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Add README files to Viewport demos

Aaron Franke 5 years ago
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viewport/2d_in_3d/README.md

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+# 2D in 3D
+
+A demo showing how a 2D scene can be shown within a 3D one using viewports.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+## How does it work?
+
+The Pong game is rendered to a custom
+[`Viewport`](https://docs.godotengine.org/en/latest/classes/class_viewport.html)
+node rather than the main Viewport. In the code,
+`get_texture()` is called on the Viewport to get a 
+[`ViewportTexture`](https://docs.godotengine.org/en/latest/classes/class_viewporttexture.html),
+which is then assigned to the quad's material's albedo texture.
+
+## Screenshots
+
+![Screenshot](screenshots/pong.png)

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viewport/3d_in_2d/README.md

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+# 3D in 2D
+
+A demo showing how a 3D scene can be shown within a 2D one using viewports.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+## How does it work?
+
+The 3D robot is rendered to a custom
+[`Viewport`](https://docs.godotengine.org/en/latest/classes/class_viewport.html)
+node rather than the main Viewport. In the code,
+`get_texture()` is called on the Viewport to get a 
+[`ViewportTexture`](https://docs.godotengine.org/en/latest/classes/class_viewporttexture.html),
+which is then assigned to the sprite's texture.
+
+## Screenshots
+
+![Screenshot](screenshots/3d_in_2d.png)

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+ 11 - 1
viewport/3d_scaling/README.md

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-# 3D scaling
+# 3D Viewport Scaling
 
 
 This demo shows how to scale the 3D viewport rendering without affecting
 This demo shows how to scale the 3D viewport rendering without affecting
 2D elements such as the HUD. It also demonstrates how to toggle filtering
 2D elements such as the HUD. It also demonstrates how to toggle filtering
@@ -9,3 +9,13 @@ the main game area and a non-pixel-art viewport for HUD elements.
 
 
 ViewportContainer can also be used to display a viewport in a GUI, but it
 ViewportContainer can also be used to display a viewport in a GUI, but it
 doesn't offer the ability to enable filtering.
 doesn't offer the ability to enable filtering.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+## Screenshots
+
+![Screenshot](screenshots/high.png)
+
+![Screenshot](screenshots/low.png)

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+ 39 - 14
viewport/dynamic_split_screen/README.md

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-# The project
-This sample project showcases an implementation of dynamic split screen, also called Voronoi split screen, using the [Godot engine](https://godotengine.org).
+# Dynamic Split Screen
 
 
-# Dynamic split screen
-A dynamic split screen system displays a single screen when the two players are close but a splitted view when they move apart.
+This sample project showcases an implementation of dynamic
+split screen, also called Voronoi split screen.
 
 
-The splitting line can take any angle depending on the players' position, so it won't be either vertical or horizontal.
+Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html) and GDScript
+
+Renderer: GLES 2
+
+Note: An HTML5 export is testable
+[here](https://benjaminnavarro.github.io/godot_dynamic_split_screen/index.html).
+
+## Details
+
+A dynamic split screen system displays a single screen when
+the two players are close but a splitted view when they move apart.
+
+The splitting line can take any angle depending on the players'
+position, so it won't be either vertical or horizontal.
 
 
 This system was popularized by the Lego videogames.
 This system was popularized by the Lego videogames.
 
 
-# How it works
-Two cameras are placed inside two separate viewports and their texture, as well as some other parameters, are passed to a shader attached to a TextureRect filling the whole screen.
+## How it works
+
+Two cameras are placed inside two separate viewports and their
+texture, as well as some other parameters, are passed to a
+shader attached to a TextureRect filling the whole screen.
+
+The `SplitScreen` shader, with the help of the `CameraController`
+script, chooses wich texture to display on each pixel to
+achieve the effect.
+
+The cameras are placed on the segment joining the two players,
+either in the middle if they're close enough or at a fixed
+distance otherwise. 
 
 
-The `SplitScreen` shader, with the help of the `CameraController` script, chooses wich texture to display on each pixel to achieve the effect.
+## How to use it
 
 
-The cameras are placed on the segment joining the two players, either in the middle if they're close enough or at a fixed distance otherwise. 
+Open and launch the project inside the Godot engine and then
+you can use WASD keys to move the first player and IJKL keys
+to move the second one.
 
 
-# How to use it
-Open and launch the project inside the Godot engine and then you can use WASD keys to move the first player and IJKL keys to move the second one.
+The `Cameras` node has parameters to tune the distance at
+which the screen splits and also the width and color of
+the splitting line.
 
 
-The `Cameras` node has parameters to tune the distance at which the screen splits and also the width and color of the splitting line.
+## Screenshots
 
 
-# Try it out
-An HTML5 export is testable [here](https://benjaminnavarro.github.io/godot_dynamic_split_screen/index.html).
+![Screenshots](screenshots/splitscreen.png)

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+ 12 - 0
viewport/gui_in_3d/README.md

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+# GUI in 3D
+
+A demo showing a GUI instanced within a 3D scene using viewports,
+as well as forwarding mouse and keyboard input to the GUI.
+
+Language: GDScript
+
+Renderer: GLES 3
+
+## Screenshots
+
+![Screenshot](screenshots/gui.png)

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+ 11 - 0
viewport/screen_capture/README.md

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+# Screen Capture
+
+An example showing how to take screenshots of the screen. 
+
+Language: GDScript
+
+Renderer: GLES 2
+
+## Screenshots
+
+![Screenshot](screenshots/capture.png)

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+ 1 - 1
visual_script/multitouch_view/README.md

@@ -10,4 +10,4 @@ Note: There is a GDScript version available [here](https://github.com/godotengin
 
 
 ## Screenshots
 ## Screenshots
 
 
-![Screenshot](screenshots/multitouch.png)
+![Screenshot](../../misc/multitouch_view/screenshots/multitouch.png)