SFML
Simple and Fast Multimedia Library
Loading...
Searching...
No Matches
sf::RenderTexture Class Reference

Target for off-screen 2D rendering into a texture. More...

#include <RenderTexture.hpp>

Inheritance diagram for sf::RenderTexture:
[legend]

Public Member Functions

 RenderTexture ()
 Default constructor.
 RenderTexture (Vector2u size, const ContextSettings &settings={})
 Construct a render-texture.
 ~RenderTexture () override
 Destructor.
 RenderTexture (const RenderTexture &)=delete
 Deleted copy constructor.
RenderTextureoperator= (const RenderTexture &)=delete
 Deleted copy assignment.
 RenderTexture (RenderTexture &&) noexcept
 Move constructor.
RenderTextureoperator= (RenderTexture &&) noexcept
 Move assignment operator.
bool resize (Vector2u size, const ContextSettings &settings={})
 Resize the render-texture.
void setSmooth (bool smooth)
 Enable or disable texture smoothing.
bool isSmooth () const
 Tell whether the smooth filtering is enabled or not.
void setRepeated (bool repeated)
 Enable or disable texture repeating.
bool isRepeated () const
 Tell whether the texture is repeated or not.
bool generateMipmap ()
 Generate a mipmap using the current texture data.
bool setActive (bool active=true) override
 Activate or deactivate the render-texture for rendering.
void display ()
 Update the contents of the target texture.
Vector2u getSize () const override
 Return the size of the rendering region of the texture.
bool isSrgb () const override
 Tell if the render-texture will use sRGB encoding when drawing on it.
const TexturegetTexture () const
 Get a read-only reference to the target texture.
Public Member Functions inherited from sf::RenderTarget
virtual ~RenderTarget ()=default
 Destructor.
 RenderTarget (const RenderTarget &)=delete
 Deleted copy constructor.
RenderTargetoperator= (const RenderTarget &)=delete
 Deleted copy assignment.
 RenderTarget (RenderTarget &&) noexcept=default
 Move constructor.
RenderTargetoperator= (RenderTarget &&) noexcept=default
 Move assignment.
void clear (Color color=Color::Black)
 Clear the entire target with a single color.
void clearStencil (StencilValue stencilValue)
 Clear the stencil buffer to a specific value.
void clear (Color color, StencilValue stencilValue)
 Clear the entire target with a single color and stencil value.
void setView (const View &view)
 Change the current active view.
const ViewgetView () const
 Get the view currently in use in the render target.
const ViewgetDefaultView () const
 Get the default view of the render target.
IntRect getViewport (const View &view) const
 Get the viewport of a view, applied to this render target.
IntRect getScissor (const View &view) const
 Get the scissor rectangle of a view, applied to this render target.
Vector2f mapPixelToCoords (Vector2i point) const
 Convert a point from target coordinates to world coordinates, using the current view.
Vector2f mapPixelToCoords (Vector2i point, const View &view) const
 Convert a point from target coordinates to world coordinates.
Vector2i mapCoordsToPixel (Vector2f point) const
 Convert a point from world coordinates to target coordinates, using the current view.
Vector2i mapCoordsToPixel (Vector2f point, const View &view) const
 Convert a point from world coordinates to target coordinates.
void draw (const Drawable &drawable, const RenderStates &states=RenderStates::Default)
 Draw a drawable object to the render target.
void draw (const Vertex *vertices, std::size_t vertexCount, PrimitiveType type, const RenderStates &states=RenderStates::Default)
 Draw primitives defined by an array of vertices.
void draw (const VertexBuffer &vertexBuffer, const RenderStates &states=RenderStates::Default)
 Draw primitives defined by a vertex buffer.
void draw (const VertexBuffer &vertexBuffer, std::size_t firstVertex, std::size_t vertexCount, const RenderStates &states=RenderStates::Default)
 Draw primitives defined by a vertex buffer.
void pushGLStates ()
 Save the current OpenGL render states and matrices.
void popGLStates ()
 Restore the previously saved OpenGL render states and matrices.
void resetGLStates ()
 Reset the internal OpenGL states so that the target is ready for drawing.

Static Public Member Functions

static unsigned int getMaximumAntialiasingLevel ()
 Get the maximum anti-aliasing level supported by the system.

Additional Inherited Members

Protected Member Functions inherited from sf::RenderTarget
 RenderTarget ()=default
 Default constructor.
void initialize ()
 Performs the common initialization step after creation.

Detailed Description

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
sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML window");
// Create a new render-texture
sf::RenderTexture texture({500, 500});
// The main loop
while (window.isOpen())
{
// 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
sf::Sprite sprite(texture.getTexture());
window.draw(sprite);
// End the current frame and display its contents on screen
window.display();
}
static const Color Red
Red predefined color.
Definition Color.hpp:84
void draw(const Drawable &drawable, const RenderStates &states=RenderStates::Default)
Draw a drawable object to the render target.
void clear(Color color=Color::Black)
Clear the entire target with a single color.
Target for off-screen 2D rendering into a texture.
Definition RenderTexture.hpp:54
Window that can serve as a target for 2D drawing.
Definition RenderWindow.hpp:55
Drawable representation of a texture, with its own transformations, color, etc.
Definition Sprite.hpp:51
VideoMode defines a video mode (width, height, bpp).
Definition VideoMode.hpp:44
bool isOpen() const
Tell whether or not the window is open.
void display()
Display on screen what has been rendered to the window so far.

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

Constructor & Destructor Documentation

◆ RenderTexture() [1/4]

sf::RenderTexture::RenderTexture ( )

Default constructor.

Constructs a render-texture with width 0 and height 0.

See also
resize

◆ RenderTexture() [2/4]

sf::RenderTexture::RenderTexture ( Vector2u size,
const ContextSettings & settings = {} )

Construct a 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.

After creation, the contents of the render-texture are undefined. Call RenderTexture::clear first to ensure a single color fill.

Parameters
sizeWidth and height of the render-texture
settingsAdditional settings for the underlying OpenGL texture and context
Exceptions
`sf::Exception`if creation was unsuccessful

◆ ~RenderTexture()

sf::RenderTexture::~RenderTexture ( )
override

Destructor.

◆ RenderTexture() [3/4]

sf::RenderTexture::RenderTexture ( const RenderTexture & )
delete

Deleted copy constructor.

◆ RenderTexture() [4/4]

sf::RenderTexture::RenderTexture ( RenderTexture && )
noexcept

Move constructor.

Member Function Documentation

◆ display()

void sf::RenderTexture::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.

◆ generateMipmap()

bool sf::RenderTexture::generateMipmap ( )
nodiscard

Generate a mipmap using the current texture data.

This function is similar to Texture::generateMipmap 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

◆ getMaximumAntialiasingLevel()

unsigned int sf::RenderTexture::getMaximumAntialiasingLevel ( )
staticnodiscard

Get the maximum anti-aliasing level supported by the system.

Returns
The maximum anti-aliasing level supported by the system

◆ getSize()

Vector2u sf::RenderTexture::getSize ( ) const
nodiscardoverridevirtual

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

Implements sf::RenderTarget.

◆ getTexture()

const Texture & sf::RenderTexture::getTexture ( ) const
nodiscard

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

◆ isRepeated()

bool sf::RenderTexture::isRepeated ( ) const
nodiscard

Tell whether the texture is repeated or not.

Returns
True if texture is repeated
See also
setRepeated

◆ isSmooth()

bool sf::RenderTexture::isSmooth ( ) const
nodiscard

Tell whether the smooth filtering is enabled or not.

Returns
True if texture smoothing is enabled
See also
setSmooth

◆ isSrgb()

bool sf::RenderTexture::isSrgb ( ) const
nodiscardoverridevirtual

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

Reimplemented from sf::RenderTarget.

◆ operator=() [1/2]

RenderTexture & sf::RenderTexture::operator= ( const RenderTexture & )
delete

Deleted copy assignment.

◆ operator=() [2/2]

RenderTexture & sf::RenderTexture::operator= ( RenderTexture && )
noexcept

Move assignment operator.

◆ resize()

bool sf::RenderTexture::resize ( Vector2u size,
const ContextSettings & settings = {} )
nodiscard

Resize 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.

After resizing, the contents of the render-texture are undefined. Call RenderTexture::clear first to ensure a single color fill.

Parameters
sizeWidth and height of the render-texture
settingsAdditional settings for the underlying OpenGL texture and context
Returns
True if resizing has been successful, false if it failed

◆ setActive()

bool sf::RenderTexture::setActive ( bool active = true)
nodiscardoverridevirtual

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.

Parameters
activeTrue to activate, false to deactivate
Returns
True if operation was successful, false otherwise

Reimplemented from sf::RenderTarget.

◆ setRepeated()

void sf::RenderTexture::setRepeated ( bool repeated)

Enable or disable texture repeating.

This function is similar to Texture::setRepeated. This parameter is disabled by default.

Parameters
repeatedTrue to enable repeating, false to disable it
See also
isRepeated

◆ setSmooth()

void sf::RenderTexture::setSmooth ( bool smooth)

Enable or disable texture smoothing.

This function is similar to Texture::setSmooth. This parameter is disabled by default.

Parameters
smoothTrue to enable smoothing, false to disable it
See also
isSmooth

The documentation for this class was generated from the following file: