Merge pull request #1506 from clayjohn/viewports

Updated Viewport tutorial
This commit is contained in:
Max Hilbrunner
2018-06-18 05:24:59 +02:00
committed by mhilbrunner
parent b06e5e1943
commit 4cbedfac7d
10 changed files with 141 additions and 84 deletions

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@@ -6,63 +6,73 @@ Viewports
Introduction
------------
Godot has a small but useful feature called viewports. Viewports
are, as the name implies, rectangles where the world is drawn. They
have three main uses, but can flexibly adapted to a lot more. All this
is done via the :ref:`Viewport <class_Viewport>` node.
Think of :ref:`Viewports <class_Viewport>` as a screen that the game is projected onto. In order
to see the game we need to have a surface to draw it on, this surface is
the Root :ref:`Viewport <class_Viewport>`.
.. image:: img/viewportnode.png
The main uses in question are:
- **Scene Root**: The root of the active scene is always a Viewport.
This is what displays the scenes created by the user. (You should
know this by having read previous tutorials!)
- **Sub-Viewports**: These can be created when a Viewport is a child of
a :ref:`Control <class_Control>`.
- **Render Targets**: Viewports can be set to "RenderTarget" mode. This
means that the viewport is not directly visible, but its contents
can be accessed via a :ref:`Texture <class_Texture>`.
:ref:`Viewports <class_Viewport>` can also be added to the scene so that there
are multiple surfaces to draw on. When we are drawing to a :ref:`Viewport <class_Viewport>`
that is not the Root we call it a render target. We can access the contents
of a render target by accessing its corresponding :ref:`texture <class_ViewportTexture>`.
By using a :ref:`Viewport <class_Viewport>` as a render target
we can either render multiple scenes simultaneously or we can render to
a :ref:`texture <class_ViewportTexture>` which is applied to an object in the scene, for example a dynamic
skybox.
:ref:`Viewports <class_Viewport>` have a variety of use cases including:
- Rendering 3d objects within a 2d game
- Rendering 2d elements in a 3d game
- Rendering dynamic textures
- Generating procedural textures at runtime
- Rendering multiple cameras in the same scene
What all these use cases have in common is that you are given the ability to
draw objects to a texture as if it were another screen and then you can choose
what to do with the resulting texture.
Input
-----
Viewports are also responsible of delivering properly adjusted and
scaled input events to all its children nodes. Both the root viewport
and sub-viewports do this automatically, but render targets do not.
Because of this, the user must do it manually via the
:ref:`Viewport.input() <class_Viewport_input>` function if needed.
:ref:`Viewports <class_Viewport>` are also responsible for delivering properly adjusted and
scaled input events to all their children nodes. Typically input is received by the
nearest :ref:`Viewport <class_Viewport>` in the tree, but you can set :ref:`Viewports <class_Viewport>` to not recieve input by checking
'Disable Input' to 'on', this will allow the next nearest :ref:`Viewport <class_Viewport>` in the tree to capture
the input.
.. image:: img/input.png
For more information on how Godot handles input please read the :ref:`Input Event Tutorial<doc_inputevent>`.
Listener
--------
Godot supports 3D sound (in both 2D and 3D nodes), more on this can be
found in another tutorial (one day..). For this type of sound to be
audible, the viewport needs to be enabled as a listener (for 2D or 3D).
If you are using a custom viewport to display your world, don't forget
found in the :ref:`Audio Streams Tutorial<doc_audio-streams>`. For this type of sound to be
audible, the :ref:`Viewport <class_Viewport>` needs to be enabled as a listener (for 2D or 3D).
If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World <class_World>`, don't forget
to enable this!
Cameras (2D & 3D)
-----------------
When using a 2D or 3D :ref:`Camera <class_Camera>` /
When using a :ref:`Camera <class_Camera>` /
:ref:`Camera2D <class_Camera2D>`, cameras will always display on the
closest parent viewport (going towards the root). For example, in the
closest parent :ref:`Viewport <class_Viewport>` (going towards the root). For example, in the
following hierarchy:
- Viewport
.. image:: img/cameras.png
- Camera
CameraA will display on the Root :ref:`Viewport <class_Viewport>` and it will draw MeshA. CameraB
will be captured by the :ref:`Viewport <class_Viewport>` Node along with MeshB. Even though MeshB is in the scene
heirarchy, it will still not be drawn to the Root :ref:`Viewport <class_Viewport>`. Similarly MeshA will not
be visible from the :ref:`Viewport <class_Viewport>` node becuase :ref:`Viewport <class_Viewport>` nodes only capture nodes below them
in the heirarchy.
Camera will display on the parent viewport, but in the following one:
- Camera
- Viewport
It will not (or may display in the root viewport if this is a subscene).
There can be only one active camera per viewport, so if there is more
There can only be one active camera per :ref:`Viewport <class_Viewport>`, so if there is more
than one, make sure that the desired one has the "current" property set,
or make it the current camera by calling:
@@ -73,60 +83,60 @@ or make it the current camera by calling:
Scale & stretching
------------------
Viewports have a "rect" property. X and Y are often not used (only the
root viewport uses them), while WIDTH AND HEIGHT represent the
size of the viewport in pixels. For Sub-Viewports, these values are
overridden by the ones from the parent control, but for render targets
this sets their resolution.
:ref:`Viewports <class_Viewport>` have a "size" property which represents the size of the :ref:`Viewport <class_Viewport>`
in pixels. For :ref:`Viewports <class_Viewport>` which are children of :ref:`ViewportContainers <class_viewportcontainer>`,
these values are overridden, but for all others this sets their resolution.
It is also possible to scale the 2D content and make it believe the
viewport resolution is other than the one specified in the rect, by
calling:
It is also possible to scale the 2D content and make the :ref:`Viewport <class_Viewport>` resolution
different than the one specified in size, by calling:
::
viewport.set_size_override(w, h) # custom size for 2D
viewport.set_size_override_stretch(true) # enable stretch for custom size
The root viewport uses this for the stretch options in the project
settings.
The root :ref:`Viewport <class_Viewport>` uses this for the stretch options in the project
settings. For more information on scaling and stretching visit the :ref:`Multiple Resolutions Tutorial <doc_multiple_resolutions>`
Worlds
------
For 3D, a Viewport will contain a :ref:`World <class_World>`. This
For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World <class_World>`. This
is basically the universe that links physics and rendering together.
Spatial-base nodes will register using the World of the closest
viewport. By default, newly created viewports do not contain a World but
use the same as a parent viewport (root viewport does contain one
though, which is the one objects are rendered to by default). A world can
be set in a viewport using the "world" property, and that will separate
all children nodes of that viewport from interacting with the parent
viewport world. This is especially useful in scenarios where, for
Spatial-base nodes will register using the :ref:`World <class_World>` of the closest
:ref:`Viewport <class_Viewport>`. By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World <class_World>` but
use the same as their parent :ref:`Viewport <class_Viewport>` (root :ref:`Viewport <class_Viewport>` always contains a
:ref:`World <class_World>`, which is the one objects are rendered to by default). A :ref:`World <class_World>` can
be set in a :ref:`Viewport <class_Viewport>` using the "world" property, and that will separate
all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
:ref:`Viewport's <class_Viewport>` :ref:`World <class_World>`. This is especially useful in scenarios where, for
example, you might want to show a separate character in 3D imposed over
the game (like in Starcraft).
As a helper for situations where you want to create viewports that
display single objects and don't want to create a world, viewport has
the option to use its own World. This is useful when you want to
instance 3D characters or objects in the 2D world.
As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
display single objects and don't want to create a :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` has
the option to use its own :ref:`World <class_World>`. This is useful when you want to
instance 3D characters or objects in a 2D :ref:`World <class_World2D>`.
For 2D, each Viewport always contains its own :ref:`World2D <class_World2D>`.
For 2D, each :ref:`Viewport <class_Viewport>` always contains its own :ref:`World2D <class_World2D>`.
This suffices in most cases, but in case sharing them may be desired, it
is possible to do so by calling the viewport API manually.
is possible to do so by setting the :ref:`Viewport's <class_Viewport>` :ref:`World2D <class_World2D>` manually.
For an example of how this works see the demo projects `3D in 2D <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/3d_in_2d>`_ and `2D in 3D <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/2d_in_3d>`_ respectively.
Capture
-------
It is possible to query a capture of the viewport contents. For the root
viewport this is effectively a screen capture. This is done with the
following API:
It is possible to query a capture of the :ref:`Viewport <class_Viewport>` contents. For the root
:ref:`Viewport <class_Viewport>` this is effectively a screen capture. This is done with the
following code:
::
# Retrieve the captured Image using get_data()
var img = get_viewport().get_texture().get_data()
# Also remember to flip the texture (because it's flipped)
# Flip on the y axis
# You can also set "V Flip" to true if not on the Root Viewport
img.flip_y()
# Convert Image to ImageTexture
var tex = ImageTexture.new()
@@ -134,7 +144,7 @@ following API:
# Set Sprite Texture
$sprite.texture = tex
But if you use this in _ready() or from the first frame of the viewport's initialization
But if you use this in _ready() or from the first frame of the :ref:`Viewport's <class_Viewport>` initialization
you will get an empty texture cause there is nothing to get as texture. You can deal with
it using (for example):
@@ -146,45 +156,92 @@ it using (for example):
# You can get the image after this
If the returned image is empty, capture still didn't happen, wait a
little more, as this API is asynchronous.
little more, as Godot's rendering API is asynchronous. For a working example of this
check out the `Screen Capture example <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/screen_capture>`_ in the demo projects
Sub-viewport
------------
Viewport Container
------------------
If the viewport is a child of a :ref:`ViewportContainer <class_viewportcontainer>`, it will become active and
display anything it has inside. The layout is something like this:
If the :ref:`Viewport <class_Viewport>` is a child of a :ref:`ViewportContainer <class_viewportcontainer>`, it will become active and
display anything it has inside. The layout looks like this:
- ViewportContainer
- Viewport
.. image:: img/container.png
The viewport will cover the area of its parent control completely, if stretch is set to true in Viewport Container.
But you will have to setup the Viewport Size to get the the appropriate part of the Viewport.
And Viewport Container can not be smaller than the size of the Viewport.
The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`ViewportContainer <class_viewportcontainer>` completely
if stretch is set to true in :ref:`ViewportContainer <class_viewportcontainer>`.
Note: The size of the :ref:`ViewportContainer <class_viewportcontainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
.. image:: img/subviewport.png
Rendering
---------
Due to the fact that the :ref:`Viewport <class_Viewport>` is an entryway into another rendering surface, it exposes a few
rendering properties that can be different from the project settings. The first is MSAA, you can
choose to use a different level of MSAA for each :ref:`Viewport <class_Viewport>`, the default behavior is DISABLED.
You can also set the :ref:`Viewport <class_Viewport>` to use HDR, HDR is very useful for when you want to store values in the
texture that are outside the range 0.0 - 1.0.
If you know how the :ref:`Viewport <class_Viewport>` is going to be used, you can set its Usage to either 3D or 2D. Godot will then
restrict how the :ref:`Viewport <class_Viewport>` is drawn to in accordance with your choice, default is 3D.
Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports <class_Viewport>` using “Debug Draw”.
Debug Draw allows you to specify one of four options for how the :ref:`Viewport <class_Viewport>` will display things drawn
inside it. Debug Draw is disabled by default.
.. image:: img/default_scene.png
*A scene drawn with Debug Draw disabled*
The other three options are Unshaded, Overdraw, and Wireframe. Unshaded draws the scene
without using lighting information so all the objects appear flatly colored the color of
their albedo.
.. image:: img/unshaded.png
*The same scene with Debug Draw set to Unshaded*
Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap.
.. image:: img/overdraw.png
*The same scene with Debug Draw set to Overdraw*
Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. NOTE: as of the
writting of this (v3.0.2) wireframe is broken and currently just renders the scene normally.
Render target
-------------
To set as a render target, toggle the "render target" property of
the viewport to enabled. Note that whatever is inside will not be
visible in the scene editor. To display the contents, the method remains the same.
When rendering to a :ref:`Viewport <class_Viewport>` whatever is inside will not be
visible in the scene editor. To display the contents, you have to draw the :ref:`Viewport's <class_Viewport>` :ref:`ViewportTexture <class_ViewportTexture>` somewhere.
This can be requested via code using (for example):
::
#This gets us the render_target texture
#This gets us the ViewportTexture
var rtt = viewport.get_texture()
sprite.texture = rtt
By default, re-rendering of the render target happens when the render
target texture has been drawn in a frame. If visible, it will be
Or it can be assigned in the editor by selecting "New ViewportTexture"
.. image:: img/texturemenu.png
and then selecting the :ref:`Viewport <class_Viewport>` you want to use.
.. image:: img/texturepath.png
Every frame the :ref:`Viewport <class_Viewport>`'s texture is cleared away with the default clear color (or a transparent
color if Transparent BG is set to true). This can be changed by setting Clear Mode to Never or Next Frame.
As the name implies, Never means the texture will never be cleared while next frame will
clear the texture on the next frame and then set itself to Never.
By default, re-rendering of the :ref:`Viewport <class_Viewport>` happens when the
:ref:`Viewport <class_Viewport>`'s :ref:`ViewportTexture <class_ViewportTexture>` has been drawn in a frame. If visible, it will be
rendered, otherwise it will not. This behavior can be changed to manual
rendering (once), or always render, no matter if visible or not.
rendering (once), or always render, no matter if visible or not. This flexibility
allows users to render an image once and then use the texture without
incurring the cost of rendering every frame.
``TODO: Review the doc, change outdated and add more images.``
Make sure to check the viewport demos! Viewport folder in the demos
Make sure to check the Viewport demos! Viewport folder in the demos
archive available to download, or
https://github.com/godotengine/godot-demo-projects/tree/master/viewport