Class SkyBoxProxy

Inheritance Relationships

Base Type

Class Documentation

class SkyBoxProxy : public mrpt::opengl::RenderableProxy

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.

Public Functions

SkyBoxProxy() = default
~SkyBoxProxy() override = default
virtual void compile(const mrpt::viz::CVisualObject *sourceObj) override

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

Note

Must be called from OpenGL context thread

Note

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) override

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)

Note

Must be called from OpenGL context thread

Note

Default implementation calls compile() - override for efficiency

Parameters:

sourceObj – The abstract viz object (read-only access)

virtual void render(const RenderContext &rc) const override

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.)

Note

Must be called from OpenGL context thread

Note

The shader program is already bound when this is called

Note

Common matrices (P, V, M) are already uploaded by CompiledViewport

Parameters:

rc – Rendering context (shader, matrices, lights)

inline virtual std::vector<shader_id_t> requiredShaders() const override

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

inline virtual bool castsShadows() const override

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)

inline virtual bool cullEligible() const override

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)

inline virtual const char *typeName() const override

Returns a human-readable type name for this proxy. Used for debugging and logging.