5.2 KiB
Model
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.
For most applications, the Model class is probably the most central luma.gl
class.
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.
Usage
Set matrix information for the projection matrix and element matrix of the camera and world.
program.setUniforms({
'uMVMatrix': view,
'uPMatrix': camera.projection
});
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
- opts.vs (VertexShader|string) - A vertex shader object, or source as a string.
- opts.fs (FragmentShader|string) - A fragment shader object, ot source as a string.
- opts.shaderCache (ShaderCache|null) - An optional
ShaderCache, will be used to compile shader source strings.
- 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.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.
Model.setInstanceCount
- instanceCount
Model.getInstanceCount
Model.setVertexCount
- vertexCount
Model.getVertexCount
Model.isPickable
Model.setPickable
Model.getProgram
Model.getGeometry
Model.getAttributes
Model.setAttributes
- attributes = {}
Model.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.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.setTextures
Sets textures to be used.
Model.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
Model.onBeforeRender()
Attaches attributes
Model.onAfterRender()
Detaches attributes
Model.setProgramState
Attaches attributes for primitive (from geometry) and instances (from model), Sets uniforms and textures
Model.unsetProgramState
Reverses setProgramState