Kai-Uwe Bux wrote:
<snip>
However, I am curious: what is the underlying problem that this design is
supposed to solve? Maybe there is a different approach altogether.
I'll try to summarise as briefly as possible, but it's still going to be
quite long, so feel free to retract the offer of help if your curiosity
wanes :-)
I am working with a planet-sized fractal terrain with dynamic level of
detail, represented by a binary tree of triangular "patches". I use a
variant of the ROAM algorithm[1] to construct this tree. I have a class
representing such a patch - let's call it TriPatch. The algorithm that
turns a TriPatch into actual rendered triangles can work at one of four
global "density" settings - each higher density level stores more
vertices (call them Points) per patch, so I templated TriPatch as follows:
template<int densityclass TriPatch
{
TriPatch* leftChild, *rightChild;
// ... more common attributes/methods
Point points[SomeFunctionOf(density)];
void GenerateNewPoints();
};
template<int densityvoid TriPatch<0>::GenerateNewPoints()
{
// unique code for density setting 0...
points[0] = Point::GeneratePoint(...);
...
}
....
template<int densityvoid TriPatch<3>::GenerateNewPoints()
{
// unique code for density setting 3...
}
Now, I want to reuse the terrain code to render water (effectively as a
"flat" terrain), sharing the same basic binary tree structure and
operations.
The Points stored inside each TriPatch are generated by a fractal
algorithm (midpoint displacement[2]) that takes surrounding vertices as
input. The vertices store fractal seeds along with their 3D positions.
With water, though, the vertex generation code will not apply a fractal
perturbation, and no fractal parameters will be stored at each vertex.
So, my plan was to create a distinct WaterPoint type (with its own
implementation of GenPoint), and to further templatise TriPatch on the
point type:
template<typename PointT, int densityclass TriPatch
{
// as above, except
PointT points[...];
};
Terrain and water binary trees could then be initialised as follows:
const int density = 2;
TriPatch<Point, densitymyTerrain = new TriPatch<Point, density>;
TriPatch<WaterPoint, densitymyWater = new TriPatch<WaterPoint, density>;
The GenerateNewPoints method given above remains the same regardless of
the point type used, since it calls PointT's own GenPoint for the actual
generation. It needs to be specialised only for /density/, hence the
example in my original post where we specialised on the non-type
parameter, while the type parameter remained unspecified.
Now, to achieve my "terrain patch" and "water patch" types I could
simply duplicate the bin-tree structure and associated algorithms, but
since these make up most of the code, and are identical in both cases, I
felt that I should strive for shared code. Since I am potentially
calling methods on many thousands of TriPatches per frame (at 60 frames
per second), I don't want methods like GenerateNewPoints to be virtual
functions. And since the density setting and vertex generation algorithm
for any particular tree of TriPatches is known at compile-time, I
figured this was an ideal situation for templates.
I'm trying to find a solution that maximises performance and code
re-use, while remaining fairly readable. If there is a different
approach that satisfies these criteria, I'd be happy to hear about it!
Thanks if you read this far :-)
--
Paul Roberts
www.m3fe.com
[1]
http://www.llnl.gov/graphics/ROAM/
[2]
http://www.gameprogrammer.com/fractal.html