Difference between revisions of "Rendering to texture (RTT) in CEGUI"

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Line 14: Line 14:
 
CEGUI::TextureTarget* renderTextureTarget = system.getRenderer()->createTextureTarget();
 
CEGUI::TextureTarget* renderTextureTarget = system.getRenderer()->createTextureTarget();
 
CEGUI::GUIContext* renderGuiContext = &CEGUI::System::getSingleton().createGUIContext(static_cast<CEGUI::RenderTarget&>(*renderTextureTarget) );
 
CEGUI::GUIContext* renderGuiContext = &CEGUI::System::getSingleton().createGUIContext(static_cast<CEGUI::RenderTarget&>(*renderTextureTarget) );
drenderTextureTarget->declareRenderSize(size);
+
renderTextureTarget->declareRenderSize(size);
  
 
// We create a BasicImage and set the Texture
 
// We create a BasicImage and set the Texture
 
d_textureTargetImage = static_cast<CEGUI::BitmapImage*>(&CEGUI::ImageManager::getSingleton().create("BitmapImage", "SomeGroup/MyTexturesName"));
 
d_textureTargetImage = static_cast<CEGUI::BitmapImage*>(&CEGUI::ImageManager::getSingleton().create("BitmapImage", "SomeGroup/MyTexturesName"));
d_textureTargetImage->setTexture(&d_textureTarget->getTexture());
+
d_textureTargetImage->setTexture(&d_textureTargetImage->getTexture());
  
 
// We size the image using a function
 
// We size the image using a function

Revision as of 19:09, 3 March 2014

Written for CEGUI 0.8


Works with versions 0.8.x (stable)

Works with latest CEGUI stable!

Since version 0.8 the new GUIContext class allows it to render your CEGUI interface into a texture instead of rendering it normally into your main buffer.


//Taking some random values as example for a guicontext size.
int width = 1024;
int height = 800;
CEGUI::Sizef size(static_cast<float>(width), static_cast<float>(height));
 
// We create a CEGUI texture target and create a GUIContext that will use it.
CEGUI::TextureTarget* renderTextureTarget = system.getRenderer()->createTextureTarget();
CEGUI::GUIContext* renderGuiContext = &CEGUI::System::getSingleton().createGUIContext(static_cast<CEGUI::RenderTarget&>(*renderTextureTarget) );
renderTextureTarget->declareRenderSize(size);
 
// We create a BasicImage and set the Texture
d_textureTargetImage = static_cast<CEGUI::BitmapImage*>(&CEGUI::ImageManager::getSingleton().create("BitmapImage", "SomeGroup/MyTexturesName"));
d_textureTargetImage->setTexture(&d_textureTargetImage->getTexture());
 
// We size the image using a function
setTextureTargetImageArea(static_cast<float>(height), static_cast<float>(width));

Here is the function for sizing the BasicImage:


void setTextureTargetImageArea(float height, float width)
{
    if(d_textureTarget)
    {
        bool isTextureTargetVerticallyFlipped = d_textureTarget->isRenderingInverted();
        CEGUI::Rectf renderArea;
        if(isTextureTargetVerticallyFlipped)
            renderArea = CEGUI::Rectf(0.0f, height, width, 0.0f);
        else
            renderArea = CEGUI::Rectf(0.0f, 0.0f, width, height);
 
 
        if(d_textureTargetImage)
            d_textureTargetImage->setImageArea(renderArea);
    }
}


if you want to retrieve the renderer-specific texture from a CEGUI texture you will need to cast it:

For example for OpenGL:

CEGUI::OpenGLTexture& glTexture = static_cast<CEGUI::OpenGLTexture&>(d_textureTarget->getTexture());

After that u can use the member function to receive whatever render-specific traits you need, such as the textureID in Opengl as an unsigned integer, etc.