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gl.js
45 lines (39 loc) · 1.7 KB
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gl.js
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var gl;
var programInfo;
main();
function main() {
const canvas = document.querySelector("#gl-canvas");
// Initialize the GL context
gl = canvas.getContext("webgl");
// Only continue if WebGL is available and working
if (!gl) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
return;
}
const program = initShaders(gl, "vertex-shader", "fragment-shader");
programInfo = {
program: program,
attribLocations: {
vertexPosition: gl.getAttribLocation(program, 'aVertexPosition'),
normal: gl.getAttribLocation(program, 'aNormal'),
textureCoord: gl.getAttribLocation(program, 'aTextureCoord'),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(program, 'uProjectionMatrix'),
modelMatrix: gl.getUniformLocation(program, 'uModelMatrix'),
viewMatrix: gl.getUniformLocation(program, 'uViewMatrix'),
normalMatrix: gl.getUniformLocation(program, 'uNormalMatrix'),
uSampler: gl.getUniformLocation(program, 'uSampler'),
uKa: gl.getUniformLocation(program, 'uKa'),
uKd: gl.getUniformLocation(program, 'uKd'),
uKs: gl.getUniformLocation(program, 'uKs'),
uSpecularExponent: gl.getUniformLocation(program, 'uSpecularExponent'),
uLightPosition: gl.getUniformLocation(program, 'uLightPosition'),
uIa: gl.getUniformLocation(program, 'uIa'),
uId: gl.getUniformLocation(program, 'uId'),
uIs: gl.getUniformLocation(program, 'uIs'),
},
};
// Tell WebGL to use our program when drawing
gl.useProgram(programInfo.program);
}