initGL: function() {
// When called from the event listener, the "this" reference doesn't work, so use the object name.
+ console.log("Initializing WebGL...");
if (gMap.gl) {
gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight);
gMap.gl.clearColor(0.0, 0.0, 0.0, 0.5); // Set clear color to black, fully opaque.
gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT|gMap.gl.DEPTH_BUFFER_BIT); // Clear the color.
// Create and initialize the shaders.
+ console.log("Create and compile shaders...");
var vertShader = gMap.gl.createShader(gMap.gl.VERTEX_SHADER);
var fragShader = gMap.gl.createShader(gMap.gl.FRAGMENT_SHADER);
gMap.gl.shaderSource(vertShader, gMap.getVertShaderSource());
return null;
}
+ console.log("Create and link shader program...");
gMap.glShaderProgram = gMap.gl.createProgram();
gMap.gl.attachShader(gMap.glShaderProgram, vertShader);
gMap.gl.attachShader(gMap.glShaderProgram, fragShader);
gMap.glTextureCoordAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aTextureCoord");
gMap.glResolutionAttr = gMap.gl.getUniformLocation(gMap.glShaderProgram, "uResolution");
+ console.log("Set up vertex buffer...");
var tileVerticesBuffer = gMap.gl.createBuffer();
gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, tileVerticesBuffer);
// The vertices are the coordinates of the corner points of the square.
gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
// Create a buffer for the position of the rectangle corners.
+ console.log("Set up coord buffer...");
var mapVerticesTextureCoordBuffer = gMap.gl.createBuffer();
gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, mapVerticesTextureCoordBuffer);
gMap.gl.enableVertexAttribArray(gMap.glVertexPositionAttr);