我正在努力使我的数据类型一般而不是采取在OpenGL类型GLfloat
。所以我开始把它做成a
,然后用所有东西代替。Haskell - 无法推断...从上下文错误 - OpenGL AsUniform类类型
现在,我已经达到了设置统一变量的地步,但他们采用了GLfloat的。我使用了一个名为GLUtil的库,它使得它更容易一些,它提供了一个类AsUniform
来检查类型是否可以是一个统一的变量。我坚持它在我的类型签名,但它仍然给我一个错误。下面的代码:
-- | 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由AsUniform的一个实例,以及M44,这对于(V4(V4一)),其I型想到可能是这个问题,所以我不知道为什么它的行为。
下面是该类的来源:
http://hackage.haskell.org/package/GLUtil-0.8.5/docs/Graphics-GLUtil-Linear.html
谢谢!
不可以:/。同样的错误。把它放在顶部和我的cabal文件中,我尝试将sig改为'AsUniform(V4(V4 a))',但这并没有影响到它。也许GLUtil的软件包页面可能会闪耀一些为什么它不起作用的光芒,你认为? – Gentatsu