9.0 KiB
Model
The Model class is arguably the most useful class for typical applications. It manages the WebGL resources needed to perform draw calls and provide additional functionality as described below.
A Model holds all the data necessary to draw an object, e.g.:
- shaders (via a
Programinstance) - uniforms these can also reference textures.
- vertex attributes (e.g. a
Geometryinstance, plus any additional attributes for instanced rendering)
In addition to exposing the functionality provided by the managed WebGL resources, Model also provides the following features:
- Shader Module integration: see
Shader Modules - Automatic creation of GPU
Buffers from typed array attributes - Detailed debug logging of draw calls
Experimental Features:
- Animation of uniforms
- Detailed stats including timing of draw calls
Usage
Provide attribute data using Geometry object
Create model object by passing shaders, uniforms, geometry and render it by passing updated uniforms.
// construct the model.
const model = new Model(gl, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
uniforms: {uSampler: texture},
geometry: geometryObject,
})
// and on each frame update any uniforms (typically matrices) and call render.
model.render({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
});
Provide attribute data using Buffer
When using Buffer objects, data remains on GPU and same Buffer object can be shared between multiple models.
// construct the model.
const model = new Model(gl, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
uniforms: {uSampler: texture},
attributes: {
attributeName1: bufferObject,
attributeName2: {data: new Float32Array(...), size: 3, type: GL.FLOAT} // new buffer object will be constructed
}
drawMode: gl.TRIANGLE_FAN,
vertexCount: 3,
})
// and on each frame update any uniforms (typically matrices) and call render.
model.render({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
});
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.
// construct the model.
const model = new Model(gl, {
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 = new VertexArray(gl, {
buffers: {
[ATTRIBUTE1_LOCATION]: buffer1,
[ATTRIBUTE2_LOCATION]: buffer2
}
});
const vertexArray2 = new VertexArray(gl, {
buffers: {
[ATTRIBUTE1_LOCATION]: buffer3,
[ATTRIBUTE2_LOCATION]: buffer4
}
});
//Render using attribute data from vertexArray1.
model.draw({
uniforms: {
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
},
vertexArray: vertexArray1
});
// Switch attribute data to vertexArray2
model.draw({
uniforms: {
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
},
vertexArray: vertexArray2
});
Constructor
Model(gl: WebGLRenderingContext, props: Object)
The constructor for the Model class. Use this to create a new Model.
The following props can only be specified on construction:
vs- (VertexShader|string) - A vertex shader object, or source as a string.fs- (FragmentShader|string) - A fragment shader object, or source as a string.varyings(WebGL2) - An array of vertex shader output variables, that needs to be recorded (used in TransformFeedback flow).bufferMode(WebGL2) - Mode to be used when recording vertex shader outputs (used in TransformFeedback flow). Default value isgl.SEPARATE_ATTRIBS.modules- shader modules to be applied.program- pre created program to use, when provided, vs, ps and modules are not used.shaderCache- (ShaderCache) - Compiled shader (Vertex and Fragment) are cached in this object very first time they got compiled and then retrieved when same shader is used. When using multiple Model objects with duplicate shaders, use the same shaderCache object for better performance.
The following props can be updated after construction
moduleSettings- any uniforms needed by shader modules.isInstanced- default value is false.instanceCount- default value is 0.vertexCount- when not provided will be deduced fromgeometryobject.uniforms- uniform values to be used for drawing.geometry- geometry object, from which attributes, vertex count and drawing mode are deduced.onBeforeRender- function to be called before every time this model is drawn.onAfterRender- function to be called after every time this model is drawn.
delete() : Model
Free WebGL resources associated with this model
Methods
setProps(props : Object) : Model
moduleSettings- any uniforms needed by shader modules.isInstanced- default value is false.instanceCount- default value is 0.vertexCount- when not provided will be deduced fromgeometryobject.uniforms- uniform values to be used for drawing.geometry- geometry object, from which attributes, vertex count and drawing mode are deduced.onBeforeRender- function to be called before every time this model is drawn.onAfterRender- function to be called after every time this model is drawn.
getNeedsRedraw() : Boolean
- clearRedrawFlags - clear the redraw flag
Gets the value of the redraw flag.
getDrawMode() : Enum
Gets the WebGL drawMode
getVertexCount() : GLInt
Gets vertex count
Note: might be autocalculated from Geometry
getInstanceCount() : GLInt
Defaults to 0
getProgram() : Program
Get model's Program instance
getAttributes() : Object
Get a map of named attributes
getUniforms() : Object
Returns map of currently stored uniforms
setNeedsRedraw() : Model
Set the redraw flag for the model. It is recommended that the redraw flag is a string so that redraw reasons can be traced.
setDrawMode() : Model
Sets the WebGL drawMode.
GL.POINTS etc.
setVertexCount() : Model
Sets the number of vertices
setInstanceCount() : Model
How many instances will be rendered
setGeometry() : Model
Get model's Geometry instance
setAttributes(attributes : Object) : Model
Sets map of attributes (Attribute instances)
setUniforms(uniforms : Object) : Model
Stores named uniforms {key, value}
updateModuleSettings(moduleSettings : Object) : Model
draw(options : Object) : Model
Renders the model with provided uniforms, attributes and samplers
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 toBufferand constant values,Models 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,Modelcan also accept function valued uniforms which will be evaluated before every draw call.animationProps(Object) - if any function valued uniforms are set on theModel,animationPropsmust be provided to the draw call. TheanimationPropsare 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 instanceTranformFeedbackobject, that gets activated for this rendering.vertexArray- an instance ofVertexArrayobject, that holds required buffer bindings for vertex shader inputs.
transform(options : Object) : Model
Renders the model with provided uniforms, attributes and samplers. Calls Program.draw() with rasterization turned off.
discard=true(Boolean) - Turns off rasterizationfeedbackBuffers=null(Object) - Optional map of feedback buffers. ATransformFeedbackobject will be created, initialized with these buffers, and passed toModel.draw.unbindModels=[](Model[]) - Array of models whose VertexAttributes will be temporarily unbound during the transform feeback to avoid triggering a possible Khronos/Chrome bug. .
model.transform({
discard:
});