Yesterday, I was trying to program a basic renderer where the renderer controlled when data was loaded into a shader without the renderable object knowing anything about the shader being used. Being a stubborn person (and not running on enough sleep), I spent several hours trying to have function pointers sent to the renderer, saved, then run at the appropriate time. It wasn't until later that I realized what I was trying to build was a message system. It got me wondering, though, is it possible to save function pointers with arguments directly to be run at a later time in c++.
My original idea looked something like this:
// set up libraries and variables
Renderer renderer();
renderable obj();
mat4 viewMatrix();
// renderer returns and object id
int objID = renderer.loadObj(obj)
int main()
{
//do stuff
while(running)
{
//do stuff
renderer.pushInstruction(//some instruction);
renderer.render();
}
}
// functionPtr.h
#include <functional>
class storableFunction
{
public:
virtual ~storableFunction = 0;
virtual void call() = 0;
};
template<class type>
class functionPtr : public storableFunction
{
std::function<type> func;
public:
functionPtr(std::function<type> func)
: func(func) {}
void call() { func(); }
};
//renderer.h
struct modelObj
{
// model data and attached shader obj
std::queue<storableFunction> instruction;
}
class renderer
{
std::map<int, modelObj> models;
public:
// renderer functions
void pushInputDataInstruction(int id, //function, arg1, arg2);
// this was overloaded because I did not know what type the second argument would be
// pushInputDataInstruction implementation in .cpp
{
models[id].instruction.push(functionPtr(std::bind(//method with args)))
}
void render();
};
//implantation in .cpp
{
for(// all models)
//bind all data
applyInstructions(id);
// this would call all the instructrions using functionptr.call() in the queue and clear the queue
draw();
// unbind all data
}
I realize that boost probably supports some kind of similar functionality, but I wanted to avoid using boost.
Is something like this possible, what would the general design look like, and what would it even be used for seeing as a message bus is a much more proven design pattern for something like this?
std::bind
is one approach, but if you have access to C++ 11 and later, you may want to consider using lambdas instead. Scott Meyer recommends their use over std::bind (in most cases) in Effective Modern C++.
A lambda has three parts:
[]
part, which identifies the values or references to capture,()
part, which identifies the arguments that will be provided later, when the lambda is invoked.{}
part, which identifies what to do with the captured values and parametersSimple example:
#include <iostream>
void printValue(int x) {
std::cout << x << std::endl;
}
int main(int argc, char * argv[]) {
int x = 23;
// [x] means 'capture x's value, keep it for later'
// (int y) means 'I'll provide y when I invoke the lambda'
auto storedFunction = [x](int y){return printValue(x + y);};
x = 15;
// Now we invoke the lamda, with y = 2
// Result: 25 (23 + 2), even if x was changed after the lambda was created
storedFunction(2);
return 0;
}
If you want to capture a reference to x
, use [&x]
. In the example above, the result would then be 17 (i.e. 15 + 2). If you do use a reference, be careful not to let x
fall out of scope before the storedFunction
, as it would then become a dangling reference to garbage data.
Most compilers support C++ 11 now, but you may need to add the support explicitly in the project settings:
--std=c++11
(or 14, or 17...)set (CMAKE_CXX_STANDARD 11)
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