2020-01-28 16:47:05 -05:00

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# Model
A `Group` is a subclass of `ScenegraphNode` that holds a reference to a mesh with a transformation matrix that describes its position and orientation.
A `Model` holds all the data necessary to draw an object, e.g.:
* **shaders** (via a [`Program`](/docs/api-reference/webgl/program) instance)
* **uniforms** these can also reference textures.
* **vertex attributes** (holds a [`Mesh`] or a [`Geometry`](/docs/api-reference/engine/geometry) instance, plus any additional attributes for instanced rendering)
The `Model` class also provides the following features:
* Shader Module integration: [see `Shader Assembly`](/docs/api-reference/shadertools/assemble-shaders)
* Automatic creation of 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.
```js
// 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
.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.
```js
// construct the model.
const model = new Model(gl, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
uniforms: {uSampler: texture},
attributes: {
attributeName1: bufferObject,
attributeName2: [new Buffer(gl, new Float32Array(...)), {size: 3, type: GL.FLOAT}]
}
drawMode: gl.TRIANGLE_FAN,
vertexCount: 3,
})
// and on each frame update any uniforms (typically matrices) and call render.
model
.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
})
.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.
```js
// 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: currentModelViewMatrix
},
vertexArray: vertexArray1
});
// Switch attribute data to vertexArray2
model.draw({
uniforms: {
uPMatrix: currentProjectionMatrix,
uMVMatrix: currentModelViewMatrix
},
vertexArray: vertexArray2
});
```
## Properties
`Model` extends the `BaseModel` class and inherits all properties from that class.
### 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.
### mesh
`Mesh` instance.
## Deprecated Properties in v7
### geometry
`Geometry` object, from which attributes, vertex count and drawing mode are deduced.
### isInstanced : Boolean
default value is false.
### instanceCount : Number
default value is 0.
### vertexCount : Number
when not provided will be deduced from `geometry` object.
## Constructor
### Model(gl: WebGLRenderingContext, props: Object)
The constructor for the Model class. Use this to create a new Model.
* `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` (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`.
* `modules` - shader modules to be applied.
* `program` - pre created program to use, when provided, vs, ps and modules are not used.
* `programManager` - `ProgramManager` to use for program creation and caching.
* `transpileToGLSL100` - Transpile vertex and fragment shaders to GLSL 1.0.
### delete() : Model
Free WebGL resources associated with this model
## Methods
### setProps(props : Object) : Model
Updates properties
### 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) : Model
Stores named uniforms {key, value}
### updateModuleSettings(moduleSettings : Object) : Model
### draw(options : Object) : Model
Renders the model with provided uniforms, attributes and samplers
```js
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) : Model
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).
.
```js
model.transform({
discard:
});
```
## Deprecated Methods in v7
### getDrawMode() : Enum
Gets the WebGL drawMode
### getVertexCount() : GLInt
Gets vertex count
Note: might be autocalculated from `Geometry`
### getInstanceCount() : GLInt
Defaults to 0
### getAttributes() : Object
Get a map of named attributes
### 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
Use a `Geometry` instance to define attribute buffers
### setAttributes(attributes : Object) : Model
Sets map of attributes (passes through to [VertexArray.setAttributes](/docs/api-reference/webgl/vertex-array))
## Remarks
* 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.