I want to write a simple RAII wrapper for OpenGL objects (textures, frame buffers, etc.) I have noticed, that all glGen*
and glDelete*
functions share the same signature, so my first attempt was like this:
typedef void (__stdcall *GLGenFunction)(GLsizei, GLuint *);
typedef void (__stdcall *GLDelFunction)(GLsizei, const GLuint *);
template <GLGenFunction glGenFunction, GLDelFunction glDelFunction>
class GLObject
{
GLuint m_name;
public:
GLObject()
{
glGenFunction(1, &m_name);
}
~GLObject()
{
glDelFunction(1, &m_name);
}
GLuint getName() {return m_name;}
};
typedef GLObject<glGenTextures, glDeleteTextures> GLTexture;
It works fine for textures, but fails for frame buffers: glGenFramebuffers
and glDeleteFramebuffers
function addresses are not known at compile time, and cannot be used as template arguments. So I made second version:
class GLObjectBase
{
GLuint m_name;
GLDelFunction m_delFunction;
public:
GLObjectBase(GLGenFunction genFunc, GLDelFunction delFunction)
: m_delFunction(delFunction)
{
genFunc(1, &m_name);
}
GLuint getName()
{
return m_name;
}
protected:
~GLObjectBase()
{
m_delFunction(1, &m_name);
}
};
class GLFrameBuffer : public GLObjectBase
{
public:
GLFrameBuffer() : GLObjectBase(glGenFramebuffers, glDeleteFramebuffers) {}
};
But I don't like it since I have to store del function pointer in each instance that will not change at run-time.
How do I make wrapper class that stores only object name in each instance without resorting to create a bunch of almost copy-pasted classes?
I could do something like this:
template <int N>
class GLObject2
{
GLuint m_name;
static GLDelFunction glDelFunction;
public:
GLObject2(GLGenFunction genFunction, GLDelFunction delFunc)
{
genFunction(1, &m_name);
if ( glDelFunction == nullptr )
glDelFunction = delFunc;
ASSERT(glDelFunction == delFunc);
}
GLuint getName() {return m_name;}
protected:
~GLObject2()
{
glDelFunction(1, &m_name);
}
};
template <int N>
GLDelFunction GLObject2<N>::glDelFunction = nullptr;
class GLTexture: public GLObject2<1>
{
public:
GLTexture(): GLObject2<1>(glGenTextures, glDeleteTextures) {}
};
class GLRenderBuffer: public GLObject2<2>
{
public:
GLRenderBuffer(): GLObject2<2>(glGenRenderbuffers, glDeleteRenderbuffers) {}
};
Can anyone suggest more elegant solution?
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