How to use RAII appropriately/reduce memory leaks in this situation - c++

I'm not sure how I can use RAII to my fullest in the situation that I have. This is the situation:
I am creating a basic renderer. Geometry is described by a Geometry class, which may have vertices added to it. In order for Geometry objects to be used for rendering, it must first be compiled (i.e. a VBO will be created for the Geometry). Compiliation (and decompiliation) of geometery objects is done via a Renderer object, decompilation must be done once you are done with geometery objects. If decompilation is not done, there will be memory leaks.
Here is an example of what I'm describing:
Renderer renderer; // the renderer object
{
Geometry geometry;
// add vertices
// and play around with material, etc.
if(!renderer.compile(geometery); // compile the geometery, so we can use it
{
cerr << "Failed to compile geometry!\n";
}
// now we can use it...
renderer.render(geometry, RenderType::TriangleStrips);
} // if I don't call renderer.decompile(geometry) here, I will get a leak
What I'm trying to do is decompile my geometery, without explicitly telling the renderer to decompile it. This is to simply reduce memory leaks. My first thought was to use RAII, but if I do so the Geometry class would require the Renderer class, which seems quite messy. As I would require a reference to the Renderer object which compiled the geometery.
Another alternative I thought of was to make the renderer create geometry, but this will cause geometry objects to allocated dynamically (i.e. with new), and it also seems quite messy.
I also thought of placing a handle object within the geometery, such as a unique_ptr to an abstract handle object.
e.g.
class GeometeryHandle
{
virtual ~GeometeryHandle() = 0;
};
Which might actually work, as it may also be used to store the GLuint within the handle. I am unsure if this is appropriate though, as I could simply decompile the geometry directly via a Renderer reference. i.e. it will do the same thing if I call it directly through the destructor.
How should I design this appropriately so I don't accidentally not decompile geometry?

It's not clear who is supposed to be responsible for what in your design. That's step 1 in figuring out how to employ any form of resource management: deciding who's responsible for what.
For example, you say that "Geometry is described by a Geometry class, which may have vertices added to it." OK, but how does this relate to the post-compilation data? If the user adds vertices to Geometry after it's compiled, do those vertices automatically get placed in the compiled data? Or is the compiled data completely separate from the Geometry class after compiling it, such that changes to the Geometry class don't update the compiled data?
It sounds to me like you're conflating two very different ideas: GeometryBuilder and Renderable. GeometryBuilder is what you put vertex data into. Then you take that and create a Renderable out of it. The Renderable is an optimized form of the data stored in a GeometryBuilder. The object is completely independent of the GeometryBuilder that created it. The Renderable is what you can actually render with.
So you would do this:
GeometryBuilder meshBuilder;
meshBuilder.AddVertex(...);
...
Renderable renderMesh = render.CreateRenderable(meshBuilder);
After this point, meshBuilder is independent of renderMesh. You can delete one and the other's fine. You can "compile" renderMesh multiple times and get identical copies of the same data. And so forth.

Method 1:
You can use a helper class:
class CompileHandler
{
private:
Geometry& g;
Renderer& r;
public:
CompileHandler(Geometry& _g, Renderer& _r) : g(_g), r(_r)
{
}
~CompileHandler()
{
r.decompile(g);
}
};
And you can use it the following way:
{
Geometry geometry;
CompileHandler ch(geometry,renderer);
// add vertices
// and play around with material, etc.
if(!renderer.compile(geometery); // compile the geometery, so we can use it
{
cerr << "Failed to compile geometry!\n";
}
// now we can use it...
renderer.render(geometry, RenderType::TriangleStrips);
// decompilation is automatic on destruction of the CompileHandler object
}
Method 2:
Create a more robust hierarchy:
GeometryCompiler
^
|
| inherits
|
Renderer
On compilation of the geometry, the geometry compiler (here, the renderer) notify the geometry that it has been compiled (and set a GeometryCompiler pointer inside the geometry to it, the compiler).
Then, on destruction of the geometry, if the pointer is not null, it can require the GeometryCompiler to decompile it.

RAII requires the "undo" operations to be played by dstructors.
In you case, the geometry is destroyed, but the render survive. The only trigger you have is the Geometry destructor, that should know what render compiled, to call him to decompile.
But since is not in the purpose of geometry to know about rederes, you most likely need an helper class (let's call it Compile_guard) that should be instantiated just after the geometry completion, taking a Geometry and Render as parameters, and calling Render::compile upon construction and Render::decompile upon destruction:
Renderer renderer; // the renderer object
{
Geometry geometry;
// add vertices
// and play around with material, etc.
Compile_guard guard(render, geometry);
if(!guard); // Invalid compilation ....
{
cerr << "Failed to compile geometry!\n";
return; // this is exception safe!
}
// now we can use it...
renderer.render(geometry, RenderType::TriangleStrips);
} //here guard will decompile
About the Compile_guard, it can be something like
class Compile_guard
{
public:
Compile_guard(Render& r, Geometry& g) :render(&r), geometry(&g), good(false)
{ good = render->compile(*geometry); }
~Compile_guard()
{ if(good) render->decompile(*geometry); }
explicit operator bool() const { return good; }
Compile_guard(const Compile_guard&) =delete; //just avoid copy and assign.
Compile_guard& operator=(const Compile_guard&) =delete;
private:
Render* render;
Geometry* geometry;
bool good;
};

Related

Going up the object hierarchy

Hi so I've got some nice tree hierarchy of objects in program i'm working on. I've came across a problem with communicating the bottom to top way. How I have it set up right now is that in every constructor I pass a reference to object creating the new object. Simple structure would look like this:
[Controller] -> [World] -> [Object]
Going up one layer (from world to controller or from object to world) is OK. But where the problem starts to occur is when I try to go up 2 layers.
Here is a simplified structure of how I have set it up:
Controller.h:
#include "World.h"
Class Controller {
public:
Controller() {
_worlds.push_back(World(*this));
)
void update() { // Called on a loop from main program loop
_worlds[0].update(); // Calls update of active world, in this case world[0]
}
vector<World> _worlds;
Camera _camera; // class with checkIfInView function
}
World.h:
#Include "Object.h"
Class Controller;
Class World {
World(Controller& ref) : _controller(ref) {
_objects.push_back(Object(*this));
_controller._camera.doStuff(); // works OK
}
void update() {
for (auto& i : _objects)
i.update();
}
vector<Object> _objects;
Controller& _controller;
}
Object.h:
Class World;
Class Object {
Object(World& ref) : _world(ref) {}
void update();
World& _world;
}
Object.cpp:
#include "Controller.h"
#include "World.h"
void Object::update() {
_world._controller._camera.checkIfInView(*this); // Read access violation
}
Controller hold one single camera object which is responsible for what is being shown. What I need is a way for Objects to call checkIfInView to know if they should render or not. Is there any other way to do this or a way to fix it?
EDIT: Updated code.
The problem
Let's look at your nice chain, starting with the Controller constructor. As it's the top object of your hierarchy, it the start of the construction. I imagine that in main() you have something like
Controller c;
This will cause the constructor to be called:
Controller() {
_worlds.push_back(World(*this)); // !!!
}
World(*this) will create a new temporary world that you'll push into the vector of worlds of your controller. The temporary object only exists for the time of the expression in which it appears.
The temporary World will then be constructed with
World(Controller& ref) : _controller(ref) { // ref to controller is kept
_objects.push_back(Object(*this)); // ouch!!!
_controller._camera.doStuff(); // works OK
}
Now an object will be created which refers to *this world. Ouch!! Remember that that world is temporary ? At the end of the construction it will be deleted, so that all objects will refer to a C++ object that no longer exists and hence the UB which happen to produce the segmentation fault in your case.
The start of a solution
The design that you have is quite delicate. Think twice if you couldn't find a safer design pattern. If you want nevertheless to pursue in this direction, avoid creating objects using temporary items: create dynamically allocated ones instead.
Controller() {
_worlds.push_back(*new World(*this)); // !!! risk of leakage
}
The next thing would be to use pointers instead of references:
Controller() {
_worlds.push_back(new World(*this)); // risk of leakage
}
Of course, you'd need to change the rest of the code accordingly, to work with pointers.
The next thing would be to opt for shared pointers: this avoids risk of leakage:
Controller() {
_worlds.push_back(make_shared<World>(*this)); // risk of leakage
}
In the adaptation of your code you'd then need to make a difference between shared_ptr in your vectors, which refers to the object, and weak_ptr to the parten objects, to indicate tha the parent is now shared owned by the child but by another object.
A better solution ?
I warn you that it will not be a piece of cake. As soon as you have pointers, you'd need to take care of the rule of 3 for each class.
Many issues arise from:
1) the nested construction -> may be worth considering the builder design pattern
2) the risk of mixing of static objects and dynamically created objects, never knowing which kind is the parent. -> may be worth using a protected/private constructor and use a factory method for making sure that all objects are always dynamic objects.

Engine to render different types of graphic objects

I'm trying to write a class (some sort of graphics engine) basically it's purpose is to render ANYTHING that I pass into it. In most tutorials I've seen, objects draw themselves. I'm not sure if that's how things are supposed to work. I've been searching the internet trying to come up with different ways to handle this problem, I've been reviewing function templates and class templates over and over again (which sounds like the solution I could be looking for) but when I try using templates, it just seems messy to me (possibly because I don't fully understand how to use them) and then I'll feel like taking the template class down, then I'll give it a second try but then I just take it down again, I'm not sure if that's the way to go but it might be. Originally it was tiled-based only (including a movable player on screen along with a camera system), but now I've trying to code up a tile map editor which has things such as tool bars, lists, text, possibly even primitives on screen in the future, etc. and I'm wondering how I will draw all those elements onto the screen with a certain procedure (the procedure isn't important right now, I'll find that out later). If any of you were going to write a graphics engine class, how would you have it distinguish different types of graphic objects from one another, such as a primitive not being drawn as a sprite or a sphere primitive not being drawn as a triangle primitive, etc.? Any help would be appreciated. :)
This is the header for it, it's not functional right now because I've been doing some editing on it, Just ignore the part where I'm using the "new" keyword, I'm still learning that, but I hope this gives an idea for what I'm trying to accomplish:
//graphicsEngine.h
#pragma once
#include<allegro5\allegro.h>
#include<allegro5\allegro_image.h>
#include<allegro5\allegro_primitives.h>
template <class graphicObjectData>
class graphicsEngine
{
public:
static graphicObjectData graphicObject[];
static int numObjects;
static void setup()
{
al_init_image_addon();
al_init_primitives_addon();
graphicObject = new graphicObjectData [1]; //ignore this line
}
template <class graphicObjectData> static void registerObject(graphicObjectData &newGraphicObject) //I'm trying to use a template function to take any type of graphic object
{
graphicObject[numObjects] = &newObject;
numObjects++;
}
static void process() //This is the main process where EVERYTHING is supposed be drawn
{
int i;
al_clear_to_color(al_map_rgb(0,0,0));
for (i=0;i<numObjects;i++) drawObject(graphicObject[i]);
al_flip_display();
}
};
I am a huge fan of templates, but you may find in this case that they are cumbersome (though not necessarily the wrong answer). Since it appears you may be wanting diverse object types in your drawing container, inheritance may actually be a stronger solution.
You will want a base type which provides an abstract interface for drawing. All this class needs is some function which provides a mechanism for the actual draw process. It does not actually care how drawing occurs, what's important is that the deriving class knows how to draw itself (if you want to separate your drawing and your objects, keep reading and I will try to explain a way to accomplish this):
class Drawable {
public:
// This is our interface for drawing. Simply, we just need
// something to instruct our base class to draw something.
// Note: this method is pure virtual so that is must be
// overriden by a deriving class.
virtual void draw() = 0;
// In addition, we need to also give this class a default virtual
// destructor in case the deriving class needs to clean itself up.
virtual ~Drawable() { /* The deriving class might want to fill this in */ }
};
From here, you would simply write new classes which inherit from the Drawable class and provide the necessary draw() override.
class Circle : public Drawable {
public:
void draw() {
// Do whatever you need to make this render a circle.
}
~Circle() { /* Do cleanup code */ }
};
class Tetrahedron : public Drawable {
public:
void draw() {
// Do whatever you need to make this render a tetrahedron.
}
~Tetrahedron() { /* Do cleanup code */ }
};
class DrawableText : public Drawable {
public:
std::string _text;
// Just to illustrate that the state of the deriving class
// could be variable and even dependent on other classes:
DrawableText(std::string text) : _text(text) {}
void draw() {
// Yet another override of the Drawable::draw function.
}
~DrawableText() {
// Cleanup here again - in this case, _text will clean itself
// up so nothing to do here. You could even omit this since
// Drawable provides a default destructor.
}
};
Now, to link all these objects together, you could simply place them in a container of your choosing which accepts references or pointers (or in C++11 and greater, unique_ptr, shared_ptr and friends). Setup whatever draw context you need and loop through all the contents of the container calling draw().
void do_drawing() {
// This works, but consider checking out unique_ptr and shared_ptr for safer
// memory management
std::vector<Drawable*> drawable_objects;
drawable_objects.push_back(new Circle);
drawable_objects.push_back(new Tetrahedron);
drawable_objects.push_back(new DrawableText("Hello, Drawing Program!"));
// Loop through and draw our circle, tetrahedron and text.
for (auto drawable_object : drawable_objects) {
drawable_object->draw();
}
// Remember to clean up the allocations in drawable_objects!
}
If you would like to provide state information to your drawing mechanism, you can require that as a parameter in the draw() routine of the Drawable base class:
class Drawable {
public:
// Now takes parameters which hold program state
virtual void draw(DrawContext& draw_context, WorldData& world_data) = 0;
virtual ~Drawable() { /* The deriving class might want to fill this in */ }
};
The deriving classes Circle, Tetrahedron and DrawableText would, of course, need their draw() signatures updated to take the new program state, but this will allow you to do all of your low-level drawing through an object which is designed for graphics drawing instead of burdening the main class with this functionality. What state you provide is solely up to you and your design. It's pretty flexible.
BIG UPDATE - Another Way to Do It Using Composition
I've been giving it careful thought, and decided to share what I've been up to. What I wrote above has worked for me in the past, but this time around I've decided to go a different route with my engine and forego a scene graph entirely. I'm not sure I can recommend this way of doing things as it can make things complicated, but it also opens the doors to a tremendous amount of flexibility. Effectively, I have written lower-level objects such as VertexBuffer, Effect, Texture etc. which allow me to compose objects in any way I want. I am using templates this time around more than inheritance (though intheritance is still necessary for providing implementations for the VertexBuffers, Textures, etc.).
The reason I bring this up is because you were talking about getting a larger degree of seperation. Using a system such as I described, I could build a world object like this:
class World {
public:
WorldGeometry geometry; // Would hold triangle data.
WorldOccluder occluder; // Runs occlusion tests against
// the geometry and flags what's visible and
// what is not.
WorldCollider collider; // Handles all routines for collision detections.
WorldDrawer drawer; // Draws the world geometry.
void process_and_draw();// Optionally calls everything in necessary
// order.
};
Here, i would have multiple objects which focus on a single aspect of my engine's processing. WorldGeometry would store all polygon details about this particular world object. WorldOccluder would do checks against the camera and geometry to see which patches of the world are actually visible. WorldCollider would process collission detection against any world objects (omitted for brevity). Finally, WorldDrawer would actually be responsible for the drawing of the world and maintain the VertexBuffer and other lower-level drawing objects as needed.
As you can see, this works a little more closely to what you originally asked as the geometry is actually not used only for rendering. It's more data on the polygons of the world but can be fed to WorldGeometry and WorldOccluder which don't do any drawing whatsoever. In fact, the World class only exists to group these similar classes together, but the WorldDrawer may not be dependent on a World object. Instead, it may need a WorldGeometry object or even a list of Triangles. Basically, your program structure becomes highly flexible and dependencies begin to disappear since objects do not inherit often or at all and only request what they absolutely require to function. Case in point:
class WorldOccluder {
public:
// I do not need anything more than a WorldGeometry reference here //
WorldOccluder(WorldGeometry& geometry) : _geometry(geometry)
// At this point, all I need to function is the position of the camera //
WorldOccluderResult check_occlusion(const Float3& camera) {
// Do all of the world occlusion checks based on the passed
// geometry and then return a WorldOccluderResult
// Which hypothetically could contain lists for visible and occluded
// geometry
}
private:
WorldGeometry& _geometry;
};
I chose the WorldOccluder as an example because I've spent the better part of the day working on something like this for my engine and have used a class hierarchy much like above. I've got boxes in 3D space changing colors based on if they should be seen or not. My classes are very succinct and easy to follow, and my entire project hierarchy is easy to follow (I think it is anyway). So this seems to work just fine! I love being on vacation!
Final note: I mentioned templates but didn't explain them. If I have an object that does processing around drawing, a template works really well for this. It avoids dependencies (such as through inheritence) while still giving a great degree of flexibility. Additionally, templates can be optimized by the compiler by inlining code and avoiding virtual-style calls (if the compiler can deduce such optimizations):
template <typename TEffect, TDrawable>
void draw(TEffect& effect, TDrawable& drawable, const Matrix& world, const Matrix& view, const Matrix& projection) {
// Setup effect matrices - our effect template
// must provide these function signatures
effect.world(world);
effect.view(view);
effect.projection(projection);
// Do some drawing!
// (NOTE: could use some RAII stuff here in case drawable throws).
effect.begin();
for (int pass = 0; pass < effect.pass_count(); pass++) {
effect.begin_pass(pass);
drawable.draw(); // Once again, TDrawable objects must provide this signature
effect.end_pass(pass);
}
effect.end();
}
My technique might really suck, but I do it like this.
class entity {
public:
virtual void render() {}
};
vector<entity> entities;
void render() {
for(auto c : entities) {
c->render();
}
}
Then I can do stuff like this:
class cubeEntity : public entity {
public:
virtual void render() override {
drawCube();
}
};
class triangleEntity : public entity {
public:
virtual void render() override {
drawTriangle();
}
};
And to use it:
entities.push_back(new cubeEntity());
entities.push_back(new triangleEntity());
People say that it's bad to use dynamic inheritance. They're a lot smarter than me, but this approach has been working fine for a while. Make sure to make all your destructors virtual!
The way the SFML graphics library draws objects (and the way I think is most manageable) is to have all drawable objects inherit from a 'Drawable' class (like the one in David Peterson's answer), which can then be passed to the graphics engine in order to be drawn.
To draw objects, I'd have:
A Base class:
class Drawable
{
int XPosition;
int YPosition;
int PixelData[100][100]; //Or whatever storage system you're using
}
This can be used to contain information common to all drawable classes (like position, and some form of data storage).
Derived Subclasses:
class Triangle : public Drawable
{
Triangle() {} //overloaded constructors, additional variables etc
int indigenous_to_triangle;
}
Because each subclass is largely unique, you can use this method to create anything from sprites to graphical-primitives.
Each of these derived classes can then be passed to the engine by reference with
A 'Draw' function referencing the Base class:
void GraphicsEngine::draw(const Drawable& _object);
Using this method, a template is no longer necessary. Unfortunately your current graphicObjectData array wouldn't work, because derived classes would be 'sliced' in order to fit in it. However, creating a list or vector of 'const Drawable*' pointers (or preferably, smart pointers) would work just as well for keeping tabs on all your objects, though the actual objects would have to be stored elsewhere.
You could use something like this to draw everything using a vector of pointers (I tried to preserve your function and variable names):
std::vector<const Drawable*> graphicObject; //Smart pointers would be better here
static void process()
{
for (int i = 0; i < graphicObject.size(); ++i)
draw(graphicObject[i]);
}
You'd just have to make sure you added each object to the list as it was created.
If you were clever about it, you could even do this in the construction and destruction:
class Drawable; //So the compiler doesn't throw an error
std::vector<const Drawable*> graphicObject;
class Drawable
{
Triangle() {} //overloaded constructors, additional variables etc
int indigenous_to_triangle;
std::vector<const Drawable*>::iterator itPos;
Drawable() {
graphicObject.push_back(this);
itPos = graphicObject.end() - 1;
}
~Drawable() {
graphicObject.erase(itPos);
}
}
Now you can just create objects and they'll be drawn automatically when process() is called! And they'll even be removed from the list once they're destroyed!
All the above ideas have served me well in the past, so I hope I've helped you out, or at least given you something to think about.

Circular dependency conundrums

In my C++ project, I have an Engine class, a Renderer class and an Object class.
The instance of Renderer renders instances of Object. However instances of Object add themselves or remove themselves from the list of things to render.
From a usability point of view, it should be possible to set whether an instance of Object is drawn or not from the Object, but without the circular dependency.
I have a possible solution to this problem, but I do not know if it is a good idea:
The update cycle in the game is done through an Update() function in the Engine class that calls the Update() functions for every object. When it comes to call the Update() function for each instance of Object, I could set it to check for two boolean variables in the Object class. One, for whether it should be drawn, and one for whether it is actually being drawn. This should thus allow for an instance of Object to be added or removed from the list of things to render as required.
Is it a good idea to do it this way? Is this way efficient or is there a better way without the circular dependency?
EDIT:
I have rewritten my question for greater clarity and moved the second part to a new question where it was probably more relevant and to avoid confusing things further here.
You would want Object to inherit from Rendered, and Renderer to only be aware of Rendered, not Object (See below):
#include <iostream>
#include <list>
struct Renderer;
struct Rendered
{
virtual void renderMe( Renderer& ) = 0;
protected:
//Renderer won't delete me...
virtual ~Rendered(){}
};
struct Object : Rendered
{
virtual void renderMe( Renderer& )
{
std::cout << "I'm rendered!" << std::endl;
}
};
struct Renderer
{
void add( Rendered& r )
{
renderList_.push_back( & r );
}
void remove( Rendered& r );//...use your imagination
void render()
{
for( std::list<Rendered*>::iterator i = renderList_.begin(); i != renderList_.end(); ++i )
{
(*i)->renderMe( *this );
}
}
private:
std::list<Rendered*> renderList_;
};
struct Engine
{
Renderer& renderer_;
Object myObject_;
Engine( Renderer& r )
: renderer_( r )
{
renderer_.add( myObject_ );
}
~Engine()
{
renderer_.remove( myObject_ );
}
};
int test()
{
Renderer r;
Enginer e( r );
r.render();
return 0;
}
Not sure I really understand the intention. However, i would like to revisit your original question:
Currently, in order for an instance of Object to be drawn, it needs to
add itself to the instance of Renderer's list of objects to draw. This
means it needs a pointer to the instance of Renderer, however Renderer
also needs to know about Object in order to draw it.
Why is this a problem? If you just need pointers, you can declare the class type upfront:
class Object;
class Renderer;
class Engine;
Although, even cleaner would be using an Interface class.
EDIT:
Do I understand correctly, the problem is that you want to pass Rendered instance to Object, so the object can paint itself using the renderer?
What about the Interface class then:
class Paintable
{
public:
virtual void paint(Renderer *) = 0;
};
class Object : public Paintable
{
...
}
All your paintable object will be extending from the interface. This way the Renderer class doesn't need to hold vector of Objects, but vector of pointers to Paintable. (e.g. Renderer is no longer dependent on Object)
ANSWER: to second comment
Not sure you have a choice. You need the rendering piece of code to have access to Object's internal data (color, position, etc ...) and to the Renderer handle. Your choices are have the code in Renderer accessing object's internal data. This is, I think, a bad idea, as the Renderer would need to have different code handling different objects, and also possibly accessing private members of the Object. The other way around is to have intelligent objects that can render themselves given the Renderer handle. So they can call: renderer.paintLine(...), etc. Using the Interface class is neat, as the Renderer doen't need to have any knowledge about the Objects it holds.

Rendering Engine Design - Abstracting away API specific code for Resources [closed]

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I have a very big design stumbling block in my rendering code. Basically what this is, is not requiring API specific code (such as OpenGL code or DirectX). Now I've thought of numerous ways on how to solve the problem, however I'm not sure which one to use, or how I should improve upon these ideas.
To give a brief example, I will use a Texture as an example. A texture is an object which represents a texture in GPU memory, implementation wise it may be resembled in any particular way, i.e. whether implementation uses a GLuint or LPDIRECT3DTEXTURE9 to resemble the texture.
Now here are the ways I've thought of to actually implement this. I'm quite unsure if there is a better way, or which way is better than another.
Method 1: Inheritance
I could use inheritance, it seems the most obvious choice for this matter. However, this method requires virtual functions, and would require a TextureFactory class in order to create Texture objects. Which would require calls to new for each Texture object (e.g. renderer->getTextureFactory()->create()).
Here's how I'm thinking of using inheritance in this case:
class Texture
{
public:
virtual ~Texture() {}
// Override-able Methods:
virtual bool load(const Image&, const urect2& subRect);
virtual bool reload(const Image&, const urect2& subRect);
virtual Image getImage() const;
// ... other texture-related methods, such as wrappers for
// load/reload in order to load/reload the whole image
unsigned int getWidth() const;
unsigned int getHeight() const;
unsigned int getDepth() const;
bool is1D() const;
bool is2D() const;
bool is3D() const;
protected:
void setWidth(unsigned int);
void setHeight(unsigned int);
void setDepth(unsigned int);
private:
unsigned int _width, _height, _depth;
};
and then in order for OpenGL (or any other API specific) textures to be created, a sub-class would have to be made, such as OglTexture.
Method 2: Use a 'TextureLoader' or some other class
This method is as simple as it sounds, I use another class to handle loading of textures. This may or may not use virtual functions, depending on the circumstance (or whether I feel it is necessary).
e.g. A polymorphic texture loader
class TextureLoader
{
public:
virtual ~TextureLoader() {}
virtual bool load(Texture* texture, const Image&, const urect2& subRect);
virtual bool reload(Texture* texture, const Image&, const urect2& subRect);
virtual Image getImage(Texture* texture) const;
};
If I were to use this, a Texture object would only be a POD type. However, in order for this to work, a handle object/ID would have to be present within the Texture class.
For example, this is how I would more than likely implement it. Although, I may be able to generalise the whole ID thing, using a base class. Such as a Resource base class in which case holds an ID for a graphics resource.
Method 3: The Pimpl Idiom
I could use the pimpl idiom, which implements how to load/reload/etc. textures. This would more than likely require an abstract factory class for creation of textures. I am unsure how this is better than using inheritance. This pimpl idiom could be used in conjunction with Method 2, i.e. Texture objects would have a reference (pointer) to their loader.
Method 4: Using concepts/compile-time polymorphism
I could on the other hand, use compile-time polymorphism and basically use what I presented in the inheritance method, except without declaring virtual functions. This would work, but if I wanted to dynamically switch from OpenGL rendering to DirectX rendering, this would not be the best solution. I would simply put OpenGL/D3D specific code within the Texture class, where there would be multiple texture classes with some-what the same interface (load/reload/getImage/etc.), wrapped inside some namespace (resembling which API it uses, e.g. ogl, d3d, etc.).
Method 5: Using integers
I could just use integers to store handles to texture objects, this seems fairly simple, but may produce some-what "messy" code.
This problem is also present for other GPU resources such as Geometry, Shaders, and ShaderPrograms.
I've also thought of just making the Renderer class handle the creation, loading, and etc. of graphical resources. However this would violate SPR. e.g.
Texture* texture = renderer->createTexture(Image("something.png"));
Image image = renderer->getImage(texture);
Can someone please guide me, I think I'm thinking too heavily about this. I've tried observing various rendering engines, such as Irrlicht, Ogre3D, and others I have found online. Ogre and Irrlicht use inheritance, however I am unsure that this is the best route to take. As some others just use void*, integers, or just put API specific (mainly OpenGL) code within their classes (e.g. GLuint directly within the Texture class). I really cannot decide which design would be the most appropriate for me.
The platforms I am going to target are:
Windows/Linux/Mac
iOS
Possibly Android
I have considered to just use OpenGL specific code, as OpenGL works for all of those platforms. However, I feel that if I do that I will have to change my code quite a lot if I wish to port to other platforms that cannot use OpenGL, such as the PS3. Any advice on my situation will be greatly appreciated.
Think of it from a high-level point of view. How will your rendering code work with the rest of you game/application model? In other words, how do you plan to create objects in your scene and to what degree of modularity? In my previous work with engines, the end result of a well-designed engine generally has a step-by-step procedure that follows a pattern. For example:
//Components in an engine could be game objects such as sprites, meshes, lights, audio sources etc.
//These resources can be created via component factories for convenience
CRenderComponentFactory* pFactory = GET_COMPONENT_FACTORY(CRenderComponentFactory);
Once a component has been obtained there are usually a variety of overloaded methods you could use to construct the object. Using a sprite as an example, a SpriteComponent could contain everything potentially needed by a sprite in the form of sub-components; like a TextureComponent for instance.
//Create a blank sprite of size 100x100
SpriteComponentPtr pSprite = pFactory->CreateSpriteComponent(Core::CVector2(100, 100));
//Create a sprite from a sprite sheet texture page using the given frame number.
SpriteComponentPtr pSprite = pFactory->CreateSpriteComponent("SpriteSheet", TPAGE_INDEX_SPRITE_SHEET_FRAME_1);
//Create a textured sprite of size 100x50, where `pTexture` is your TextureComponent that you've set-up elsewhere.
SpriteComponentPtr pSprite = pFactory->CreateSpriteComponent(Core::CVector2(100, 50), pTexture);
Then it's simply a matter of adding the object to the scene. This could be done by making an entity, which is simply a generic collection of information that would contain everything needed for scene manipulation; position, orientation, etc. For every entity in your scene, your AddEntity method would add that new entity by default to your render factory, extracting other render-dependent information from sub-components. E.g:
//Put our sprite onto the scene to be drawn
pSprite->SetColour(CColour::YELLOW);
EntityPtr pEntity = CreateEntity(pSprite);
mpScene->AddEntity(pEntity);
What you then have is a nice way of creating objects and a modular way of coding your application without having to reference 'draw' or other render-specific code. A good graphics pipeline should be something along the lines of:
This is a nice resource for rendering engine design (also where the above image is from). Jump to page 21 and read onwards where you'll see in-depth explainations of how scenegraphs operate and general engine design theory.
I don't think there's any one right answer here, but if it were me, I would:
Plan on using only OpenGL to start with.
Keep rendering code separate from other code (that's just good design), but don't try to wrap it in an extra layer of abstraction - just do whatever is most natural for OpenGL.
Figure that if and when I was porting to PS3, I would have a much better grasp of what I need my rendering code to do, so that would be the right time to refactor and pull out a more abstract interface.
I've decided to go for a hybrid approach, with method (2), (3), (5) and possibly (4) in the future.
What I've basically done is:
Every resource has a handle attached to it. This handle describes the object. Each handle has an ID associated with it, which is a simple integer. In order to talk to the GPU with each resource, an interface for each handle is made. This interface is at the moment abstract, but could be done with templates, if I choose to do so in the future. The resource class has a pointer to an interface.
Simply put, a handle describes the actual GPU object, and a resource is just a wrapper over the handle and an interface to connect the handle and the GPU together.
This is what it basically looks like:
// base class for resource handles
struct ResourceHandle
{
typedef unsigned Id;
static const Id NULL_ID = 0;
ResourceHandle() : id(0) {}
bool isNull() const
{ return id != NULL_ID; }
Id id;
};
// base class of a resource
template <typename THandle, typename THandleInterface>
struct Resource
{
typedef THandle Handle;
typedef THandleInterface HandleInterface;
HandleInterface* getInterface() const { return _interface; }
void setInterface(HandleInterface* interface)
{
assert(getHandle().isNull()); // should not work if handle is NOT null
_interface = interface;
}
const Handle& getHandle() const
{ return _handle; }
protected:
typedef Resource<THandle, THandleInterface> Base;
Resource(HandleInterface* interface) : _interface(interface) {}
// refer to this in base classes
Handle _handle;
private:
HandleInterface* _interface;
};
This allows me to extend quite easily, and allows for syntax such as:
Renderer renderer;
// create a texture
Texture texture(renderer);
// load the texture
texture.load(Image("test.png");
Where Texture derives from Resource<TextureHandle, TextureHandleInterface>, and where renderer has the appropriate interface for loading texture handle objects.
I have a short working example of this here.
Hopefully this works, I may choose to redesign it in the future, if so I will update. Criticism would be appreciated.
EDIT:
I have actually changed the way I do this again. The solution I am using is quite similar to the one described above, but here is how it is different:
The API revolves around "backends", these are objects that have a common interface and communicate with a low-level API (e.g. Direct3D or OpenGL).
Handles are no longer integers/IDs. A backend has specific typedef's for each resource handle type (e.g. texture_handle_type, program_handle_type, shader_handle_type).
Resources do not have a base class, and only require one template parameter (a GraphicsBackend). A resource stores a handle and a reference to the graphics backend it belongs to. Then the resource has a user-friendly API and uses the handle and graphics backend common interface to interact with the "actual" resource. i.e. resource objects are basically wrappers of handles that allow for RAII.
A graphics_device object is introduced to allow construction of resources (factory pattern; e.g. device.createTexture() or device.create<my_device_type::texture>(),
For example:
#include <iostream>
#include <string>
#include <utility>
struct Image { std::string id; };
struct ogl_backend
{
typedef unsigned texture_handle_type;
void load(texture_handle_type& texture, const Image& image)
{
std::cout << "loading, " << image.id << '\n';
}
void destroy(texture_handle_type& texture)
{
std::cout << "destroying texture\n";
}
};
template <class GraphicsBackend>
struct texture_gpu_resource
{
typedef GraphicsBackend graphics_backend;
typedef typename GraphicsBackend::texture_handle_type texture_handle;
texture_gpu_resource(graphics_backend& backend)
: _backend(backend)
{
}
~texture_gpu_resource()
{
// should check if it is a valid handle first
_backend.destroy(_handle);
}
void load(const Image& image)
{
_backend.load(_handle, image);
}
const texture_handle& handle() const
{
return _handle;
}
private:
graphics_backend& _backend;
texture_handle _handle;
};
template <typename GraphicBackend>
class graphics_device
{
typedef graphics_device<GraphicBackend> this_type;
public:
typedef texture_gpu_resource<GraphicBackend> texture;
template <typename... Args>
texture createTexture(Args&&... args)
{
return texture{_backend, std::forward(args)...};
}
template <typename Resource, typename... Args>
Resource create(Args&&... args)
{
return Resource{_backend, std::forward(args)...};
}
private:
GraphicBackend _backend;
};
class ogl_graphics_device : public graphics_device<ogl_backend>
{
public:
enum class feature
{
texturing
};
void enableFeature(feature f)
{
std::cout << "enabling feature... " << (int)f << '\n';
}
};
// or...
// typedef graphics_device<ogl_backend> ogl_graphics_device
int main()
{
ogl_graphics_device device;
device.enableFeature(ogl_graphics_device::feature::texturing);
auto texture = device.create<decltype(device)::texture>();
texture.load({"hello"});
return 0;
}
/*
Expected output:
enabling feature... 0
loading, hello
destroying texture
*/
Live demo: http://ideone.com/Y2HqlY
This design is currently being put in use with my library rojo (note: this library is still under heavy development).

What is a good design for this situation?

I am making a basic render engine.
In order to let the render engine operate on all kinds of geometry,
I made this class:
class Geometry
{
protected:
ID3D10Buffer* m_pVertexBuffer;
ID3D10Buffer* m_pIndexBuffer;
public:
[...]
};
Now, I would like the user to be able to create his own geometry by inheriting from this class.
So let's suppose the user made a class Cube : public Geometry
The user would have to create the vertexbuffer and indexbuffer at initialisation.
This is a problem, since it would recreate the vertexbuffer and indexbuffer each time a new Cube object is made. There should only be one instance of vertexbuffer and indexbuffer per derived class. Either that, or a completely different design.
A solution might be to make separate static ID3D10Buffer* for the inheriting class , and set the pointers of the inherited class equal to those in the constructor.
But that would require a static method like static void CreateBuffers() which the user would have to call explicitly one time in his application for each type he decides to make that inherits from Geometry. That doesn't seem like a nice design.
What is a good solution to this problem?
You should separate the concept of an instance from the concept of a mesh. This means you create one version of the Geometry for a cube that represents the vertex and index buffer for a cube.
You then introduce a new class called GeometryInstance which contains a transformation matrix. This class should also have a pointer/reference to a Geometry. Now you can create new Instances of your geometry by creating GeometryInstances that all refer the same Geometry object not duplicating memory or work when creating a new box.
EDIT:
Given that you have the Geometry class from the question and a Mesh class as in your comment your Mesh class should look something like this:
class Mesh {
private:
Matrix4x4 transformation;
Geometry* geometry;
public:
Mesh(const Matrix4x4 _t, Geometry* _g) : transformation(_t), geometry(_g) {}
}
Now when creating your scene you want to do things like this
...
std::vector<Mesh> myMeshes;
// OrdinaryGeometry is a class inheriting Geometry
OrdinaryGeometry* geom = new OrdinaryGeometry(...);
for(int i = 0; i < ordinaryGeomCount; ++i) {
// generateTransform is a function that generates some
// transformation Matrix given an index, just as an example
myMeshes.push_back(Mesh(generateTransform(i), geom);
}
// SpecialGeometry is a class inheriting Geometry with a different
// set of vertices and indices
SuperSpecialGeometry* specialGeom = new SuperSpecialGeometry(...);
for(int i = 0; i < specialGeomCount; ++i) {
myMeshes.push_back(Mesh(generateTransform(i), specialGeom);
}
// Now render all instances
for(int i = 0; i < myMeshes.size(); ++i) {
render(myMeshes[i]);
}
Note how we only have two Geometry objects that are shared between multiple Meshes. These should ideally be refcounted using std::shared_ptr or something similar but it's outside the scope of the question.
What would be the point of sub classing Geometry in your cube example? A cube is simply an instance of Geometry which has a certain set of triangles and indices. There would be no difference between a Cube class and a Sphere class, other than that they fill their triangle/index buffers with different data. So the data itself is what is important here. You need a way to allow the user to provide your engine with various shape data, and to then refer to that data in some way once its made.
For providing shape data, you have two options. You can decide to either keep the details of Geometry private, and provide some interface that takes raw data like a string from a file, or a float array filled in some user made function, creates a Geometry instance for that data, and then gives the user some handle to that instance (or allow the user to specify a handle). Or, you can create some class like GeometryInfo which has methods addTriangle, addVertex etc which the user fills him/herself, and then have some function that accepts a GeometryInfo, creates a Geometry instance for that data and then gives the user some handle again.
In both situations you need to provide some interface that allows the user to say "here's some data, make something out of it and give it some handle. Minimally it would have a function as I described. You would need to maintain a map somewhere of created Geometry instances in your engine. This is so you enforce your one instance per shape rule, and so you can associate what the user wants ("Ball", "Cube") with what your engine needs (Geometry with filled buffers).
Now about the handle. I would either let the user associate the data with a name, like "Ball", or return some integer that the user would then associate with a certain "Ball" instance. That way when you make your Rocket class, the user can then request the "Ball" instance from your engine, various other objects can use the "Ball" and everything's fine because they're just storing handles, not the ball itself. I wouldn't advise storing a pointer to the actual Geometry instance. The mesh doesn't own the geometry, because it can share it with other meshes. It doesn't need access to the geometry's members, because the renderer handles the grunt work. So it is an unnecessary dependency. The only reason would be for speed, but using hashing for your handles would work just as good.
Now for some examples:
Providing shape data:
//option one
engine->CreateGeometryFromFile("ball.txt", "Ball");
//option two
GeometryInfo ball;
ball.addTriangle(0, 1, 0, 1);
ball.addTriangle(...);
...
engine->CreateGeometryFromInfo(ball, "Ball");
Refering to that data using a handle:
class Drawable
{
std::string shape;
Matrix transform;
};
class Rocket : public Drawable
{
Rocket() { shape = "Ball";}
//other stuff here for physics maybe
};
class BallShapedEnemy : public Drawable
{
BallShapedEnemy() { shape = "Ball";}
...
}
...
...in user's render loop...
for each (drawable in myDrawables)
{
engine->Render(drawable.GetShape(), drawable.GetTransform());
}
Now, having a separate class for each different game object such as Rocket is debatable, and is the subject of another question entirely, I was just making it look like your example from a comment.
This may be a sloppy way of doing it but could you not just make a singleton?
#pragma once
#include <iostream>
#define GEOM Geometry::getInstance()
class Geometry
{
protected:
static Geometry* ptrInstance;
static Geometry* getInstance();
float* m_pVertexBuffer;
float* m_pIndexBuffer;
public:
Geometry(void);
~Geometry(void);
void callGeom();
};
#include "Geometry.h"
Geometry* Geometry::ptrInstance = 0;
Geometry::Geometry(void)
{
}
Geometry::~Geometry(void)
{
}
Geometry* Geometry::getInstance()
{
if(ptrInstance == 0)
{
ptrInstance = new Geometry();
}
return ptrInstance;
}
void Geometry::callGeom()
{
std::cout << "Call successful!" << std::endl;
}
Only problem with this method is you would only ever have one Geometry object and I'm assuming you might want more than one? If not it could be useful, but I think Lasserallan's method is probably a much better implementation for what your looking for.