Rendering to texture (RTT) in CEGUI
From CEGUI Wiki - Crazy Eddie's GUI System (Open Source)
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.
CEGUI::System& ceSystem = CEGUI::System::getSingleton(); //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 = ceSystem.getRenderer()->createTextureTarget(); CEGUI::GUIContext* renderGuiContext = ceSystem.createGUIContext(static_cast<CEGUI::RenderTarget&>(*renderTextureTarget) ); renderTextureTarget->declareRenderSize(size); // We create a BasicImage and set the Texture textureTargetImage = static_cast<CEGUI::BitmapImage*>(&CEGUI::ImageManager::getSingleton().create("BitmapImage", "SomeGroup/MyTexturesName")); textureTargetImage->setTexture(&renderTextureTarget->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 = renderTextureTarget->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(textureTargetImage) 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 you can use the member function to receive whatever render-specific traits you need, such as the textureID in Opengl as an unsigned integer, etc.