我正在努力使我的数据类型更通用,而不是采用OpenGL类型GLfloat
。所以我开始使用类型a
,然后用它替换所有内容。
现在,我已经到了设置统一变量的地步,但他们接受了GLfloat。我正在使用一个名为GLUtil的库,它使得它更容易,它提供了一个类AsUniform
,以检查类型是否可以是一个统一变量。我坚持使用我的类型签名,但它仍然给我一个错误。这是代码:
-- | Sets the modelview and projection matrix uniform variables.
mvpUnif :: (GL.UniformComponent a, Num a, Epsilon a, Floating a, AsUniform a) => (GLState a) -> ShaderProgram -> IO ()
mvpUnif state p = do
-- Check if view and projection matrices are there, else set them to the identity.
let vMat = case vMatrix state of
Just v -> v
Nothing -> getIdentity
let pMat = case pMatrix state of
Just p -> p
Nothing -> getIdentity
-- Multiply model and view matrix together.
let mvMatrix = vMat !*! mMatrix state
setUniform p uModelViewMatrixVar mvMatrix
setUniform p uProjectionMatrixVar pMat
和错误:
Could not deduce (AsUniform (V4 (V4 a)))
arising from a use of `setUniform'
from the context (GL.UniformComponent a,
Num a,
Epsilon a,
Floating a,
AsUniform a)
bound by the type signature for
mvpUnif :: (GL.UniformComponent a, Num a, Epsilon a, Floating a
,
AsUniform a) =>
GLState a -> ShaderProgram -> IO ()
at src\Graphics\FreeD\Shaders\DefaultShaders.hs:194:12-119
In a stmt of a 'do' block:
setUniform p uModelViewMatrixVar mvMatrix
In the expression:
do { let vMat = ...;
let pMat = ...;
let mvMatrix = vMat !*! mMatrix state;
setUniform p uModelViewMatrixVar mvMatrix;
.... }
In an equation for `mvpUnif':
mvpUnif state p
= do { let vMat = ...;
let pMat = ...;
let mvMatrix = ...;
.... }
V4是AsUniform的一个实例,以及M44,它是(V4(V4 a))的类型,我认为可能是这个问题,所以我不确定为什么它'表演。
这是该课程的来源:
http://hackage.haskell.org/package/GLUtil-0.8.5/docs/Graphics-GLUtil-Linear.html
谢谢!
答案 0 :(得分:1)
尝试将-XFlexibleContexts
和约束字面上添加到现有答案中:
{-# LANGUAGE FlexibleContexts #-}
mvpUnif :: ( GL.UniformComponent a
, Num a
, Epsilon a
, Floating a
, AsUniform a
, AsUniform (V4 (V4 a))
) => (GLState a) -> ShaderProgram -> IO ()
通常,这是不可推断的约束的例程,或者需要在所有调用站点中传递约束的约束。这种情况一直发生在我身上MonadState
等。在这种情况下,setUniform
是罪魁祸首。