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#1 |
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Messages: n/a
Hébergeur: |
Is it possible to dynamically create a data structure?
Not that it matters, but just for understanding, I am working with video shaders, these shaders use thier own language (HLSL) which you compile at runtime and run for rendering. The HLSL can contain many differant types of variables and expect your application to set them. The library provides the ability to query for number of variables thier names thier types and provides a method for setting them that is depedent on the type My goal is to package them, no matter what they are, into a single material class, that can be used no matter what the HLSL it corresponds to looks like. So, I want the same data structure that is capable of setting, for example, two floats in one case, a float and a string in another case, 7 floats and an array of UDTs in another case, etc. My first thought was to create a class that had a one map for every possible type, but I am not sure that is the best. I was also thinking of making seperate "Material Property" classes that could be added and removed from a "Material", but its fuzzy. Any ideas? |
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#2 |
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Messages: n/a
Hébergeur: |
Christopher wrote:
> Is it possible to dynamically create a data structure? Not really. You can implement your own mechanism for type information and then use it, but C++ is *statically typed* language, which means that all types participating in the program are known at the compile time. The only "exception" to that is the dynamic binding mechanism that allows you to supply a pointer to the base class and expect the derived class' virtual function to be called. But you already know about this one. > Not that it matters, but just for understanding, I am working with > video shaders, these shaders use thier own language (HLSL) which you > compile at runtime and run for rendering. The HLSL can contain many > differant types of variables and expect your application to set them. > > The library provides the ability to query for > number of variables > thier names > thier types > and provides a method for setting them that is depedent on the type > > My goal is to package them, no matter what they are, into a single > material class, that can be used no matter what the HLSL it > corresponds to looks like. > > So, I want the same data structure that is capable of setting, for > example, two floats in one case, a float and a string in another case, > 7 floats and an array of UDTs in another case, etc. > > > My first thought was to create a class that had a one map for every > possible type, but I am not sure that is the best. > > I was also thinking of making seperate "Material Property" classes > that could be added and removed from a "Material", but its fuzzy. > > Any ideas? I suspect that something like that has already been done. Perhaps asking in 'comp.graphics.algorithms' or searching on the Web might . What you're describing looks essentially like a system for managing types in a compiler or an interpreter. There are plenty of examples of those on the Web, I'm certain of it. V -- Please remove capital 'A's when replying by e-mail I do not respond to top-posted replies, please don't ask |
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#3 |
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Messages: n/a
Hébergeur: |
Christopher wrote:
> Is it possible to dynamically create a data structure? > > Not that it matters, but just for understanding, I am working with > video shaders, these shaders use thier own language (HLSL) which you > compile at runtime and run for rendering. The HLSL can contain many > differant types of variables and expect your application to set them. > > The library provides the ability to query for > number of variables > thier names > thier types > and provides a method for setting them that is depedent on the type > > My goal is to package them, no matter what they are, into a single > material class, that can be used no matter what the HLSL it > corresponds to looks like. > > So, I want the same data structure that is capable of setting, for > example, two floats in one case, a float and a string in another case, > 7 floats and an array of UDTs in another case, etc. > Assuming you have a fixed set of operations, you could look at wrapping the base types in a container class with a fixed set of operators and working with those. > My first thought was to create a class that had a one map for every > possible type, but I am not sure that is the best. > > I was also thinking of making seperate "Material Property" classes > that could be added and removed from a "Material", but its fuzzy. > That sounds a bit like my suggestion, investigate it further. -- Ian Collins |
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#4 |
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Messages: n/a
Hébergeur: |
Christopher <cpisz@austin.rr.com> writes:
> Is it possible to dynamically create a data structure? Yes. > Not that it matters, but just for understanding, I am working with > video shaders, these shaders use thier own language (HLSL) which you > compile at runtime and run for rendering. The HLSL can contain many > differant types of variables and expect your application to set them. > > The library provides the ability to query for > number of variables > thier names > thier types > and provides a method for setting them that is depedent on the type Then you already have it here. What other data structure do you want, beyond what that library provides? > My goal is to package them, no matter what they are, into a single > material class, that can be used no matter what the HLSL it > corresponds to looks like. Ok so you want to write some wrapper, to be able to use it abstractly, because that library doesn't already provide the abstract layer. > So, I want the same data structure that is capable of setting, for > example, two floats in one case, a float and a string in another case, > 7 floats and an array of UDTs in another case, etc. Well, having a single abstract class for the interface doesn't remove that it will be simplier to treat each of the case in a different concrete subclass, so the implementation of your wrapper won't be a single class. > My first thought was to create a class that had a one map for every > possible type, but I am not sure that is the best. > > I was also thinking of making seperate "Material Property" classes > that could be added and removed from a "Material", but its fuzzy. > > Any ideas? So here is your single abstract data structure capable of setting: class Data{ virtual void setHLSLData(hslshandle*)=0; }; Now you can define subclasses for each of the C++ data types you need to set. class IntData{ protected: int value; public: IntData(int aValue):value(aValue){}; public: virtual void setHLSLData(hslshandle* hslsdata){ if(hslsType(hslsdata)==hslsInteger){ hslsSetInteger(hslsdata,value); }else{ throw TypeError("Cannot assign an int to a "+hslsTypeName(hslsdata));; } } }; and so on for the other data types. You can also use templates to define a bunch of then. If you have structures or vectors, you can easily define a subclass of Data with a map of fieldName to Data items, or a vector of Data items, etc. -- __Pascal Bourguignon__ |
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