This is the pseudo code for pretty much all WebGL programs
Pseudo code
// At init time
for each shader program
create and compile vertex shader
create and compile fragment shader
create program and attach shaders
link program
record locations of attributes and uniforms
for each model/set of geometry/points/data
create buffer(s) for model
copy data into buffer(s) for model
for each texture
create texture
usually asynchronously load textures
// at draw time
clear
for each model
useProgram(program for model)
setup attributes for model
setup textures for model
set uniforms for model
draw
This is no different than drawing 1 model with 1 shader program. Just do the same setup.
a little more code...
For setting up attributes would look something like
for each attribute used by model
gl.enableVertexAttribArray(attribLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, bufferWithDataForAttribute);
gl.vertexAttribPointer(attribLocation, ...);
Setting up textures (might) look something like this
for each texture used by model
gl.activeTexture(gl.TEXTURE0 + ndx);
gl.bindTexture(gl.TEXTURE_2D, texture);
Finally you'd use the program
gl.useProgram(programForModel);
for each uniform
gl.uniform???(uniformLocation, uniformValue);
gl.drawArrays(...)
or
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferOfIndicesForModel);
gl.drawElements(...);
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