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基于this post,我试图找出如何在Haskell中使用VBO。我试图填补未涵盖有位:OpenGL VBO在Haskell
data Sprite = Sprite { spriteImage :: Image
, spritePosition :: Position
} deriving (Show, Eq)
spriteBatch :: [Sprite] -> [(TextureObject, [Sprite])]
spriteBatch = (map f) . toList . (groupedBy (imageTexture . spriteImage))
where f (t, s) = (t, s)
offset = plusPtr nullPtr
renderSprites :: [Sprite] -> IO()
renderSprites l = (flip mapM_) (spriteBatch l) $ \(t, sps) -> do
textureBinding Texture2D $= Just t
let l = concat $ map sprToList sps
vbo <- vboOfList ((length l)*4) l
displayVbo vbo $ fromIntegral $ length sps
where
sprToList :: Sprite -> [GLfloat]
sprToList (Sprite (Image _ (TexCoord2 u0 v0) (TexCoord2 u1 v1) (Size w h) _) (Position x y)) =
[fromIntegral x, fromIntegral y, u0, v0
,fromIntegral (x+w), fromIntegral y, u1, v0
,fromIntegral (x+w), fromIntegral (y+h), u1, v1
,fromIntegral x, fromIntegral (y+h), u0, v1
]
vboOfList :: Int -> [GLfloat] -> IO BufferObject
vboOfList size elems = do
let ptrsize = toEnum $ size * 4
arrayType = ElementArrayBuffer
(array:_) <- genObjectNames 1
bindBuffer arrayType $= Just array
arr <- newListArray (0, size - 1) elems
withStorableArray arr $ \ptr -> bufferData arrayType $= (ptrsize, ptr, StaticDraw)
bindBuffer ArrayBuffer $= Nothing
return array
displayVbo buff size = do
let stride = 2*(2*4)
vxDesc = VertexArrayDescriptor 2 Float stride $ offset 0
texCoo = VertexArrayDescriptor 2 Float stride $ offset 8
bindBuffer ArrayBuffer $= Just buff
arrayPointer VertexArray $= vxDesc
arrayPointer TextureCoordArray $= texCoo
clientState VertexArray $= Enabled
clientState TextureCoordArray $= Enabled
drawArrays Quads 0 size
bindBuffer ArrayBuffer $= Nothing
你可以找到完整的代码here,如果你需要。
在master branch上,同样的功能使用普通的vertex
调用来绘制Sprites
,它的工作原理非常完美。但是使用VBO,这个精灵不在那里;我得到一个空白屏幕。
任何人都可以向我解释我在这里做错了吗?
你能向我们解释第一个地方有什么问题吗?它是否编译和行为不当? – 2013-04-03 19:34:29
@ ThomasM.DuBuisson:哦,是的,对不起。它编译完美,但屏幕保持空白。这个精灵并没有显示出来 - 它必须在上面的VBO部分,因为没有VBO的部分工作得很好。 – Lanbo 2013-04-03 19:38:20