假设我正在用 C++11 编写一个 3D 渲染器,我在其中创建材质并将它们分配给模型。
我希望能够使用命名参数成语创建材质,如下所示:
auto material = Material().color( 1, 0, 0 ).shininess( 200 );
然后我可以创建一个这样的模型:
auto model = Model( "path/to/model.obj", material );
我还希望能够将材料作为 r 值传递:
auto model = Model( "path/to/model.obj", Material() );
在这个简单的用例中,我可以这样编写我的Model
类:
class Model {
public:
Model() = default;
Model( const fs::path &path, const Material &material )
: mPath( path ), mMaterial( material ) {}
private:
fs::path mPath;
Material mMaterial;
};
问题
我想创建Material
一个抽象基类,以便可以为特定种类的材料创建自定义实现。这意味着在我的Model
我必须存储一个指向材料的指针(甚至是引用)。但后来我不能再将材料作为 r 值传递。
我可以选择使用std::shared_ptr<Material>
成员变量,但是使用命名参数习语变得更加困难,因为在这种情况下我将如何构造材料?
你们中有人对我有什么好的建议吗?
更详细的示例代码
class Material {
public:
virtual ~Material() = default;
virtual void generateShader() = 0;
virtual void bindShader() = 0;
};
class BasicMaterial : public Material {
public:
BasicMaterial() = default;
BasicMaterial( const BasicMaterial &rhs ) = default;
static std::shared_ptr<BasicMaterial> create( const BasicMaterial &material ) {
return std::make_shared<BasicMaterial>( material );
}
void generateShader() override;
void bindShader() override;
BasicMaterial& color( float r, float g, float b ) {
mColor.set( r, g, b );
return *this;
}
private:
Color mColor;
};
class Model {
public:
Model() = default;
Model( const fs::path &path, ...what to use to pass Material?... )
: mPath( path ), mMaterial( material ) {}
private:
Material mMaterial; // Error! Can't use abstract base class as a member.
Material* mMaterial; // We don't own. What if Material is destroyed?
Material& mMaterial; // Same question. Worse: can't reassign.
std::shared_ptr<Material> mMaterial; // This? But how to construct?
};
// Can't say I like this syntax much. Feels wordy and inefficient.
std::shared_ptr<Material> material =
BasicMaterial::create( BasicMaterial().color( 1, 0, 0 ) );
auto model = Model( "path/to/model.obj",
BasicMaterial::create( BasicMaterial().color( 0, 1, 0 ) );