class SF::RenderTexture
inherits Reference
#
Target for off-screen 2D rendering into a texture
SF::RenderTexture
is the little brother of SF::RenderWindow
.
It implements the same 2D drawing and OpenGL-related functions
(see their base class SF::RenderTarget
for more details),
the difference is that the result is stored in an off-screen
texture rather than being show in a window.
Rendering to a texture can be useful in a variety of situations:
- precomputing a complex static texture (like a level's background from multiple tiles)
- applying post-effects to the whole scene with shaders
- creating a sprite from a 3D object rendered with OpenGL
- etc.
Usage example:
# Create a new render-window
window = SF::RenderWindow.new(SF::VideoMode.new(800, 600), "SFML window")
# Create a new render-texture
texture = SF::RenderTexture.new(500, 500)
# The main loop
while window.open?
# Event processing
# ...
# Clear the whole texture with red color
texture.clear(SF::Color::Red)
# Draw stuff to the texture
texture.draw(sprite) # sprite is a SF::Sprite
texture.draw(shape) # shape is a SF::Shape
texture.draw(text) # text is a SF::Text
# We're done drawing to the texture
texture.display
# Now we start rendering to the window, clear it first
window.clear
# Draw the texture
sprite = SF::Sprite.new(texture.texture)
window.draw(sprite)
# End the current frame and display its contents on screen
window.display
end
Like SF::RenderWindow
, SF::RenderTexture
is still able to render direct
OpenGL stuff. It is even possible to mix together OpenGL calls
and regular SFML drawing commands. If you need a depth buffer for
3D rendering, don't forget to request it when calling RenderTexture.create
.
See also: SF::RenderTarget
, SF::RenderWindow
, SF::View
, SF::Texture
Included modules
SF::RenderTarget
Constructors#
.new
#
Default constructor
Constructs an empty, invalid render-texture. You must call create to have a valid render-texture.
See also: create
.new(*args, **kwargs) : self
#
Shorthand for render_texture = RenderTexture.new; render_texture.create(...); render_texture
Raises InitError
on failure
Class methods#
.maximum_antialiasing_level : Int32
#
Get the maximum anti-aliasing level supported by the system
Returns: The maximum anti-aliasing level supported by the system
Methods#
#active=(active : Bool = true) : Bool
#
Activate or deactivate the render-texture for rendering
This function makes the render-texture's context current for future OpenGL rendering operations (so you shouldn't care about it if you're not doing direct OpenGL stuff). Only one context can be current in a thread, so if you want to draw OpenGL geometry to another render target (like a RenderWindow) don't forget to activate it again.
- active - True to activate, false to deactivate
Returns: True if operation was successful, false otherwise
#create(width : Int, height : Int, depth_buffer : Bool) : Bool
#
Create the render-texture
Before calling this function, the render-texture is in an invalid state, thus it is mandatory to call it before doing anything with the render-texture. The last parameter, depth_buffer, is useful if you want to use the render-texture for 3D OpenGL rendering that requires a depth buffer. Otherwise it is unnecessary, and you should leave this parameter to false (which is its default value).
- width - Width of the render-texture
- height - Height of the render-texture
- depth_buffer - Do you want this render-texture to have a depth buffer?
Returns: True if creation has been successful
Deprecated
Use create(width, height, settings)
instead.
#create(width : Int, height : Int, settings : ContextSettings = ContextSettings.new()) : Bool
#
Create the render-texture
Before calling this function, the render-texture is in an invalid state, thus it is mandatory to call it before doing anything with the render-texture. The last parameter, settings, is useful if you want to enable multi-sampling or use the render-texture for OpenGL rendering that requires a depth or stencil buffer. Otherwise it is unnecessary, and you should leave this parameter at its default value.
- width - Width of the render-texture
- height - Height of the render-texture
- settings - Additional settings for the underlying OpenGL texture and context
Returns: True if creation has been successful
#display
#
Update the contents of the target texture
This function updates the target texture with what has been drawn so far. Like for windows, calling this function is mandatory at the end of rendering. Not calling it may leave the texture in an undefined state.
#generate_mipmap : Bool
#
Generate a mipmap using the current texture data
This function is similar to Texture.generate_mipmap and operates on the texture used as the target for drawing. Be aware that any draw operation may modify the base level image data. For this reason, calling this function only makes sense after all drawing is completed and display has been called. Not calling display after subsequent drawing will lead to undefined behavior if a mipmap had been previously generated.
Returns: True if mipmap generation was successful, false if unsuccessful
#repeated=(repeated : Bool)
#
Enable or disable texture repeating
This function is similar to Texture.repeated=
.
This parameter is disabled by default.
- repeated - True to enable repeating, false to disable it
See also: repeated?
#repeated? : Bool
#
Tell whether the texture is repeated or not
Returns: True if texture is repeated
See also: repeated=
#size : Vector2u
#
Return the size of the rendering region of the texture
The returned value is the size that you passed to the create function.
Returns: Size in pixels
#smooth=(smooth : Bool)
#
Enable or disable texture smoothing
This function is similar to Texture.smooth=
.
This parameter is disabled by default.
- smooth - True to enable smoothing, false to disable it
See also: smooth?
#smooth? : Bool
#
Tell whether the smooth filtering is enabled or not
Returns: True if texture smoothing is enabled
See also: smooth=
#srgb? : Bool
#
Tell if the render-texture will use sRGB encoding when drawing on it
You can request sRGB encoding for a render-texture
by having the sRgbCapable flag set for the context parameter of create()
method
Returns: True if the render-texture use sRGB encoding, false otherwise
#texture : Texture
#
Get a read-only reference to the target texture
After drawing to the render-texture and calling Display,
you can retrieve the updated texture using this function,
and draw it using a sprite (for example).
The internal SF::Texture
of a render-texture is always the
same instance, so that it is possible to call this function
once and keep a reference to the texture even after it is
modified.
Returns: Const reference to the texture