ElkEngine | Simple graphics engine used as submodule | Graphics library
kandi X-RAY | ElkEngine Summary
kandi X-RAY | ElkEngine Summary
Graphics engine to control low level OpenGL interfacing used many of my OpenGL projects. ##Features Support for both deferred rendering and forward rendering and costum renderables. For deferred rendering I am using the "metalness" PBR workflow. Fresnel effect using Schlicks approximation for dielectrics, approximating metals by setting R0 to the albedo of the material. Some other shader effects are HDR-blooming and depth of field based on physical camera parameters. Mesh loading using the assimp library. Texture loading using freeimage. Window management using GLFW. ##Build The library and program are built using cmake. Run CMake in the ElkEngine directory and build in ElkEngine/build.
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QUESTION
I'm trying to implement a service locator design pattern into my game engine. The problem is that I can't get it working. I'm still having some trouble to understand how casts really works.
ServiceLocator.h
...ANSWER
Answered 2018-May-16 at 23:25I assume ElkAPI::IManager is in fact an abstract class, the I... stands for "Interface" and these are often abstract.
You are trying to maintain a c++ container class (map) of these. C++ container classes store instances by default. So if you add something to the map it tries to construct an instance and copy or move the content of the source into it. This is not possible as the map element type is abstract - thus error!
Having a map of polymorphic objects is only possible if you use a map of references or pointers to a base type and lifetime-manage the pointed to objects by other means.
You must realize a fundamental difference of c++ to most other languages which is that classes are value-types like structs and thus a variable or member of class type is copied/moved when assigned. If you want to use references only you must use pointers or references and specify so with * or &
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