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| layout | title | categories | |
|---|---|---|---|
| docs | Model |
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The Model class holds all the data necessary to draw an object in
luma.gl: shaders (via a Program instance), vertex attributes
(a Geometry instance), uniforms and textures.
Class: Model
For most applications, the Model class is probably the most central luma.gl
class.
Model Overview:
Modelis a subclass of Object3D, meaning that it can be used in scene graphs (by adding it to aGroupor aScene), and it can be positioned, rotated and scaled.Modelcontains aProgram(the shaders), aGeometry(containing the attributes for the primitive), any additional attributes for instanced rendering, and also stores textures and uniforms.- Has simple boolean flags for selecting indexed and/or instanced rendering.
- Offers a simple render method that binds all attributes, uniforms and textures, selects (uses) the program, and calls the right gl draw call for the model.
- Setting buffers
- Setting textures and more.
Remarks
- All instance methods in
Modelare chainable (unless they return a documented value).
Methods
| Method | Description |
|====|====|
| constructor | creates a Model|
| hash | Return a "unique" integer |
| setInstanceCount | How many instances |
| getInstanceCount | Defaults to 0 |
| setVertexCount | How many vertices, can be autocalculated from Geometry |
| getVertexCount | Gets vertex count |
| isPickable | True if picking is enabled |
| setPickable | enable/disable picking|
| getProgram | Get model's Program instance |
| getGeometry | Get model's Geometry instance |
| getAttributes | Get a map of named attributes |
| setAttributes | Sets map of attributes (Arrays or buffers) |
| getUniforms | Returns map of currently stored uniforms |
| setUniforms | Stores named uniforms {key, value} |
| setTextures | Sets array of textures for model |
| render | Takes a camera or a viewMatrix parameter |
| onBeforeRender | Called before model renders |
| onAfterRender | Called after model renders |
| setProgramState | Sets uniforms, attributes, textures, uses program |
| unsetProgramState | Unbinds attributes etc |
| bindTextures | binds textures |
Model constructor
- program
- geometry
- material = null
- textures = []
- instanced = false
- instanceCount = 0
- vertexCount = undefined
- isIndexed = undefined
- pickable = false, pick = null
- uniforms = {}
- attributes = {}
- render = null
- onBeforeRender = null
- onAfterRender = null
Model Method: setUniforms
For each key, value of the object passed in it executes setUniform(key, value).
Syntax:
program.setUniforms(object);
Arguments:
-
object - (object) An object with key value pairs matching a uniform name and its value respectively.
-
key - (string) The name of the uniform to be set. The name of the uniform will be matched with the name of the uniform declared in the shader. You can set more uniforms on the Model than its shaders use, the extra uniforms will simply be ignored.
-
value - (mixed) The value to be set. Can be a float, an array of floats, a boolean, etc. When the shaders are run (through a draw call), The must match the declaration. There's no need to convert arrays into a typed array, that's done automatically.
Examples:
Set matrix information for the projection matrix and element matrix of the camera and world. The context of this example can be seen [here]http://uber.github.io/luma.gl/examples/lessons/3/).
{% highlight js %} program.setUniforms({ 'uMVMatrix': view, 'uPMatrix': camera.projection }); {% endhighlight %}
Model Method: setTexture
Model Method: setTextures
Sets a number of textures on the program.
Model accessor get hash
Model method setInstanceCount
- instanceCount
Model method getInstanceCount
Model method setVertexCount
- vertexCount
Model method getVertexCount
Model method isPickable
Model method setPickable
Model method getProgram
Model method getGeometry
Model method getAttributes
Model method setAttributes
- attributes = {}
Model method getUniforms
Sets uniforms to be used. Note that uniforms are stored in a map so uniform values not present in the argument map won't be overwritten.
Model method setUniforms
Sets uniforms to be used. Note that uniforms are stored in a map so uniform values not present in the argument map won't be overwritten.
Model method setTextures
Sets textures to be used.
Model method render
Draws the model (i.e. binds all the attributes textures and uniforms and runs the shaders in attached program). Can be called directly but is usually called during by Scene.render traversing the models in the scene.
- camera - Camera exposes uniforms that can be used directly in shaders
- viewMatrix
Less commonly used methods
Model method onBeforeRender()
Attaches attributes
Model method onAfterRender()
Detaches attributes
Model method setProgramState
Attaches attributes for primitive (from geometry) and instances (from model), Sets uniforms and textures
Model method unsetProgramState
Reverses setProgramState
Model method bindTextures
(force = false)