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c++ - GLSL:我应该如何存储和跟踪统一/属性位置?

目前我只是做:someuniform1=glGetUniformLocation(MyShaderName,"someuniform1");someattribute1=glGetAttribLocation(MyShaderName,"someattribute1");但是这个方法看起来重复的很烦人,所以我想到了使用std::map:Shaders[MyShaderName].Uniforms["someuniform1"]=glGetUniformLocation(MyShaderName,"someuniform1");Shaders[MyShaderName].Attribut