opengl启动过程
GLuint?_program = glCreateProgram(); //create shader program
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GLuint vertShader, fragShader;//頂點著色器,片段著色器(像素著色器)
vertShader= glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertShader, 1, sourceVert, NULL);//載入頂點著色器代碼到頂點著色器中
glCompileShader(vertShader); ? //編譯這個著色器
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fragShader= glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, sourceFrag, NULL);
glCompileShader(fragShader);
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glAttachShader(_program, vertShader);
glAttachShader(_program, fragShader);
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// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
glBindAttribLocation(_program, GLKVertexAttribColor, "color");
glBindAttribLocation(_program, GLKVertexAttribNormal, "a_normal");
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glLinkProgram(_program?);
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// Get uniform locations.
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
uniforms[UNIFORM_COLOR_MATRIX] = glGetUniformLocation(_program, "colorMatrix");
轉載于:https://www.cnblogs.com/quansir/p/5525795.html
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