Chris Gervang 3ca7bbc057
feat(core): new device props api (#2100)
Signed-off-by: Chris Gervang <chris@gervang.com>
Co-authored-by: Ib Green <ib@foursquare.com>
2024-08-14 10:35:22 -04:00

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# Model
The `Model` class is the centerpiece of the luma.gl API. It brings together all GPU functionality needed to run shaders and perform draw calls, in a single, easy-to-use interface.
`Model` manages the following responsibilities:
- **render pipeline creation** -
- **attributes**
- **bindings** these can reference textures and uniform buffers
- **uniforms** WebGL only uniforms
- **async texture handling** - Model can accept AsyncTextures as bindings, deferring rendering until textures have loaded.
- **shader module injection**
- **debugging** - Detailed debug logging of draw calls by setting `luma.log.level` in the browser console.
The `Model` class integrates:
- The `@luma.gl/shadertools` shader module system: [see `Shader Assembly`]( /docs/api-reference/shadertools/shader-assembler).
- `ShaderInputs` for uniform and binding managment.
- The `Geometry` classes - accepts a [`Mesh`] or a [`Geometry`](/docs/api-reference/engine/geometry) instance, plus any additional attributes for instanced rendering)
## Usage
```typescript
import {Model} from `@luma.gl/engine`;
```
One of the simplest way to provide attribute data is by using a Geometry object.
Create model object by passing shaders, uniforms, geometry and render it by passing updated uniforms.
```typescript
import {Model, CubeGeometry} from `@luma.gl/engine`;
const model = new Model(device, {
source: WGSL_SHADER,
vs: GLSL_VERTEX_SHADER,
fs: GLSL_FRAGMENT_SHADER,
geometry: new CubeGeometry(),
bindings: {
uSampler: texture
},
})
```
### 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},
})
```
On each frame, call the `model.draw()` function after updating any uniforms (typically matrices).
```ts
model.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
});
model.draw();
```
Debug shader source (even when shader successful)
```ts
// construct the model.
const model = new Model(device, {
vs: VERTEX_SHADER,
fs: FRAGMENT_SHADER,
debugShaders: 'always'
});
```
## Types
### `ModelProps`
| Property | Type | Description |
| ------------------ | ---------------------------------------------- | --------------------------------------------------------------------------------- |
| `source` | `Shader` \| _string_ | A WGSL shader object, or WGSL source as a string. |
| `vs?` | `Shader` \| _string_ | A GLSL vertex shader object, or GLSL source as a string. |
| `fs?` | `Shader` \| _string_ | A GLSL fragment shader object, or GLSL source as a string. |
| `modules` | | shader modules to be applied (shadertools). |
| `shaderInputs?` | `ShaderInputs` | Pre-created, typed shaderInputs. |
| `onBeforeRender?` | `Function` | function to be called before every time this model is drawn. |
| `onAfterRender?` | `Function` | function to be called after every time this model is drawn. |
| `debugShaders?` | `'error' \| 'never' \| 'warnings' \| 'always'` | Specify in what triggers the display shader compilation log (default: `'error'`). |
Less commonly used properties:
| Property | Type | Description |
| ------------------ | ---------------------------------------------- | --------------------------------------------------------------------------------- |
| `pipelineFactory?` | | `PipelineFactory` to use for program creation and caching. |
| `varyings?` | `string[]` | WebGL: Array of vertex shader output variables (used in TransformFeedback flow). |
| `bufferMode?` | | WebGL: Mode for recording vertex shader outputs (used in TransformFeedback flow). |
`ModelProps` also include [`RenderPipelineProps`](/docs/api-reference/core/resources/render-pipeline), which are passed through to the `RenderPipeline` constructor, e.g:
| Property | Type | Description |
| ----------------- | -------------------------- | --------------------------------------------------------------------------------------- |
| `layout` | `ShaderLayout` | Describes how shader attributes and bindings are laid out. |
| `topology?` | | `'point-list'`, `'line-list'`, `'line-strip'`, `'triangle-list'` or `'triangle-strip'`, |
| `parameters?` | `RenderPipelineParameters` | |
| `vertexCount?` | `number` | |
| `instanceCount?` | `number` | |
| `moduleSettings?` | `Record<string, any>` | any values required by shader modules (will be mapped to uniforms). |
| `uniforms?` | `Record<string, any>` | any non-binding uniform values |
| `bindings?` | `Record<string, any>` | |
| `buffers?` | `Record<string, Buffer>` | |
## Fields
### `renderPipeline: RenderPipeline`
The model's `RenderPipeline` instance
### instanceCount: number
default value is 0.
### vertexCount: number
when not provided will be deduced from `geometry` object.
## Methods
### `constructor(device: Device, props: ModelProps)`
The constructor for the Model class. Use this to create a new Model.
### `destroy(): void`
Free GPU resources associated with this model immediately, instead of waiting for garbage collection.
### `draw(options: DrawOptions): boolean`
Renders the model with provided uniforms, attributes and samplers
```typescript
model.draw({
renderPass,
moduleSettings = null,
uniforms = {},
attributes = {},
samplers = {},
parameters = {},
settings,
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.
Returns
- `boolean` - `true` if the model was drawn, `false` if not (normally because resources were still being loaded). If false is returned, then the application should attempt to draw again next frame.
### `setVertexCount(): void`
Sets the number of vertices
### `setInstanceCount(); void`
How many instances will be rendered
### `setGeometry(); void`
Use a `Geometry` instance to define attribute buffers
### `setAttributes(attributes: object, options?): void`
Sets map of attributes (via [VertexArray.setAttributes](/docs/api-reference/core/resources/vertex-array))
- `attributes` (Object) - map of attribute names to values.
- `options.ignoreMissingAttributes` (boolean) - if `true`, allows the function to silently ignore missing attributes.
### `setUniforms(uniforms: object): void` (Deprecated)
Global uniforms key, value. Only works on WebGL, for portable code, use uniform buffers and `model.setBindings()` instead.
### `updateModuleSettings(moduleSettings: object): void` (Deprecated)