I have a large level design & I'm trying to take a pixel perfect screen shot of a particular area and/or the entire map bound within a region like this:
The region can be changed in size and position so I used a ReferenceRect
( Green box in the image) node to manually change it
So far I've come up with this:
extends ReferenceRect
func capture_image():
var viewport=get_viewport()
viewport.set_size_override(true, Vector2(rect_size.x, rect_size.x * viewport.size.y / viewport.size.x ))
var image = viewport.get_texture().get_data()
image.flip_y()
image.save_png("res://screenshot.png")
print("Took Screenshot!")
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.scancode == KEY_SPACE: # try pressing space twice
capture_image()
This fits the entire game within the screen window but the image generated does not give a pixel perfect screenshot & the image size/resolution remains 1024 x 600 pixels
as you can see:
I suspect the window size itself would have to be increased to fit the ReferenceRect
in order to get a pixel perfect screenshot
So is it possible to achieve this?
A crude method would also work since this is purely for development stage
Note: I'm using godot v3.5
Add this script to the ReferenceRect
& extend its borders to encapsulate the area to screenshot & press space:
extends ReferenceRect
export var zoom=1.0
func capture_image():
var camera=Camera2D.new()
camera.anchor_mode=Camera2D.ANCHOR_MODE_FIXED_TOP_LEFT
camera.current=true
camera.zoom=Vector2(zoom,zoom)
self.add_child(camera)
camera.position=Vector2.ZERO
var tree=get_tree()
tree.paused = true
yield(tree, "idle_frame")
var zoom_rect=rect_size/zoom
var viewport_size=get_viewport().size * zoom
var image=Image.new()
image.create(zoom_rect.x, zoom_rect.y, false, Image.FORMAT_RGBAH)
while camera.position.y < zoom_rect.y:
while camera.position.x < zoom_rect.x:
yield(tree, "idle_frame")
var segment=get_viewport().get_texture().get_data()
segment.flip_y()
image.blit_rect(segment, Rect2(Vector2.ZERO,segment.get_size()), camera.position/zoom)
camera.position.x+=viewport_size.x
camera.position.x=0
camera.position.y+=viewport_size.y
image.save_png("res://screenshot.png")
get_tree().paused = false
camera.queue_free()
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed and event.scancode == KEY_SPACE:
capture_image()
Note:
As per the docs:
The maximum width and height for an Image are MAX_WIDTH and MAX_HEIGHT.
so the rect_size
for the ReferenceRect
you attach this script to cannot exceed (16384 x 16384) sucks :/
On the bright side the limit for this in Godot 4 is 16777216 x 16777216
which is much more better but I haven't gotten to that, so feel free to translate the above code to Godot 4