The thing i have problems with is, how i should handle the borders between multiplattform and api specific code. I cant really find a way to avoid massive dynamic casts here. I know this may sound like premature optimization (which to a certain extend, this possible is) but as I said I want to gain experience and I dont think I have found the best possible solution yet - so I decided to ask the community
So lets take for example the shader system:
I have a abstract base class called "Shader" which represents a single shader (vertex shader, pixel shader etc. ) and I have an abstract "Renderer" class which can set a specific shader by passing it an object of base class "Shader" like this:
[source lang="cpp"]virtual void Renderer::SetVertexShader(Shader* shader) = 0;[/source]
So lets imagine i have an api-specific shader (derived from Shader) called "ShaderDX11" and a corresponding renderer (derived from "Renderer") called "RendererDX11". RendererDX11 now implements the SetVertexShader method and performs the api-specific stuff to activate the shader.
Now I cant figure out how i could prevent a dynamic cast here to access the object "ShaderDX11" because I only have a pointer to a "Shader" object. Basically I know that this can only be an object of type "ShaderDX11", yet I dont know how i could prevent an dynamic cast everytime I set a single shader.
The thing that bothers me, is that I have to perform a dynamic cast for every single resource that interacts with api-specific code (buffers, textures, shaders, render states, etc.). Is it common practice to make massive use of dynamic casts here? Or do I just miss somthing here?
Thanks for your help







