OpenGL Renderer without GLUT

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Nikon
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OpenGL Renderer without GLUT

Postby Nikon » Wed Mar 16, 2005 23:01

I am planning to use CEGUI for an OpenGL project and I was wondering if there was any way to not use GLUT which is used in the example of the GL renderer (and the only example i have :P). Any examples on how to do it without GLUT would be greatly appreciated.

Thanks in advance!

Nikon

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wingdongdoodle
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Re: OpenGL Renderer without GLUT

Postby wingdongdoodle » Thu Mar 17, 2005 02:40

ok, its pretty simple to do without GLUT. in fact, its *nearly* exactly the same.

let me say at first, these directions may have some useless steps, as m learning this as well still, but here it goes

first off, you need to link with the openGL renderer (openGLGUIRender.lib i believe)

well, heres some chunks of source code (of what i got working with CEGUI)

includes i use:

Code: Select all

//-----------
//Crazy Eddies GUI includes
//------------
#include <CEGUI.h>//main include
#include <CEGUIGUILayout_xmlHandler.h>//XML loading
#include "Renderers/OpenGLGUIRenderer/openglrenderer.h"
#include <sstream> //for use with the FPS stats

//global variable - or variable in a class, etc.
//need it for the renderer
CEGUI::OpenGLRenderer *mCEGUIRenderer;


setting up the renderer - you really only need the rendering creating code

Code: Select all

void MainApplication::setupCEGUI()
{
   // Set the clear color
   glClearColor (0.0, 0.0, 0.0, 1.0);
   // Enable depth testing
   glEnable( GL_DEPTH_TEST );
   // Draw the back faces of polygons in wireframe
   glPolygonMode( GL_FRONT, GL_FILL );
   glPolygonMode( GL_BACK, GL_LINE );
   mCEGUIRenderer = new CEGUI::OpenGLRenderer(1024);
   new CEGUI::System(mCEGUIRenderer);

//used for repeating keys
   mLastKeyInjected=0;
   mLastKeyInjectTime=0.0;
   mKeyInjectRate=0.15;
}


heres how to draw it to the screen:
put this in your main loop or whatnot

Code: Select all

CEGUI::System::getSingleton().renderGUI();




heres how to insert key presses & mouse events
i use SDL, so replace mSDLEvent.keypress with whatever you plan on using to handle keyboard commands, and the injection comands take chars and unicode.
mCurrentTime is just a variable that holds the current time in seconds
mElapsed time holds elapsed time since last update (also global, and in seconds)

Code: Select all

void MainApplication::updateCEGUI()
{
   if(mSDLEvent.type==SDL_KEYDOWN)
   {
      //repeat control
      if(mLastKeyInjected!=mSDLEvent.key.keysym.sym||mLastKeyInjectTime+mKeyInjectRate<=mCurrentTime)
      {
         mLastKeyInjected=mSDLEvent.key.keysym.sym;
         mLastKeyInjectTime=mCurrentTime;

         if(mSDLEvent.key.keysym.sym==SDLK_BACKSPACE)
         {
            mCEGUISystem->injectKeyDown(0x0E);
         }
         else if(mSDLEvent.key.keysym.sym==SDLK_RETURN)
         {
            mCEGUISystem->injectKeyDown(0x1C);
         }
         else
         {
            mCEGUISystem->injectChar( mSDLEvent.key.keysym.unicode );
            mCEGUISystem->injectKeyDown( mSDLEvent.key.keysym.unicode );
         }
      }
   }
   if(mSDLEvent.type==SDL_KEYUP)
   {
      //mCEGUISystem->injectKeyUp(mSDLEvent.key.keysym.sym);   
      mCEGUISystem->injectKeyUp( mSDLEvent.key.keysym.unicode );
   }

   if(mMouseButtons&SDL_BUTTON(1))
   {
      mCEGUISystem->injectMouseButtonDown(CEGUI::LeftButton);
   }
   else
   {
      mCEGUISystem->injectMouseButtonUp(CEGUI::LeftButton);
   }
   //mCEGUISystem->injectMouseButtonUp();
   //mCEGUISystem->injectMouseMove();
   mCEGUISystem->injectMousePosition(mMouseX,mMouseY);
   //mCEGUISystem->injectMouseWheelChange();

   mCEGUISystem->injectTimePulse(mElapsedTime);
}



and heres the function i use to load a random layout.xml

Code: Select all

void MainApplication::loadCEGUI(std::string filename)
{
   using namespace CEGUI;
   try{
      Logger::getSingleton().setLoggingLevel(Informative);

      mCEGUISchemeManager = SchemeManager::getSingletonPtr();
      if(!mCEGUISchemeManager->isSchemePresent((utf8*)"TaharezLook"))
         mCEGUISchemeManager->loadScheme((utf8*)"TaharezLook.scheme");

      mCEGUISystem=System::getSingletonPtr();
      mCEGUISystem->setDefaultMouseCursor((utf8*)"TaharezLook", (utf8*)"MouseArrow");

      CEGUI::Font *font;
      if(!CEGUI::FontManager::getSingleton().isFontPresent("Commonwealth-10"))
      {
         font = CEGUI::FontManager::getSingleton().createFont( "Commonwealth-10.font" );
      }
      else
      {
         font=CEGUI::FontManager::getSingleton().getFont("Commonwealth-10");
      }
      
      mCEGUIWindowManager=CEGUI::WindowManager::getSingletonPtr();
      Window* rootWindow = mCEGUIWindowManager->loadWindowLayout(filename.c_str());
      
      mCEGUISystem->setGUISheet(rootWindow);
      rootWindow->setMouseCursor("TaharezLook", "MouseArrow");
      rootWindow->show();

   }
   catch(CEGUI::Exception &c){}
   {
      //no gui will be drawn
   }
}



and heres the destructor...

Code: Select all

MainApplication::~MainApplication()
{
   //SDL_FreeSurface(mScreen);
   if(mClock)
      delete(mClock);
   if(CEGUI::System::getSingletonPtr())
      delete CEGUI::System::getSingletonPtr();
if(mOpenGLRenderer)
    delete(mOpenGLRenderer);
}





for creating windows in code, the openGL demo shows some examples of random widget creation. hope some of this helps, its a bit disorgonized... but, its all i really have at the moment. good luck

also, its almost st patricks day, so :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint:

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CrazyEddie
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Re: OpenGL Renderer without GLUT

Postby CrazyEddie » Thu Mar 17, 2005 19:27

wingdongdoodle wrote:
also, its almost st patricks day, so :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint:


:lol:

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Nikon
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Re: OpenGL Renderer without GLUT

Postby Nikon » Fri Mar 18, 2005 03:13

I am not successful in this so far. I did everything suggested by wingdongdoodle, but I am still having no luck. All I get is a black screen. It could possibly have something to do with this (taken from CEGUI.log)..

18/03/2005 02:58:13 (Error) Exception: Font::defineFontGlyphs_impl - operation requires a texture larger than the supported maximum.


Thanks in advance!

Nikon

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CrazyEddie
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Re: OpenGL Renderer without GLUT

Postby CrazyEddie » Fri Mar 18, 2005 22:00

Almost certainly this is the problem.

What gfx card do you have and what font are you creating, at what resolution, and does the font have 'auto-scaling' enabled?

CE.

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Nikon
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Re: OpenGL Renderer without GLUT

Postby Nikon » Fri Mar 18, 2005 22:06

I am trying to build size 8 tahoma (as well as 10 and 12). I built and ran the example tutorial that uses GLUT with the same datafiles and xml layout and it worked just fine. As for my gfx card, I have a GF4 MX 400 128mb. It's not great, but it shoudl work.

I have tried some more testing and now it crashes on renderGui() and gives an assertation error that says Expression: ms_Singleton (as well as some other stuff that isn't important).

I have no clue what is wrong :(.

Thanks in advance!

Nikon

EDIT: I meant MX 440 :)

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Nikon
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Re: OpenGL Renderer without GLUT

Postby Nikon » Sat Mar 19, 2005 00:17

EDIT: Ok, I got it working. The problem was that I was trying to initialize CEGUI before the window was created. Everything works now :).

Nikon

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CrazyEddie
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Re: OpenGL Renderer without GLUT

Postby CrazyEddie » Sat Mar 19, 2005 18:46

Cool, I'm glad you managed to fiure out the issue. I might normally have been more help, but I've been tied up with other things :roll:

CE.


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