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-:article_outdated: True
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-
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.. _doc_viewports:
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Using Viewports
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@@ -9,22 +7,19 @@ Introduction
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------------
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Think of a :ref:`Viewport <class_Viewport>` as a screen onto which the game is projected. In order
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-to see the game, we need to have a surface on which to draw it; that surface is
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-the Root :ref:`Viewport <class_Viewport>`.
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-
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-.. image:: img/viewportnode.png
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+to see the game, we need to have a surface on which to draw it. That surface is
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+the Root Viewport.
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+.. image:: img/subviewportnode.webp
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-:ref:`Viewports <class_Viewport>` can also be added to the scene so that there
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-are multiple surfaces to draw on. When we are drawing to a :ref:`Viewport <class_Viewport>`
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-that is not the Root, we call it a render target. We can access the contents
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-of a render target by accessing its corresponding :ref:`texture <class_ViewportTexture>`.
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-By using a :ref:`Viewport <class_Viewport>` as a render target,
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-we can either render multiple scenes simultaneously or we can render to
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-a :ref:`texture <class_ViewportTexture>` which is applied to an object in the scene, for example a dynamic
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+:ref:`SubViewports <class_SubViewport>` are a kind of Viewport that can be added to the scene so that there
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+are multiple surfaces to draw on. When we are drawing to a SubViewport, we call it a render target. We can access the contents
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+of a render target by accessing its corresponding :ref:`texture <class_Viewport_method_get_texture>`.
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+By using a SubViewport as render target, we can either render multiple scenes simultaneously or we can render to
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+a :ref:`ViewportTexture <class_ViewportTexture>` which is applied to an object in the scene, for example a dynamic
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skybox.
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-:ref:`Viewports <class_Viewport>` have a variety of use cases, including:
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+:ref:`SubViewports <class_SubViewport>` have a variety of use cases, including:
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- Rendering 3D objects within a 2D game
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- Rendering 2D elements in a 3D game
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@@ -36,6 +31,9 @@ What all these use cases have in common is that you are given the ability to
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draw objects to a texture as if it were another screen and can then choose
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what to do with the resulting texture.
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+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
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+flexible. If you want to use the texture of a Viewport, you'll be working with :ref:`SubViewports <class_SubViewport>` most of the time.
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+
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Input
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-----
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@@ -45,37 +43,37 @@ automatically receive input, unless they receive it from their direct
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:ref:`SubViewportContainer <class_SubViewportContainer>` parent node. In this case, input can be
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disabled with the :ref:`Disable Input <class_Viewport_property_gui_disable_input>` property.
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-.. image:: img/input.png
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+.. image:: img/input.webp
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-For more information on how Godot handles input, please read the :ref:`Input Event Tutorial<doc_inputevent>`.
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+For more information on how Godot handles input, please read the :ref:`Input Event Tutorial <doc_inputevent>`.
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Listener
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--------
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-Godot supports 3D sound (in both 2D and 3D nodes); more on this can be
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-found in the :ref:`Audio Streams Tutorial<doc_audio_streams>`. For this type of sound to be
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+Godot supports 3D sound (in both 2D and 3D nodes). More on this can be
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+found in the :ref:`Audio Streams Tutorial <doc_audio_streams>`. For this type of sound to be
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audible, the :ref:`Viewport <class_Viewport>` needs to be enabled as a listener (for 2D or 3D).
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-If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World3D <class_World3D>` or
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+If you are using a :ref:`SubViewport <class_SubViewport>` to display your :ref:`World3D <class_World3D>` or
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:ref:`World2D <class_World2D>`, don't forget to enable this!
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Cameras (2D & 3D)
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-----------------
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-When using a :ref:`Camera3D <class_Camera3D>` /
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-:ref:`Camera2D <class_Camera2D>`, cameras will always display on the
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+When using a :ref:`Camera3D <class_Camera3D>` or
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+:ref:`Camera2D <class_Camera2D>`, it will always display on the
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closest parent :ref:`Viewport <class_Viewport>` (going towards the root). For example, in the
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following hierarchy:
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-.. image:: img/cameras.png
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+.. image:: img/cameras.webp
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-CameraA will display on the Root :ref:`Viewport <class_Viewport>` and it will draw MeshA. CameraB
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-will be captured by the :ref:`Viewport <class_Viewport>` Node along with MeshB. Even though MeshB is in the scene
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-hierarchy, it will still not be drawn to the Root :ref:`Viewport <class_Viewport>`. Similarly MeshA will not
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-be visible from the :ref:`Viewport <class_Viewport>` node because :ref:`Viewport <class_Viewport>` nodes only
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+``CameraA`` will display on the Root :ref:`Viewport <class_Viewport>` and it will draw ``MeshA``. ``CameraB``
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+will be captured by the :ref:`SubViewport <class_SubViewport>` along with ``MeshB``. Even though ``MeshB`` is in the scene
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+hierarchy, it will still not be drawn to the Root Viewport. Similarly, ``MeshA`` will not
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+be visible from the SubViewport because SubViewports only
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capture nodes below them in the hierarchy.
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There can only be one active camera per :ref:`Viewport <class_Viewport>`, so if there is more
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-than one, make sure that the desired one has the "current" property set,
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+than one, make sure that the desired one has the :ref:`current <class_Camera3D_property_current>` property set,
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or make it the current camera by calling:
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::
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@@ -90,65 +88,63 @@ property to restrict which objects are rendered.
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Scale & stretching
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------------------
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-:ref:`Viewports <class_Viewport>` have a "size" property, which represents the size of the :ref:`Viewport <class_Viewport>`
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-in pixels. For :ref:`Viewports <class_Viewport>` which are children of :ref:`SubViewportContainers <class_SubViewportContainer>`,
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+:ref:`SubViewports <class_SubViewport>` have a :ref:`size<class_SubViewport_property_size>` property, which represents the size of the SubViewport
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+in pixels. For SubViewports which are children of :ref:`SubViewportContainers <class_SubViewportContainer>`,
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these values are overridden, but for all others, this sets their resolution.
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-It is also possible to scale the 2D content and make the :ref:`Viewport <class_Viewport>` resolution
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+It is also possible to scale the 2D content and make the :ref:`SubViewport <class_SubViewport>` resolution
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different from the one specified in size, by calling:
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::
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- viewport.set_size_override(true, Vector2(width, height)) # Custom size for 2D.
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- viewport.set_size_override_stretch(true) # Enable stretch for custom size.
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+ sub_viewport.set_size_2d_override(Vector2i(width, height)) # Custom size for 2D.
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+ sub_viewport.set_size_2d_override_stretch(true) # Enable stretch for custom size.
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-The root :ref:`Viewport <class_Viewport>` uses this for the stretch options in the project
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-settings. For more information on scaling and stretching visit the :ref:`Multiple Resolutions Tutorial <doc_multiple_resolutions>`
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+For information on scaling and stretching with the Root Viewport visit the :ref:`Multiple Resolutions Tutorial <doc_multiple_resolutions>`
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Worlds
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------
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For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World3D <class_World3D>`. This
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is basically the universe that links physics and rendering together.
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-Node3D-based nodes will register using the :ref:`World3D <class_World3D>` of the closest :ref:`Viewport <class_Viewport>`.
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-By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World3D <class_World3D>` but
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-use the same as their parent :ref:`Viewport <class_Viewport>` (the root :ref:`Viewport <class_Viewport>` always contains a
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-:ref:`World3D <class_World3D>`, which is the one objects are rendered to by default). A :ref:`World3D <class_World3D>` can
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-be set in a :ref:`Viewport <class_Viewport>` using the "world" property, and that will separate
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-all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
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-:ref:`Viewport's <class_Viewport>` :ref:`World3D <class_World3D>`. This is especially useful in scenarios where, for
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+Node3D-based nodes will register using the World3D of the closest Viewport.
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+By default, newly created Viewports do not contain a World3D but
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+use the same as their parent Viewport. The Root Viewport always contains a
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+World3D, which is the one objects are rendered to by default.
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+
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+A :ref:`World3D <class_World3D>` can
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+be set in a :ref:`Viewport <class_Viewport>` using the :ref:`World 3D<class_Viewport_property_world_3d>` property, that will separate
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+all children nodes of this :ref:`Viewport <class_Viewport>` and will prevent them from interacting with the parent
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+Viewport's World3D. This is especially useful in scenarios where, for
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example, you might want to show a separate character in 3D imposed over
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the game (like in StarCraft).
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As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
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-display single objects and don't want to create a :ref:`World3D <class_World3D>`, :ref:`Viewport <class_Viewport>` has
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-the option to use its own :ref:`World3D <class_World3D>`. This is useful when you want to
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-instance 3D characters or objects in a 2D :ref:`World2D <class_World2D>`.
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+display single objects and don't want to create a :ref:`World3D <class_World3D>`, Viewport has
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+the option to use its :ref:`Own World3D <class_Viewport_property_own_world_3d>`. This is useful when you want to
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+instance 3D characters or objects in :ref:`World2D <class_World2D>`.
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For 2D, each :ref:`Viewport <class_Viewport>` always contains its own :ref:`World2D <class_World2D>`.
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This suffices in most cases, but in case sharing them may be desired, it
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-is possible to do so by setting the :ref:`Viewport's <class_Viewport>` :ref:`World2D <class_World2D>` manually.
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+is possible to do so by setting :ref:`world_2d<class_Viewport_property_world_2d>` on the Viewport through code.
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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.
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Capture
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-------
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-It is possible to query a capture of the :ref:`Viewport <class_Viewport>` contents. For the root
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-:ref:`Viewport <class_Viewport>`, this is effectively a screen capture. This is done with the
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+It is possible to query a capture of the :ref:`Viewport <class_Viewport>` contents. For the Root
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+Viewport, this is effectively a screen capture. This is done with the
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following code:
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::
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# Retrieve the captured Image using get_image().
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var img = get_viewport().get_texture().get_image()
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- # Flip on the Y axis.
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- # You can also set "V Flip" to true if not on the root Viewport.
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- img.flip_y()
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# Convert Image to ImageTexture.
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var tex = ImageTexture.create_from_image(img)
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# Set sprite texture.
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- $sprite.texture = tex
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+ sprite.texture = tex
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But if you use this in ``_ready()`` or from the first frame of the :ref:`Viewport's <class_Viewport>` initialization,
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you will get an empty texture because there is nothing to get as texture. You can deal with
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@@ -163,93 +159,92 @@ it using (for example):
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Viewport Container
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------------------
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-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:
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+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:
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+
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+.. image:: img/container.webp
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-.. image:: img/container.png
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+The :ref:`SubViewport <class_SubViewport>` will cover the area of its parent :ref:`SubViewportContainer <class_SubViewportContainer>` completely
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+if :ref:`Stretch<class_SubViewportContainer_property_stretch>` is set to ``true`` in the SubViewportContainer.
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-The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`SubViewportContainer <class_SubViewportContainer>` completely
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-if :ref:`Stretch<class_SubViewportContainer_property_stretch>` is set to ``true`` in :ref:`SubViewportContainer <class_SubViewportContainer>`.
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-Note: The size of the :ref:`SubViewportContainer <class_SubViewportContainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
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+.. note::
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+
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+ The size of the :ref:`SubViewportContainer <class_SubViewportContainer>` cannot be smaller than the size of the :ref:`SubViewport <class_SubViewport>`.
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Rendering
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---------
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Due to the fact that the :ref:`Viewport <class_Viewport>` is an entryway into another rendering surface, it exposes a few
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-rendering properties that can be different from the project settings. The first is MSAA; you can
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-choose to use a different level of MSAA for each :ref:`Viewport <class_Viewport>`; the default behavior is DISABLED.
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-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.
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+rendering properties that can be different from the project settings. You can
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+choose to use a different level of :ref:`MSAA <class_Viewport_property_msaa_2d>` for each Viewport. The default behavior is ``Disabled``.
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-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
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-restrict how the :ref:`Viewport <class_Viewport>` is drawn to in accordance with your choice; default is 3D.
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-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.
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+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
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+restrict how the Viewport is drawn.
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+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.
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.. note::
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- 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.
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- Otherwise, shadows won't be rendered. For reference, the Project Settings define it to 4096 by default.
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+ 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``.
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+ Otherwise, shadows won't be rendered. By default, the equivalent project setting is set to ``4096`` on desktop platforms and ``2048`` on mobile platforms.
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-Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports <class_Viewport>` using "Debug Draw".
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-Debug Draw allows you to specify one of four options for how the :ref:`Viewport <class_Viewport>` will display things drawn
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-inside it. Debug Draw is disabled by default.
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+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>`.
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+Debug Draw allows you to specify a mode which determines how the Viewport will display things drawn
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+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>`.
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-.. image:: img/default_scene.png
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+- **Debug Draw = Disabled** (default): The scene is drawn normally.
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-*A scene drawn with Debug Draw disabled*
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+ .. image:: img/default_scene.webp
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-The other three options are Unshaded, Overdraw, and Wireframe. Unshaded draws the scene
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-without using lighting information so all the objects appear flatly colored the color of
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-their albedo.
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+- **Debug Draw = Unshaded**: Unshaded draws the scene without using lighting information so all the objects appear flatly colored in their albedo color.
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-.. image:: img/unshaded.png
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+ .. image:: img/unshaded.webp
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-*The same scene with Debug Draw set to Unshaded*
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+- **Debug Draw = Overdraw**: Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap.
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-Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap.
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+ .. image:: img/overdraw.webp
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-.. image:: img/overdraw.png
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+- **Debug Draw = Wireframe**: Wireframe draws the scene using only the edges of triangles in the meshes.
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-*The same scene with Debug Draw set to Overdraw*
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-
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-Lastly, Wireframe draws the scene using only the edges of triangles in the meshes.
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+ .. image:: img/wireframe.webp
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.. note::
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- The effects of the Wireframe mode are only visible in the editor, not while the project is running.
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+ Debug Draw modes are currently **not** supported when using the
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+ Compatibility rendering method. They will appear as regular draw modes.
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Render target
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-------------
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-When rendering to a :ref:`Viewport <class_Viewport>`, whatever is inside will not be
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-visible in the scene editor. To display the contents, you have to draw the :ref:`Viewport's <class_Viewport>` :ref:`ViewportTexture <class_ViewportTexture>` somewhere.
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+When rendering to a :ref:`SubViewport <class_SubViewport>`, whatever is inside will not be
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+visible in the scene editor. To display the contents, you have to draw the SubViewport's :ref:`ViewportTexture <class_ViewportTexture>` somewhere.
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This can be requested via code using (for example):
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::
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# This gives us the ViewportTexture.
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- var rtt = viewport.get_texture()
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- sprite.texture = rtt
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+ var tex = viewport.get_texture()
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+ sprite.texture = tex
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Or it can be assigned in the editor by selecting "New ViewportTexture"
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-.. image:: img/texturemenu.png
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+.. image:: img/texturemenu.webp
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and then selecting the :ref:`Viewport <class_Viewport>` you want to use.
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-.. image:: img/texturepath.png
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+.. image:: img/texturepath.webp
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-Every frame, the :ref:`Viewport <class_Viewport>`'s texture is cleared away with the default clear color (or a transparent
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-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.
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+Every frame, the :ref:`Viewport's <class_Viewport>` texture is cleared away with the default clear color (or a transparent
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+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``.
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As the name implies, Never means the texture will never be cleared, while next frame will
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clear the texture on the next frame and then set itself to Never.
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-By default, re-rendering of the :ref:`Viewport <class_Viewport>` happens when the
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-:ref:`Viewport <class_Viewport>`'s :ref:`ViewportTexture <class_ViewportTexture>` has been drawn in a frame. If visible, it will be
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-rendered; otherwise, it will not. This behavior can be changed to manual
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-rendering (once), or always render, no matter if visible or not. This flexibility
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-allows users to render an image once and then use the texture without
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-incurring the cost of rendering every frame.
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+By default, re-rendering of the :ref:`SubViewport <class_SubViewport>` happens when
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+its :ref:`ViewportTexture <class_ViewportTexture>` has been drawn in a frame. If visible, it will be
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+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``.
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+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.
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+This flexibility allows users to render an image once and then use the texture without incurring the cost of rendering every frame.
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+.. note::
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-Make sure to check the Viewport demos! Viewport folder in the demos
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-archive available to download, or
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-https://github.com/godotengine/godot-demo-projects/tree/master/viewport
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+ Make sure to check the Viewport demos. They are available in the
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+ viewport folder of the demos archive, or at
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+ https://github.com/godotengine/godot-demo-projects/tree/master/viewport.
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