initLocation method
void
initLocation()
Implementation
void initLocation() {
uniformProjection = gl.getUniformLocation(program, "Projection");
uniformModel = gl.getUniformLocation(program, "Model");
uniformMVP = gl.getUniformLocation(program, "ModelviewProjection");
uniformColor = gl.getUniformLocation(program, "uColor");
uniformTexMatrix = gl.getUniformLocation(program, "uTexMatrix");
uniformSamplerDiffuse = gl.getUniformLocation(program, "SamplerDiffuse");
uniformCameraViewport = gl.getUniformLocation(program, "CameraViewport");
// vertex-attrib
attribVertex = gl.getAttribLocation(program, "inVertex");
attribColor = gl.getAttribLocation(program, "inColor");
attribNormal = gl.getAttribLocation(program, "inNormal");
attribUV = gl.getAttribLocation(program, "inTexCoord");
// bones matrix-array
uniformBoneCount = gl.getUniformLocation(program, "BoneCount");
uniformBoneMatrixArray = gl.getUniformLocation(program, "BoneMatrixArray");
uniformBoneMatrixArrayIT = gl.getUniformLocation(program, "BoneMatrixArrayIT");
// vertex by bone-skinning
attribBoneIndex = gl.getAttribLocation(program, "inBoneIndex");
attribBoneWeight = gl.getAttribLocation(program, "inBoneWeight");
if (uniformSamplerDiffuse.id >= 0) {
// Set the active sampler to stage 0. Not really necessary since the uniform
// defaults to zero anyway, but good practice.
gl.activeTexture(WebGL.TEXTURE0);
gl.uniform1i(uniformSamplerDiffuse, 0); // GL_TEXTURE0 for active-texture
}
}