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.:
Program instance)Mesh] or a Geometry instance, plus any additional attributes for instanced rendering)The Model class also provides the following features:
Shader AssemblyBuffers from typed array attributesCreate 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
.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ModelViewMatrix
})
.draw();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: [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();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: currentModelViewMatrix
},
vertexArray: vertexArray1
});
// Switch attribute data to vertexArray2
model.draw({
uniforms: {
uPMatrix: currentProjectionMatrix,
uMVMatrix: currentModelViewMatrix
},
vertexArray: vertexArray2
});Model extends the BaseModel class and inherits all properties from that class.
any uniforms needed by shader modules.
uniform values to be used for drawing.
function to be called before every time this model is drawn.
function to be called after every time this model is drawn.
Mesh instance.
Geometry object, from which attributes, vertex count and drawing mode are deduced.
default value is false.
default value is 0.
when not provided will be deduced from geometry 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.Free WebGL resources associated with this model
Updates properties
Returns true if the model is animated (i.e. needs to be redrawn every frame).
Get model's Program instance
Returns map of currently stored uniforms
Stores named uniforms {key, value}
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 to Buffer and 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, 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.Renders the model with provided uniforms, and samplers. Calls Program.draw() with rasterization turned off.
discard=true (Boolean) - Turns off rasterizationfeedbackBuffers=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.
.model.transform({
discard:
});Gets the WebGL drawMode
Gets vertex count
Note: might be autocalculated from Geometry
Defaults to 0
Get a map of named attributes
Sets the WebGL drawMode.
GL.POINTS etc.
Sets the number of vertices
How many instances will be rendered
Use a Geometry instance to define attribute buffers
Sets map of attributes (passes through to VertexArray.setAttributes)
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.