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
  }
}