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Engine to render different types of graphic objects


Engine to render different types of graphic objects

By : ImreFitos
Date : November 18 2020, 01:01 AM
I hope this helps you . 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):
code :
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 */ }
};
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.
    }

};
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!
}
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 */ }
};
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.
};
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;
};
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();
}


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