Update Viewports tutorial for Godot 4 (#8210)

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
HolonProduction
2023-11-09 13:32:31 +01:00
committed by Max Hilbrunner
parent f6baf555b9
commit 8f42d56e9a
20 changed files with 92 additions and 97 deletions

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View File

@@ -1,5 +1,3 @@
:article_outdated: True
.. _doc_viewports:
Using Viewports
@@ -9,22 +7,19 @@ Introduction
------------
Think of a :ref:`Viewport <class_Viewport>` as a screen onto which the game is projected. In order
to see the game, we need to have a surface on which to draw it; that surface is
the Root :ref:`Viewport <class_Viewport>`.
to see the game, we need to have a surface on which to draw it. That surface is
the Root Viewport.
.. image:: img/viewportnode.png
.. image:: img/subviewportnode.webp
: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
:ref:`SubViewports <class_SubViewport>` are a kind of Viewport that can be added to the scene so that there
are multiple surfaces to draw on. When we are drawing to a SubViewport, we call it a render target. We can access the contents
of a render target by accessing its corresponding :ref:`texture <class_Viewport_method_get_texture>`.
By using a SubViewport as render target, we can either render multiple scenes simultaneously or we can render to
a :ref:`ViewportTexture <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:
:ref:`SubViewports <class_SubViewport>` have a variety of use cases, including:
- Rendering 3D objects within a 2D game
- Rendering 2D elements in a 3D game
@@ -36,6 +31,9 @@ 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 can then choose
what to do with the resulting texture.
Another kind of Viewports in Godot are :ref:`Windows <class_Window>`. They allow their content to be projected onto a window. While the Root Viewport is a Window, they are less
flexible. If you want to use the texture of a Viewport, you'll be working with :ref:`SubViewports <class_SubViewport>` most of the time.
Input
-----
@@ -45,37 +43,37 @@ automatically receive input, unless they receive it from their direct
:ref:`SubViewportContainer <class_SubViewportContainer>` parent node. In this case, input can be
disabled with the :ref:`Disable Input <class_Viewport_property_gui_disable_input>` property.
.. image:: img/input.png
.. image:: img/input.webp
For more information on how Godot handles input, please read the :ref:`Input Event Tutorial<doc_inputevent>`.
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 the :ref:`Audio Streams Tutorial<doc_audio_streams>`. For this type of sound to be
Godot supports 3D sound (in both 2D and 3D nodes). More on this can be
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:`World3D <class_World3D>` or
If you are using a :ref:`SubViewport <class_SubViewport>` to display your :ref:`World3D <class_World3D>` or
:ref:`World2D <class_World2D>`, don't forget to enable this!
Cameras (2D & 3D)
-----------------
When using a :ref:`Camera3D <class_Camera3D>` /
:ref:`Camera2D <class_Camera2D>`, cameras will always display on the
When using a :ref:`Camera3D <class_Camera3D>` or
:ref:`Camera2D <class_Camera2D>`, it will always display on the
closest parent :ref:`Viewport <class_Viewport>` (going towards the root). For example, in the
following hierarchy:
.. image:: img/cameras.png
.. image:: img/cameras.webp
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
hierarchy, 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 because :ref:`Viewport <class_Viewport>` nodes only
``CameraA`` will display on the Root :ref:`Viewport <class_Viewport>` and it will draw ``MeshA``. ``CameraB``
will be captured by the :ref:`SubViewport <class_SubViewport>` along with ``MeshB``. Even though ``MeshB`` is in the scene
hierarchy, it will still not be drawn to the Root Viewport. Similarly, ``MeshA`` will not
be visible from the SubViewport because SubViewports only
capture nodes below them in the hierarchy.
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,
than one, make sure that the desired one has the :ref:`current <class_Camera3D_property_current>` property set,
or make it the current camera by calling:
::
@@ -90,65 +88,63 @@ property to restrict which objects are rendered.
Scale & stretching
------------------
: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:`SubViewportContainers <class_SubViewportContainer>`,
:ref:`SubViewports <class_SubViewport>` have a :ref:`size<class_SubViewport_property_size>` property, which represents the size of the SubViewport
in pixels. For SubViewports which are children of :ref:`SubViewportContainers <class_SubViewportContainer>`,
these values are overridden, but for all others, this sets their resolution.
It is also possible to scale the 2D content and make the :ref:`Viewport <class_Viewport>` resolution
It is also possible to scale the 2D content and make the :ref:`SubViewport <class_SubViewport>` resolution
different from the one specified in size, by calling:
::
viewport.set_size_override(true, Vector2(width, height)) # Custom size for 2D.
viewport.set_size_override_stretch(true) # Enable stretch for custom size.
sub_viewport.set_size_2d_override(Vector2i(width, height)) # Custom size for 2D.
sub_viewport.set_size_2d_override_stretch(true) # Enable stretch for custom size.
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>`
For information on scaling and stretching with the Root Viewport visit the :ref:`Multiple Resolutions Tutorial <doc_multiple_resolutions>`
Worlds
------
For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World3D <class_World3D>`. This
is basically the universe that links physics and rendering together.
Node3D-based nodes will register using the :ref:`World3D <class_World3D>` of the closest :ref:`Viewport <class_Viewport>`.
By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World3D <class_World3D>` but
use the same as their parent :ref:`Viewport <class_Viewport>` (the root :ref:`Viewport <class_Viewport>` always contains a
:ref:`World3D <class_World3D>`, which is the one objects are rendered to by default). A :ref:`World3D <class_World3D>` 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:`World3D <class_World3D>`. This is especially useful in scenarios where, for
Node3D-based nodes will register using the World3D of the closest Viewport.
By default, newly created Viewports do not contain a World3D but
use the same as their parent Viewport. The Root Viewport always contains a
World3D, which is the one objects are rendered to by default.
A :ref:`World3D <class_World3D>` can
be set in a :ref:`Viewport <class_Viewport>` using the :ref:`World 3D<class_Viewport_property_world_3d>` property, that will separate
all children nodes of this :ref:`Viewport <class_Viewport>` and will prevent them from interacting with the parent
Viewport's World3D. 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 :ref:`Viewports <class_Viewport>` that
display single objects and don't want to create a :ref:`World3D <class_World3D>`, :ref:`Viewport <class_Viewport>` has
the option to use its own :ref:`World3D <class_World3D>`. This is useful when you want to
instance 3D characters or objects in a 2D :ref:`World2D <class_World2D>`.
display single objects and don't want to create a :ref:`World3D <class_World3D>`, Viewport has
the option to use its :ref:`Own World3D <class_Viewport_property_own_world_3d>`. This is useful when you want to
instance 3D characters or objects in :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 setting the :ref:`Viewport's <class_Viewport>` :ref:`World2D <class_World2D>` manually.
is possible to do so by setting :ref:`world_2d<class_Viewport_property_world_2d>` on the Viewport through code.
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 :ref:`Viewport <class_Viewport>` contents. For the root
:ref:`Viewport <class_Viewport>`, this is effectively a screen capture. This is done with the
It is possible to query a capture of the :ref:`Viewport <class_Viewport>` contents. For the Root
Viewport, this is effectively a screen capture. This is done with the
following code:
::
# Retrieve the captured Image using get_image().
var img = get_viewport().get_texture().get_image()
# 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.create_from_image(img)
# Set sprite texture.
$sprite.texture = tex
sprite.texture = tex
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 because there is nothing to get as texture. You can deal with
@@ -163,93 +159,92 @@ it using (for example):
Viewport Container
------------------
If the :ref:`Viewport <class_Viewport>` is a child of a :ref:`SubViewportContainer <class_SubViewportContainer>`, it will become active and display anything it has inside. The layout looks like this:
If the :ref:`SubViewport <class_SubViewport>` is a child of a :ref:`SubViewportContainer <class_SubViewportContainer>`, it will become active and display anything it has inside. The layout looks like this:
.. image:: img/container.png
.. image:: img/container.webp
The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`SubViewportContainer <class_SubViewportContainer>` completely
if :ref:`Stretch<class_SubViewportContainer_property_stretch>` is set to ``true`` in :ref:`SubViewportContainer <class_SubViewportContainer>`.
Note: The size of the :ref:`SubViewportContainer <class_SubViewportContainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
The :ref:`SubViewport <class_SubViewport>` will cover the area of its parent :ref:`SubViewportContainer <class_SubViewportContainer>` completely
if :ref:`Stretch<class_SubViewportContainer_property_stretch>` is set to ``true`` in the SubViewportContainer.
.. note::
The size of the :ref:`SubViewportContainer <class_SubViewportContainer>` cannot be smaller than the size of the :ref:`SubViewport <class_SubViewport>`.
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.
rendering properties that can be different from the project settings. You can
choose to use a different level of :ref:`MSAA <class_Viewport_property_msaa_2d>` for each Viewport. The default behavior is ``Disabled``.
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.
The 2D usage mode is slightly faster and uses less memory compared to the 3D one. It's a good idea to set the :ref:`Viewport <class_Viewport>`'s Usage property to 2D if your viewport doesn't render anything in 3D.
If you know that the :ref:`Viewport <class_Viewport>` is only going to be used for 2D, you can :ref:`Disable 3D<class_Viewport_property_disable_3d>`. Godot will then
restrict how the Viewport is drawn.
Disabling 3D is slightly faster and uses less memory compared to enabled 3D. It's a good idea to disable 3D if your viewport doesn't render anything in 3D.
.. note::
If you need to render 3D shadows in the viewport, make sure to set the viewport's *Shadow Atlas Size* property to a value higher than 0.
Otherwise, shadows won't be rendered. For reference, the Project Settings define it to 4096 by default.
If you need to render 3D shadows in the viewport, make sure to set the viewport's :ref:`positional_shadow_atlas_size<class_Viewport_property_positional_shadow_atlas_size>` property to a value higher than ``0``.
Otherwise, shadows won't be rendered. By default, the equivalent project setting is set to ``4096`` on desktop platforms and ``2048`` on mobile platforms.
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.
Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports <class_Viewport>` using :ref:`Debug Draw<class_Viewport_property_debug_draw>`.
Debug Draw allows you to specify a mode which determines how the Viewport will display things drawn
inside it. Debug Draw is ``Disabled`` by default. Some other options are ``Unshaded``, ``Overdraw``, and ``Wireframe``. For a full list, refer to the :ref:`Viewport Documentation<class_Viewport_property_debug_draw>`.
.. image:: img/default_scene.png
- **Debug Draw = Disabled** (default): The scene is drawn normally.
*A scene drawn with Debug Draw disabled*
.. image:: img/default_scene.webp
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.
- **Debug Draw = Unshaded**: Unshaded draws the scene without using lighting information so all the objects appear flatly colored in their albedo color.
.. image:: img/unshaded.png
.. image:: img/unshaded.webp
*The same scene with Debug Draw set to Unshaded*
- **Debug Draw = Overdraw**: Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap.
Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap.
.. image:: img/overdraw.webp
.. image:: img/overdraw.png
- **Debug Draw = Wireframe**: Wireframe draws the scene using only the edges of triangles in the meshes.
*The same scene with Debug Draw set to Overdraw*
Lastly, Wireframe draws the scene using only the edges of triangles in the meshes.
.. image:: img/wireframe.webp
.. note::
The effects of the Wireframe mode are only visible in the editor, not while the project is running.
Debug Draw modes are currently **not** supported when using the
Compatibility rendering method. They will appear as regular draw modes.
Render target
-------------
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.
When rendering to a :ref:`SubViewport <class_SubViewport>`, whatever is inside will not be
visible in the scene editor. To display the contents, you have to draw the SubViewport's :ref:`ViewportTexture <class_ViewportTexture>` somewhere.
This can be requested via code using (for example):
::
# This gives us the ViewportTexture.
var rtt = viewport.get_texture()
sprite.texture = rtt
var tex = viewport.get_texture()
sprite.texture = tex
Or it can be assigned in the editor by selecting "New ViewportTexture"
.. image:: img/texturemenu.png
.. image:: img/texturemenu.webp
and then selecting the :ref:`Viewport <class_Viewport>` you want to use.
.. image:: img/texturepath.png
.. image:: img/texturepath.webp
Every frame, the :ref:`Viewport <class_Viewport>`'s texture is cleared away with the default clear color (or a transparent
color if :ref:`Transparent Bg<class_Viewport_property_transparent_bg>` is set to ``true``). This can be changed by setting ``Clear Mode`` to Never or Next Frame.
Every frame, the :ref:`Viewport's <class_Viewport>` texture is cleared away with the default clear color (or a transparent
color if :ref:`Transparent BG<class_Viewport_property_transparent_bg>` is set to ``true``). This can be changed by setting :ref:`Clear Mode<class_SubViewport_property_render_target_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. This flexibility
allows users to render an image once and then use the texture without
incurring the cost of rendering every frame.
By default, re-rendering of the :ref:`SubViewport <class_SubViewport>` happens when
its :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 by setting :ref:`Update Mode<class_SubViewport_property_render_target_update_mode>` to ``Never``, ``Once``, ``Always``, or ``When Parent Visible``.
Never and Always will never or always re-render respectively. Once will re-render the next frame and change to Never afterwards. This can be used to manually update the Viewport.
This flexibility allows users to render an image once and then use the texture without incurring the cost of rendering every frame.
.. note::
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
Make sure to check the Viewport demos. They are available in the
viewport folder of the demos archive, or at
https://github.com/godotengine/godot-demo-projects/tree/master/viewport.