WebGLRenderingContext: getUniformLocation() method
Part of the WebGL API, the WebGLRenderingContext
method
getUniformLocation()
returns the location of a
specific uniform variable which is part of a given
WebGLProgram
.
The uniform variable is returned as a
WebGLUniformLocation
object, which is an opaque identifier used to
specify where in the GPU's memory that uniform variable is located.
Once you have the uniform's location, you can access the uniform itself using one of the other uniform access methods, passing in the uniform location as one of the inputs:
getUniform()
- : Returns the value of the uniform at the given location.
WebGLRenderingContext.uniform[1234][fi][v]()
-
: Sets the uniform's value to the specified value, which may be a single floating
point or integer number, or a 2-4 component vector specified either as a list of
values or as a
Float32Array
orInt32Array
.
-
: Sets the uniform's value to the specified value, which may be a single floating
point or integer number, or a 2-4 component vector specified either as a list of
values or as a
WebGLRenderingContext.uniformMatrix[234][fv]()
-
: Sets the uniform's value to the specified matrix, possibly with transposition. The
value is represented as a sequence of
GLfloat
values or as aFloat32Array
.
-
: Sets the uniform's value to the specified matrix, possibly with transposition. The
value is represented as a sequence of
The uniform itself is declared in the shader program using GLSL.
Syntax
getUniformLocation(program, name)
Parameters
program
-
The
WebGLProgram
in which to locate the specified uniform variable. name
-
A string specifying the name of the uniform variable whose location is to be returned. The name can't have any whitespace in it, and you can't use this function to get the location of any uniforms starting with the reserved string
"gl_"
, since those are internal to the WebGL layer.The possible values correspond to the uniform names returned by
getActiveUniform
; see that function for specifics on how declared uniforms map to uniform location names.Additionally, for uniforms declared as arrays, the following names are also valid:
-
The uniform name without the
[0]
suffix. E.g. the location returned forarrayUniform
is equivalent to the one forarrayUniform[0]
. -
The uniform name indexed with an integer. E.g. the location returned for
arrayUniform[2]
would point directly to the third entry of thearrayUniform
uniform.
-
The uniform name without the
Return value
A WebGLUniformLocation
value indicating the location of the named
variable, if it exists. If the specified variable doesn't exist, null
is
returned instead.
The WebGLUniformLocation
is an opaque value used to uniquely identify the
location in the GPU's memory at which the uniform variable is located. With this value
in hand, you can call other WebGL methods to access the value of the uniform variable.
Note: The WebGLUniformLocation
type is compatible with the
GLint
type when specifying the index or location of a uniform
attribute.
Errors
The following errors may occur; to check for errors after
getUniformLocation()
returns, call
getError()
.
GL_INVALID_VALUE
-
The
program
parameter is not a value or object generated by WebGL. GL_INVALID_OPERATION
-
The
program
parameter doesn't correspond to a GLSL program generated by WebGL, or the specified program hasn't been linked successfully.
Examples
In this example, taken from the animateScene()
method in the article A basic 2D WebGL animation example, obtains the locations of three uniforms from
the shading program, then sets the value of each of the three uniforms.
gl.useProgram(shaderProgram);
uScalingFactor = gl.getUniformLocation(shaderProgram, "uScalingFactor");
uGlobalColor = gl.getUniformLocation(shaderProgram, "uGlobalColor");
uRotationVector = gl.getUniformLocation(shaderProgram, "uRotationVector");
gl.uniform2fv(uScalingFactor, currentScale);
gl.uniform2fv(uRotationVector, currentRotation);
gl.uniform4fv(uGlobalColor, [0.1, 0.7, 0.2, 1.0]);
Note: This code snippet is taken from the function animateScene()
in "A basic 2D WebGL animation example."
See that article for the full sample and to see the resulting animation in action.
After setting the current shading program to shaderProgram
, this code
fetches the three uniforms "uScalingFactor"
, "uGlobalColor"
,
and "uRotationVector"
, calling getUniformLocation()
once for
each uniform.
Then the three uniforms' values are set:
-
The
uScalingFactor
uniform — a 2-component vertex — receives the horizontal and vertical scaling factors from the variablecurrentScale
. -
The uniform
uRotationVector
is set to the contents of the variablecurrentRotation
. This, too, is a 2-component vertex. -
Finally, the uniform
uGlobalColor
is set to the color[0.1, 0.7, 0.2, 1.0]
, the components in this 4-component vector represent the values of red, green, blue, and alpha, respectively.
Having done this, the next time the shading functions are called, their own variables
named uScalingFactor
, uGlobalColor
, and
uRotationVector
will all have the values provided by the JavaScript code.
Specifications
Specification |
---|
WebGL Specification # 5.14.10 |
Browser compatibility
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