Class TexturedTrianglesProxy

Nested Relationships

Nested Types

Inheritance Relationships

Base Type

Class Documentation

class TexturedTrianglesProxy : public mrpt::opengl::TexturedTrianglesProxyBase

GPU-side proxy for rendering textured triangle meshes.

This proxy handles rendering of any CVisualObject that uses textured triangle shaders, such as:

  • CTexturedPlane

  • CMesh (with texture)

  • CMeshFast (with texture)

  • CSetOfTexturedTriangles

  • Any object derived from VisualObjectParams_TexturedTriangles

The proxy manages:

  • Vertex buffer (3D triangle vertices)

  • Normal buffer (per-vertex normals for lighting)

  • Color buffer (per-vertex RGBA colors)

  • Texture coordinate buffer (UV coordinates)

  • Texture object (diffuse map)

  • VAO for efficient attribute binding

Textured rendering features:

  • Phong lighting with texture modulation

  • Optional transparency via alpha channel or separate alpha texture

  • Texture filtering (nearest/linear interpolation)

  • Mipmapping support

  • Face culling modes

  • Shadow casting

Shader selection:

  • Normal rendering: TEXTURED_TRIANGLES_LIGHT or TEXTURED_TRIANGLES_NO_LIGHT

  • Shadow 1st pass: TEXTURED_TRIANGLES_SHADOW_1ST

  • Shadow 2nd pass: TEXTURED_TRIANGLES_SHADOW_2ND

RenderableProxy Interface Implementation

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)

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 const char *typeName() const override

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

Public Functions

TexturedTrianglesProxy() = default
~TexturedTrianglesProxy() override = default