Viewport¶
Creates a sub-view into the screen.
Description¶
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 Camera 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 ViewportContainer, the viewport will automatically take up the container's 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.
Note: By default, a newly created Viewport in Redot 3.x will appear to be upside down. Enabling render_target_v_flip will display the Viewport with the correct orientation.
Tutorials¶
Properties¶
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physics_interpolation_mode |
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Methods¶
find_world ( ) const |
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find_world_2d ( ) const |
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get_camera ( ) const |
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get_final_transform ( ) const |
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get_modal_stack_top ( ) const |
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get_mouse_position ( ) const |
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get_render_info ( RenderInfo info ) |
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get_shadow_atlas_quadrant_subdiv ( int quadrant ) const |
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get_size_override ( ) const |
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get_texture ( ) const |
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get_viewport_rid ( ) const |
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get_visible_rect ( ) const |
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gui_get_drag_data ( ) const |
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gui_has_modal_stack ( ) const |
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gui_is_drag_successful ( ) const |
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gui_is_dragging ( ) const |
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void |
input ( InputEvent local_event ) |
is_input_handled ( ) const |
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is_size_override_enabled ( ) const |
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void |
set_attach_to_screen_rect ( Rect2 rect ) |
void |
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void |
set_shadow_atlas_quadrant_subdiv ( int quadrant, ShadowAtlasQuadrantSubdiv subdiv ) |
void |
set_size_override ( bool enable, Vector2 size=Vector2( -1, -1 ), Vector2 margin=Vector2( 0, 0 ) ) |
void |
unhandled_input ( InputEvent local_event ) |
void |
update_worlds ( ) |
void |
warp_mouse ( Vector2 to_position ) |
Signals¶
gui_focus_changed ( Control node )
Emitted when a Control node grabs keyboard focus.
size_changed ( )
Emitted when the size of the viewport is changed, whether by set_size_override, resize of window, or some other means.
Enumerations¶
enum UpdateMode:
UpdateMode UPDATE_DISABLED = 0
Do not update the render target.
UpdateMode UPDATE_ONCE = 1
Update the render target once, then switch to UPDATE_DISABLED.
UpdateMode UPDATE_WHEN_VISIBLE = 2
Update the render target only when it is visible. This is the default value.
UpdateMode UPDATE_ALWAYS = 3
Always update the render target.
enum ShadowAtlasQuadrantSubdiv:
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED = 0
This quadrant will not be used.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_1 = 1
This quadrant will only be used by one shadow map.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_4 = 2
This quadrant will be split in 4 and used by up to 4 shadow maps.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_16 = 3
This quadrant will be split 16 ways and used by up to 16 shadow maps.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_64 = 4
This quadrant will be split 64 ways and used by up to 64 shadow maps.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_256 = 5
This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_1024 = 6
This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution.
ShadowAtlasQuadrantSubdiv SHADOW_ATLAS_QUADRANT_SUBDIV_MAX = 7
Represents the size of the ShadowAtlasQuadrantSubdiv enum.
enum RenderInfo:
RenderInfo RENDER_INFO_OBJECTS_IN_FRAME = 0
Amount of objects in frame.
RenderInfo RENDER_INFO_VERTICES_IN_FRAME = 1
Amount of vertices in frame.
RenderInfo RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2
Amount of material changes in frame.
RenderInfo RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3
Amount of shader changes in frame.
RenderInfo RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4
Amount of surface changes in frame.
RenderInfo RENDER_INFO_DRAW_CALLS_IN_FRAME = 5
Amount of draw calls in frame.
RenderInfo RENDER_INFO_2D_ITEMS_IN_FRAME = 6
Amount of items or joined items in frame.
RenderInfo RENDER_INFO_2D_DRAW_CALLS_IN_FRAME = 7
Amount of draw calls in frame.
RenderInfo RENDER_INFO_MAX = 8
Represents the size of the RenderInfo enum.
enum DebugDraw:
DebugDraw DEBUG_DRAW_DISABLED = 0
Objects are displayed normally.
DebugDraw DEBUG_DRAW_UNSHADED = 1
Objects are displayed without light information.
DebugDraw DEBUG_DRAW_OVERDRAW = 2
Objected are displayed semi-transparent with additive blending so you can see where they intersect.
DebugDraw DEBUG_DRAW_WIREFRAME = 3
Objects are displayed in wireframe style.
enum MSAA:
MSAA MSAA_DISABLED = 0
Multisample anti-aliasing mode disabled. This is the default value.
MSAA MSAA_2X = 1
Use 2x Multisample Antialiasing.
MSAA MSAA_4X = 2
Use 4x Multisample Antialiasing.
MSAA MSAA_8X = 3
Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.
MSAA MSAA_16X = 4
Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
enum Usage:
Usage USAGE_2D = 0
Allocates all buffers needed for drawing 2D scenes. This takes less VRAM than the 3D usage modes. Note that 3D rendering effects such as glow and HDR are not available when using this mode.
Usage USAGE_2D_NO_SAMPLING = 1
Allocates buffers needed for 2D scenes without allocating a buffer for screen copy. Accordingly, you cannot read from the screen. Of the Usage types, this requires the least VRAM. Note that 3D rendering effects such as glow and HDR are not available when using this mode.
Usage USAGE_3D = 2
Allocates full buffers for drawing 3D scenes and all 3D effects including buffers needed for 2D scenes and effects.
Usage USAGE_3D_NO_EFFECTS = 3
Allocates buffers needed for drawing 3D scenes. But does not allocate buffers needed for reading from the screen and post-processing effects. Saves some VRAM.
enum ClearMode:
ClearMode CLEAR_MODE_ALWAYS = 0
Always clear the render target before drawing.
ClearMode CLEAR_MODE_NEVER = 1
Never clear the render target.
ClearMode CLEAR_MODE_ONLY_NEXT_FRAME = 2
Clear the render target next frame, then switch to CLEAR_MODE_NEVER.
Property Descriptions¶
bool arvr = false
If true
, the viewport will be used in AR/VR process.
bool audio_listener_enable_2d = false
If true
, the viewport will process 2D audio streams.
bool audio_listener_enable_3d = false
If true
, the viewport will process 3D audio streams.
Transform2D canvas_transform
void set_canvas_transform ( Transform2D value )
Transform2D get_canvas_transform ( )
The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItems. This is relative to the global canvas transform of the viewport.
bool debanding = false
If true
, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is not affected by debanding unless the Environment.background_mode is Environment.BG_CANVAS. In this case, usage must also be set to USAGE_3D. See also ProjectSettings.rendering/quality/filters/use_debanding.
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
Note: Only available on the GLES3 backend. hdr must also be true
for debanding to be effective.
DebugDraw debug_draw = 0
The overlay mode for test rendered geometry in debug purposes.
bool disable_3d = false
If true
, the viewport will disable 3D rendering. To actually disable allocation of 3D buffers, set usage instead.
bool fxaa = false
Enables fast approximate antialiasing. FXAA is a popular screen-space antialiasing 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. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see sharpen_intensity).
Transform2D global_canvas_transform
void set_global_canvas_transform ( Transform2D value )
Transform2D get_global_canvas_transform ( )
The global canvas transform of the viewport. The canvas transform is relative to this.
bool gui_disable_input = false
If true
, the viewport will not receive input events.
bool gui_snap_controls_to_pixels = true
If true
, the GUI controls on the viewport will lay pixel perfectly.
bool handle_input_locally = true
There is currently no description for this property. Please help us by contributing one!
bool hdr = true
If true
, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Redot, HDR uses half floating-point precision (16-bit) by default. To use full floating-point precision (32-bit), enable use_32_bpc_depth.
Note: Requires usage to be set to USAGE_3D or USAGE_3D_NO_EFFECTS, since HDR is not supported for 2D.
Note: Only available on the GLES3 backend.
bool keep_3d_linear = false
If true
, the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. For the GLES2 driver this will convert the sRGB output to linear, this should only be used for VR plugins that require input in linear color space!
MSAA msaa = 0
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.
bool own_world = false
If true
, the viewport will use a unique copy of the World defined in world.
bool physics_object_picking = false
If true
, the objects rendered by viewport become subjects of mouse picking process.
bool render_direct_to_screen = false
If true
, renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from SCREEN_TEXTURE
becomes unavailable. For more information see VisualServer.viewport_set_render_direct_to_screen.
ClearMode render_target_clear_mode = 0
The clear mode when viewport used as a render target.
Note: This property is intended for 2D usage.
UpdateMode render_target_update_mode = 2
void set_update_mode ( UpdateMode value )
UpdateMode get_update_mode ( )
The update mode when viewport used as a render target.
bool render_target_v_flip = false
If true
, the result of rendering will be flipped vertically. Since Viewports in Redot 3.x render upside-down, it's recommended to set this to true
in most situations.
ShadowAtlasQuadrantSubdiv shadow_atlas_quad_0 = 2
void set_shadow_atlas_quadrant_subdiv ( int quadrant, ShadowAtlasQuadrantSubdiv subdiv )
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv ( int quadrant ) const
The subdivision amount of the first quadrant on the shadow atlas.
ShadowAtlasQuadrantSubdiv shadow_atlas_quad_1 = 2
void set_shadow_atlas_quadrant_subdiv ( int quadrant, ShadowAtlasQuadrantSubdiv subdiv )
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv ( int quadrant ) const
The subdivision amount of the second quadrant on the shadow atlas.
ShadowAtlasQuadrantSubdiv shadow_atlas_quad_2 = 3
void set_shadow_atlas_quadrant_subdiv ( int quadrant, ShadowAtlasQuadrantSubdiv subdiv )
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv ( int quadrant ) const
The subdivision amount of the third quadrant on the shadow atlas.
ShadowAtlasQuadrantSubdiv shadow_atlas_quad_3 = 4
void set_shadow_atlas_quadrant_subdiv ( int quadrant, ShadowAtlasQuadrantSubdiv subdiv )
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv ( int quadrant ) const
The subdivision amount of the fourth quadrant on the shadow atlas.
int shadow_atlas_size = 0
The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
Note: If this is set to 0
, both point and directional shadows won't be visible. Since user-created viewports default to a value of 0
, this value must be set above 0
manually (typically at least 256
).
float sharpen_intensity = 0.0
If set to a value greater than 0.0
, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around 0.5
generally give the best results. See also fxaa.
Vector2 size = Vector2( 0, 0 )
The width and height of viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.
bool size_override_stretch = false
If true
, the size override affects stretch as well.
bool transparent_bg = false
If true
, the viewport should render its background as transparent.
Usage usage = 2
The viewport's rendering mode. This controls which buffers are allocated for the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage and improve performance slightly, especially on low-end devices.
Note: If set to USAGE_2D or USAGE_2D_NO_SAMPLING, hdr will have no effect when enabled since HDR is not supported for 2D.
bool use_32_bpc_depth = false
If true
, allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when hdr is also enabled.
Note: Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable debanding instead.
Note: Only available on the GLES3 backend.
World world
The custom World which can be used as 3D environment source.
World2D world_2d
The custom World2D which can be used as 2D environment source.
Method Descriptions¶
World find_world ( ) const
Returns the first valid World for this viewport, searching the world property of itself and any Viewport ancestor.
World2D find_world_2d ( ) const
Returns the first valid World2D for this viewport, searching the world_2d property of itself and any Viewport ancestor.
Camera get_camera ( ) const
Returns the active 3D camera.
Transform2D get_final_transform ( ) const
Returns the total transform of the viewport.
Control get_modal_stack_top ( ) const
Returns the topmost modal in the stack.
Vector2 get_mouse_position ( ) const
Returns the mouse's position in this Viewport using the coordinate system of this Viewport.
int get_render_info ( RenderInfo info )
Returns information about the viewport from the rendering pipeline.
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv ( int quadrant ) const
Returns the ShadowAtlasQuadrantSubdiv of the specified quadrant.
Vector2 get_size_override ( ) const
Returns the size override set with set_size_override.
ViewportTexture get_texture ( ) const
Returns the viewport's texture.
Note: Due to the way OpenGL works, the resulting ViewportTexture is flipped vertically. You can use Image.flip_y on the result of Texture.get_data to flip it back, for example:
var img = get_viewport().get_texture().get_data()
img.flip_y()
RID get_viewport_rid ( ) const
Returns the viewport's RID from the VisualServer.
Rect2 get_visible_rect ( ) const
Returns the visible rectangle in global screen coordinates.
Variant gui_get_drag_data ( ) const
Returns the drag data from the GUI, that was previously returned by Control.get_drag_data.
bool gui_has_modal_stack ( ) const
Returns true
if there are visible modals on-screen.
bool gui_is_drag_successful ( ) const
Returns true
if the drag operation is successful.
bool gui_is_dragging ( ) const
Returns true
if the viewport is currently performing a drag operation.
Alternative to Node.NOTIFICATION_DRAG_BEGIN and Node.NOTIFICATION_DRAG_END when you prefer polling the value.
void input ( InputEvent local_event )
There is currently no description for this method. Please help us by contributing one!
bool is_input_handled ( ) const
There is currently no description for this method. Please help us by contributing one!
bool is_size_override_enabled ( ) const
Returns true
if the size override is enabled. See set_size_override.
void set_attach_to_screen_rect ( Rect2 rect )
Attaches this Viewport to the root Viewport with the specified rectangle. This bypasses the need for another node to display this Viewport but makes you responsible for updating the position of this Viewport manually.
void set_input_as_handled ( )
Stops the input from propagating further down the SceneTree.
void set_shadow_atlas_quadrant_subdiv ( int quadrant, ShadowAtlasQuadrantSubdiv subdiv )
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.
void set_size_override ( bool enable, Vector2 size=Vector2( -1, -1 ), Vector2 margin=Vector2( 0, 0 ) )
Sets the size override of the viewport. If the enable
parameter is true
the override is used, otherwise it uses the default size. If the size parameter is (-1, -1)
, it won't update the size.
void unhandled_input ( InputEvent local_event )
There is currently no description for this method. Please help us by contributing one!
void update_worlds ( )
Forces update of the 2D and 3D worlds.
void warp_mouse ( Vector2 to_position )
Moves the mouse pointer to the specified position in this Viewport using the coordinate system of this Viewport.