class mrpt::opengl::SkyBoxProxy
Overview
GPU-side proxy for rendering sky boxes (cube-mapped environment boxes).
Renders a CSkyBox using the SKYBOX shader and a cube map texture. The skybox always appears “at infinity” behind all scene objects.
See also:
#include <mrpt/opengl/SkyBoxProxy.h> class SkyBoxProxy: public mrpt::opengl::RenderableProxy { public: // construction SkyBoxProxy(); // methods virtual void compile(const mrpt::viz::CVisualObject* sourceObj); virtual void updateBuffers(const mrpt::viz::CVisualObject* sourceObj); virtual void render(const RenderContext& rc) const; virtual std::vector<shader_id_t> requiredShaders() const; virtual bool castsShadows() const; virtual bool cullEligible() const; virtual const char* typeName() const; };
Inherited Members
public: // methods virtual void compile(const mrpt::viz::CVisualObject* sourceObj) = 0; virtual void updateBuffers(const mrpt::viz::CVisualObject* sourceObj); virtual void render(const RenderContext& rc) const = 0; virtual std::vector<shader_id_t> requiredShaders() const = 0; virtual bool castsShadows() const; virtual mrpt::math::TBoundingBoxf getBoundingBoxLocal() const; virtual const char* typeName() const; RenderableProxy& operator = (const RenderableProxy&); RenderableProxy& operator = (RenderableProxy&&);
Methods
virtual void compile(const mrpt::viz::CVisualObject* sourceObj)
Initial compilation: uploads object data to GPU.
This is called once when the proxy is first created. It should:
Create OpenGL buffers (VBOs, VAOs, textures)
Upload initial vertex/color/normal/texture data
Cache any frequently-used values
Must be called from OpenGL context thread
After this call, the proxy should be ready to render
Parameters:
sourceObj |
The abstract viz object (read-only access) |
virtual void updateBuffers(const mrpt::viz::CVisualObject* sourceObj)
Incremental update: refreshes GPU buffers with changed data.
This is called when the source object’s dirty flag is set (hasToUpdateBuffers() returns true). It should:
Re-upload only the changed data (vertices, colors, etc.)
Be as efficient as possible (don’t recompile everything)
Must be called from OpenGL context thread
Default implementation calls compile() - override for efficiency
Parameters:
sourceObj |
The abstract viz object (read-only access) |
virtual void render(const RenderContext& rc) const
Renders this object using the provided context.
This is called every frame for visible objects. It should:
Bind appropriate buffers (VAO, VBO, textures)
Set shader uniforms (model matrix, material properties, etc.)
Issue draw calls (glDrawArrays, glDrawElements, etc.)
Must be called from OpenGL context thread
The shader program is already bound when this is called
Common matrices (P, V, M) are already uploaded by CompiledViewport
Parameters:
rc |
Rendering context (shader, matrices, lights) |
virtual std::vector<shader_id_t> requiredShaders() const
Returns the list of shader programs this object needs.
Most objects use a single shader, but some may use multiple (e.g., different shaders for shadow map pass vs. normal rendering).
Returns:
Vector of shader IDs, typically with 1 element
virtual bool castsShadows() const
Does this object cast shadows?
Used to determine if the object should be rendered during the shadow map generation pass (1st pass of shadow rendering).
Returns:
true if object casts shadows (default: true)
virtual bool cullEligible() const
Should this object be checked for frustum culling?
Some objects (like skyboxes) should never be culled even if their bounding box is outside the view frustum.
Returns:
true if eligible for culling (default: true)
virtual const char* typeName() const
Returns a human-readable type name for this proxy.
Used for debugging and logging.