
},
uniforms: {uSampler: texture},
})
// and on each frame update any uniforms (typically matrices) and call render.
model
.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: currentModelViewMatrix
})
.draw();
```
### Provide attribute data using VertexArray object
A `VertexArray` object can be build and passed to `Model.draw()` to provide attribute data. Attribute data can be changed by changing `VertexArray` object.
```typescript
// construct the model.
const model = new Model(device, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
uniforms: {uSampler: texture},
drawMode: gl.TRIANGLE_FAN,
vertexCount: 3
});
const ATTRIBUTE1_LOCATION = 0;
const ATTRIBUTE2_LOCATION = 1;
const vertexArray1 = device.createVertexArray({
buffers: {
[ATTRIBUTE1_LOCATION]: buffer1,
[ATTRIBUTE2_LOCATION]: buffer2
}
});
const vertexArray2 = device.createVertexArray({
buffers: {
[ATTRIBUTE1_LOCATION]: buffer3,
[ATTRIBUTE2_LOCATION]: buffer4
}
});
//Render using attribute data from vertexArray1.
model.draw({
uniforms: {
uPMatrix: currentProjectionMatrix,
uMVMatrix: currentModelViewMatrix
},
vertexArray: vertexArray1
});
// Switch attribute data to vertexArray2
model.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: currentModelViewMatrix
})
model.setVertexArray(vertexArray2);
model.draw({...});
```
## Properties
| Property | Type | Description |
| ------------- | ------------------------ | --------------------------------------------------------------------------------------- |
| `vs` | `Shader` \| _string_ | A vertex shader object, or source as a string. |
| `fs` | `Shader` \| _string_ | A fragment shader object, or source as a string. |
| `layout` | `ShaderLayout` | Describes how shader attributes and bindings are laid out. |
| `modules` | | shader modules to be applied (shadertools). |
| `pipeline` | | pre created program to use, when provided, vs, ps and modules are not used. |
| `topology?` | | `'point-list'`, `'line-list'`, `'line-strip'`, `'triangle-list'` or `'triangle-strip'`, |
| `parameters?` | RenderPipelineParameters | |
- `programManager` | | `ProgramManager` to use for program creation and caching. |
- `varyings` | (WebGL 2) | An array of vertex shader output variables, that needs to be recorded (used in TransformFeedback flow). |
- `bufferMode` | (WebGL 2) | Mode to be used when recording vertex shader outputs (used in TransformFeedback flow). Default value is `gl.SEPARATE_ATTRIBS`. |
- `transpileToGLSL100` | | Transpile vertex and fragment shaders to GLSL 1.0. |
## Properties
### moduleSettings: object
any uniforms needed by shader modules.
### uniforms: object
uniform values to be used for drawing.
### onBeforeRender
function to be called before every time this model is drawn.
### onAfterRender
function to be called after every time this model is drawn.
## Methods
### Model(device: Device, props: ModelProps)
The constructor for the Model class. Use this to create a new Model.
### destroy()
Free WebGL resources associated with this model
### isAnimated(): boolean
Returns `true` if the model is animated (i.e. needs to be redrawn every frame).
### getProgram(): Program
Get model's `Program` instance
### getUniforms(): object
Returns map of currently stored uniforms
### setUniforms(uniforms: object); this
Stores named uniforms {key, value}
### updateModuleSettings(moduleSettings: object); this
### draw(options: object): boolean
Renders the model with provided uniforms, attributes and samplers
```typescript
model.draw({
moduleSettings = null,
uniforms = {},
attributes = {},
samplers = {},
parameters = {},
settings,
framebuffer = null,
vertexArray = null,
transformFeedback = null
});
```
`Model.draw()` calls `Program.draw()` but adds and extends the available parameters as follows:
- `moduleSettings`=`null` (Object) - any uniforms needed by shader modules.
- `attributes`=`{}` (Object) - attribute definitions to be used for drawing. In additions to `Buffer` and constant values, `Model`s can also accept typed arrays and attribute descriptor objects which it converts to buffers.
- `uniforms`=`{}` (Object) - uniform values to be used for drawing. In addition to normal uniform values, `Model` can also accept function valued uniforms which will be evaluated before every draw call.
- `animationProps` (Object) - if any function valued uniforms are set on the `Model`, `animationProps` must be provided to the draw call. The `animationProps` are passed as parameter to the uniform functions.
The remaining draw options are passed directly to `Program.draw()`:
- `uniforms`=`{}` (Object) - uniform values to be used for drawing.
- `samplers`=`{}` (Object) - texture mappings to be used for drawing.
- `parameters`=`{}` (Object) - temporary gl settings to be applied to this draw call.
- `framebuffer`=`null` (`Framebuffer`) - if provided, renders into the supplied framebuffer, otherwise renders to the default framebuffer.
- `transformFeedback` - an instance `TranformFeedback` object, that gets activated for this rendering.
- `vertexArray` - an instance of `VertexArray` object, that holds required buffer bindings for vertex shader inputs.
### transform(options: object); this
Renders the model with provided uniforms, and samplers. Calls `Program.draw()` with rasterization turned off.
- `discard`=`true` (Boolean) - Turns off rasterization
- `feedbackBuffers`=`null` (Object) - Optional map of feedback buffers. A `TransformFeedback` object will be created, initialized with these buffers, and passed to `Model.draw`.
- `unbindModels`=`[]` (Model[]) - Array of models whose VertexAttributes will be temporarily unbound during the transform feeback to avoid triggering a possible [Khronos/Chrome bug](https://github.com/KhronosGroup/WebGL/issues/2346).
.
```typescript
model.transform({
discard: false
});
```