Class TrianglesProxyBase
Defined in File RenderableProxy.h
Inheritance Relationships
Base Type
public mrpt::opengl::RenderableProxy(Class RenderableProxy)
Derived Types
public mrpt::opengl::TexturedTrianglesProxyBase(Class TexturedTrianglesProxyBase)public mrpt::opengl::TrianglesProxy(Class TrianglesProxy)
Class Documentation
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class TrianglesProxyBase : public mrpt::opengl::RenderableProxy
Specialization for proxies that render triangles (with or without lighting).
This provides common functionality for triangle mesh rendering.
Subclassed by mrpt::opengl::TexturedTrianglesProxyBase, mrpt::opengl::TrianglesProxy
Public Functions
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TrianglesProxyBase() = default
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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)
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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)
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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)
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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
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virtual mrpt::math::TBoundingBoxf getBoundingBoxLocal() const override
Returns the object’s bounding box in local coordinates.
Used for frustum culling and spatial queries. The bounding box should be as tight as possible for efficient culling.
Note
This is in the object’s local frame, before applying pose transform
- Returns:
Bounding box, or empty box if not applicable
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inline virtual const char *typeName() const override
Returns a human-readable type name for this proxy. Used for debugging and logging.
Protected Functions
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shader_id_t selectShader(bool isShadowMapPass) const
Determines which shader to use based on lighting and shadow settings
Protected Attributes
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VertexArrayObject m_vao
Vertex Array Object
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size_t m_triangleCount = 0
Number of triangles
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bool m_lightEnabled = true
Lighting enabled
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mutable std::optional<mrpt::math::TBoundingBoxf> m_cachedBBox
Cached bounding box
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TrianglesProxyBase() = default