Creates a sub-view into the screen.
A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera3D 3D nodes will render on it too. Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports. If a viewport is a child of a [SubViewportContainer], it will automatically take up its size, otherwise it must be set manually. Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. Also, viewports can be assigned to different screens in case the devices have multiple screens. Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html https://docs.godotengine.org/en/latest/tutorials/viewports/index.html
Returns the 3D world of the viewport, or if none the world of the parent viewport.
Returns the 2D world of the viewport.
Returns the active 3D camera.
Returns the total transform of the viewport.
Returns the mouse position relative to the viewport.
Returns information about the viewport from the rendering pipeline.
Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant.
Returns the viewport's texture. [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_data] to flip it back, for example: [codeblock] var img = get_viewport().get_texture().get_data() img.flip_y() [/codeblock]
Returns the viewport's RID from the [RenderingServer].
Returns the visible rectangle in global screen coordinates.
Returns the drag data from the GUI, that was previously returned by [method Control.get_drag_data].
Returns [code]true[/code] if the viewport is currently performing a drag operation.
Stops the input from propagating further down the [SceneTree].
Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.
Forces update of the 2D and 3D worlds.
Warps the mouse to a position relative to the viewport.
- If [code]true[/code], the viewport will process 2D audio streams.
- If [code]true[/code], the viewport will process 3D audio streams.
- Sets the default filter mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureFilter] for options.
- Sets the default repeat mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureRepeat] for options.
- The canvas transform of the viewport, useful for changing the on-screen positions of all child [CanvasItem]s. This is relative to the global canvas transform of the viewport.
- The overlay mode for test rendered geometry in debug purposes.
- The global canvas transform of the viewport. The canvas transform is relative to this.
- If [code]true[/code], the viewport will not receive input event.
- If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
- The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
- If [code]true[/code], the viewport will use [World3D] defined in [code]world[/code] property.
- If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
- Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
- The subdivision amount of the first quadrant on the shadow atlas.
- The subdivision amount of the second quadrant on the shadow atlas.
- The subdivision amount of the third quadrant on the shadow atlas.
- The subdivision amount of the fourth quadrant on the shadow atlas.
- The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2. [b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually.
- If [code]true[/code], the viewport should render its background as transparent.
- The custom [World3D] which can be used as 3D environment source.
- The custom [World2D] which can be used as 2D environment source.
Emitted when a Control node grabs keyboard focus.
Emitted when the size of the viewport is changed, whether by resizing of window, or some other means.
This quadrant will not be used.
This quadrant will only be used by one shadow map.
This quadrant will be split in 4 and used by up to 4 shadow maps.
This quadrant will be split 16 ways and used by up to 16 shadow maps.
This quadrant will be split 64 ways and used by up to 64 shadow maps.
This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
Multisample antialiasing mode disabled. This is the default value, and also the fastest setting.
Use 2x Multisample Antialiasing.
Use 4x Multisample Antialiasing.
Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.
Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
Represents the size of the [enum MSAA] enum.
Do not perform any antialiasing in the full screen post-process.
Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
Represents the size of the [enum ScreenSpaceAA] enum.
Amount of objects in frame.
Amount of vertices in frame.
Amount of material changes in frame.
Amount of shader changes in frame.
Amount of surface changes in frame.
Amount of draw calls in frame.
Represents the size of the [enum RenderInfo] enum.
Objects are displayed normally.
Objects are displayed without light information.
Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
Objects are displayed in wireframe style.
Objects are displayed with only the albedo value from [GIProbe]s.
Objects are displayed with only the lighting value from [GIProbe]s.
Objects are displayed with only the emission color from [GIProbe]s.
Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].
Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work.
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.
Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.
The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.
Max value for [enum DefaultCanvasItemTextureFilter] enum.
Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.
Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.
Flip the texture when repeating so that the edge lines up instead of abruptly changing.
Max value for [enum DefaultCanvasItemTextureRepeat] enum.