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The drawIndexed() method of the GPURenderPassEncoder interface draws indexed primitives based on the vertex and index buffers provided by setVertexBuffer() and setIndexBuffer().
drawIndexed(indexCount)
drawIndexed(indexCount, instanceCount)
drawIndexed(indexCount, instanceCount, firstIndex)
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex)
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance)indexCountA number defining the number of indices to draw.
instanceCount OptionalA number defining the number of instances to draw. If omitted, instanceCount defaults to 1.
firstIndex OptionalA number defining the offset into the index buffer, in indices, to begin drawing from. If omitted, firstIndex defaults to 0.
baseVertex OptionalA number added to each index value before indexing into the vertex buffers. If omitted, baseVertex defaults to 0.
firstInstance OptionalA number defining the first instance to draw. If omitted, firstInstance defaults to 0.
None (undefined).
In the WebGPU Samples Shadow Mapping example, drawIndexed() is used in two separate render passes in each animation frame, one to populate the shadow buffer and one to draw the primary view of the scene. Study the example code listing for the full context.
// …
const commandEncoder = device.createCommandEncoder();
{
const shadowPass = commandEncoder.beginRenderPass(shadowPassDescriptor);
shadowPass.setPipeline(shadowPipeline);
shadowPass.setBindGroup(0, sceneBindGroupForShadow);
shadowPass.setBindGroup(1, modelBindGroup);
shadowPass.setVertexBuffer(0, vertexBuffer);
shadowPass.setIndexBuffer(indexBuffer, "uint16");
shadowPass.drawIndexed(indexCount);
shadowPass.end();
}
{
const renderPass = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPass.setPipeline(pipeline);
renderPass.setBindGroup(0, sceneBindGroupForRender);
renderPass.setBindGroup(1, modelBindGroup);
renderPass.setVertexBuffer(0, vertexBuffer);
renderPass.setIndexBuffer(indexBuffer, "uint16");
renderPass.drawIndexed(indexCount);
renderPass.end();
}
// …