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如何在这里摆脱dynamic_cast?

[英]How to get rid of a dynamic_cast here?

I'm making a simple graphics engine for my game. 我正在为我的游戏制作一个简单的图形引擎。

This is interface part: 这是界面部分:

class Texture { ... };

class DrawContext 
{ 
    virtual void set_texture(Texture* texture) = 0; 
}

This is implementation part: 这是实现部分:

class GLTexture : public Texture
{
public:
    ...
    GLuint handle;
};

void GLDrawContext::set_texture(Texture* texture)
{
    // Check if it's GLTexture, otherwise do nothing.
    if (GLTexture* gl_texture = dynamic_cast<GLTexture*>(texture))
    {
        glBindTexture(GL_TEXTURE_2D, gl_texture->handle);
    }
}

Does it make sense to use dynamic_cast here? 在这里使用dynamic_cast是否有意义? Is there a way to avoid it? 有办法避免吗?

Could you try reversing the concern? 您可以尝试消除这种担忧吗?

class Texture
{
public:
    virtual void set_texture() = 0;
};

class GLTexture : public Texture
{
public:
    virtual void set_texture();
    GLuint handle;
};

void GLTexture::set_texture()
{
    glBindTexture(GL_TEXTURE_2D, handle);
}

class DrawContext 
{ 
    virtual void set_texture(Texture* texture) = 0; 
};

class GLDrawContext : public DrawContext
{
    virtual void set_texture(Texture* texture);
};

void GLDrawContext::set_texture(Texture* texture)
{
    texture->set_texture();
}

Sure, use static_cast instead, though you will lose some error handling if you pass in a bogus pointer. 当然,请使用static_cast,尽管如果传入假指针,您将丢失一些错误处理。 We use an assert_cast idea to dynamic on debug builds and static for release to get around the RTTI for this sort of thing. 我们使用assert_cast的思想来动态调试构建,并使用静态的发布来解决此类问题。

I think the standard way to avoid a dynamic_cast would be to add a virtual method to the Texture class: 我认为避免dynamic_cast的标准方法是将一个虚拟方法添加到Texture类中:

virtual int get_texture_handle() const {return -1;}

Then override the method only in your GLTexture class: 然后仅在您的GLTexture类中重写该方法:

virtual int get_texture_handle() const {return gl_texture->handle;}

Then your calling code would look like this: 然后,您的调用代码将如下所示:

int handle = texture->get_texture_handle();
if (handle >= 0) glBindTexture(GL_TEXTURE_2D, handle);

A slightly different approach that involves modifying the Texture class. 一种稍微不同的方法,涉及修改Texture类。

class Texture 
{
    virtual void bind_texture(){} 
};
class GLTexture : public Texture 
{
    virtual void bind_texture(); 
};
void GLTexture::bind_texture()
{
    glBindTexture(GL_TEXTURE_2D, handle);
}
class DrawContext 
{ 
    virtual void set_texture(Texture* texture) = 0; 
};
class GLDrawContext : public DrawContext
{
    virtual void set_texture(Texture* texture);
};
void GLDrawContext::set_texture(Texture* texture)
{
    if( texture )
        texture->bind_texture();
}

As an alternative you could try using generics to get away from dynamic cast. 或者,您可以尝试使用泛型来摆脱动态转换。 Generics will let you catch errors at compile time (you can never pass a DirectX texture to a GL DrawContext). 泛型将使您能够在编译时捕获错误(您永远无法将DirectX纹理传递给GL DrawContext)。 Additionally, there will be no cost for dynamic dispatch and the compiler should be able to do inlining. 此外,动态分配不会有任何成本,并且编译器应该能够进行内联。

namespace GL_impl {

struct Texture {
    GLuint handle;
};

struct DrawContext {
    void set_texture(Texture* texture)
    {
        glBindTexture(GL_TEXTURE_2D, texture->handle);
    }
};

} // GL_impl


struct use_GL {
    typedef GL_impl::Texture Texture;
    typedef GL_impl::DrawContext DrawContext;
};

template <class use_impl>
void f()
{
    typedef typename use_impl::Texture Texture;
    typedef typename use_impl::DrawContext DrawContext;

    Texture t;
    DrawContext ctx;
    ctx.set_texture(&t);
}

void call_f_with_gl()
{
    f<use_GL>();
}

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