Viewport

Inherits: Node < Object

Inherited By: SubViewport, Window

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 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.

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 resizing of window, or some other means.

Enumerations

enum Scale3D:

  • SCALE_3D_DISABLED = 0

  • SCALE_3D_75_PERCENT = 1

  • SCALE_3D_50_PERCENT = 2

  • SCALE_3D_33_PERCENT = 3

  • SCALE_3D_25_PERCENT = 4


enum ShadowAtlasQuadrantSubdiv:

  • SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED = 0 --- This quadrant will not be used.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_1 = 1 --- This quadrant will only be used by one shadow map.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_4 = 2 --- This quadrant will be split in 4 and used by up to 4 shadow maps.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_16 = 3 --- This quadrant will be split 16 ways and used by up to 16 shadow maps.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_64 = 4 --- This quadrant will be split 64 ways and used by up to 64 shadow maps.

  • 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.

  • 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.

  • SHADOW_ATLAS_QUADRANT_SUBDIV_MAX = 7 --- Represents the size of the ShadowAtlasQuadrantSubdiv enum.


enum MSAA:

  • MSAA_DISABLED = 0 --- Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.

  • MSAA_2X = 1 --- Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.

  • MSAA_4X = 2 --- Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.

  • MSAA_8X = 3 --- Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.

  • MSAA_MAX = 4 --- Represents the size of the MSAA enum.


enum ScreenSpaceAA:

  • SCREEN_SPACE_AA_DISABLED = 0 --- Do not perform any antialiasing in the full screen post-process.

  • SCREEN_SPACE_AA_FXAA = 1 --- Use 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.

  • SCREEN_SPACE_AA_MAX = 2 --- Represents the size of the ScreenSpaceAA enum.


enum RenderInfo:

  • RENDER_INFO_OBJECTS_IN_FRAME = 0 --- Amount of objects in frame.

  • RENDER_INFO_PRIMITIVES_IN_FRAME = 1 --- Amount of vertices in frame.

  • RENDER_INFO_DRAW_CALLS_IN_FRAME = 2 --- Amount of draw calls in frame.

  • RENDER_INFO_MAX = 3 --- Represents the size of the RenderInfo enum.


enum RenderInfoType:

  • RENDER_INFO_TYPE_VISIBLE = 0

  • RENDER_INFO_TYPE_SHADOW = 1

  • RENDER_INFO_TYPE_MAX = 2


enum DebugDraw:

  • DEBUG_DRAW_DISABLED = 0 --- Objects are displayed normally.

  • DEBUG_DRAW_UNSHADED = 1 --- Objects are displayed without light information.

  • DEBUG_DRAW_LIGHTING = 2

  • DEBUG_DRAW_OVERDRAW = 3 --- 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.

  • DEBUG_DRAW_WIREFRAME = 4 --- Objects are displayed in wireframe style.

  • DEBUG_DRAW_NORMAL_BUFFER = 5

  • DEBUG_DRAW_VOXEL_GI_ALBEDO = 6 --- Objects are displayed with only the albedo value from VoxelGIs.

  • DEBUG_DRAW_VOXEL_GI_LIGHTING = 7 --- Objects are displayed with only the lighting value from VoxelGIs.

  • DEBUG_DRAW_VOXEL_GI_EMISSION = 8 --- Objects are displayed with only the emission color from VoxelGIs.

  • DEBUG_DRAW_SHADOW_ATLAS = 9 --- Draws the shadow atlas that stores shadows from OmniLight3Ds and SpotLight3Ds in the upper left quadrant of the Viewport.

  • DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS = 10 --- Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.

  • DEBUG_DRAW_SCENE_LUMINANCE = 11

  • DEBUG_DRAW_SSAO = 12 --- 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 Environment.ssao_enabled set in your WorldEnvironment.

  • DEBUG_DRAW_PSSM_SPLITS = 13 --- Colors each PSSM split for the DirectionalLight3Ds 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.

  • DEBUG_DRAW_DECAL_ATLAS = 14 --- Draws the decal atlas used by Decals and light projector textures in the upper left quadrant of the Viewport.

  • DEBUG_DRAW_SDFGI = 15

  • DEBUG_DRAW_SDFGI_PROBES = 16

  • DEBUG_DRAW_GI_BUFFER = 17

  • DEBUG_DRAW_DISABLE_LOD = 18

  • DEBUG_DRAW_CLUSTER_OMNI_LIGHTS = 19

  • DEBUG_DRAW_CLUSTER_SPOT_LIGHTS = 20

  • DEBUG_DRAW_CLUSTER_DECALS = 21

  • DEBUG_DRAW_CLUSTER_REFLECTION_PROBES = 22

  • DEBUG_DRAW_OCCLUDERS = 23


enum DefaultCanvasItemTextureFilter:

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST = 0 --- The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR = 1 --- The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 2 --- The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 3 --- The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.

  • DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX = 4 --- Max value for DefaultCanvasItemTextureFilter enum.


enum DefaultCanvasItemTextureRepeat:

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED = 0 --- 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.

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED = 1 --- 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.

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR = 2 --- Flip the texture when repeating so that the edge lines up instead of abruptly changing.

  • DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX = 3 --- Max value for DefaultCanvasItemTextureRepeat enum.


enum SDFOversize:

  • SDF_OVERSIZE_100_PERCENT = 0

  • SDF_OVERSIZE_120_PERCENT = 1

  • SDF_OVERSIZE_150_PERCENT = 2

  • SDF_OVERSIZE_200_PERCENT = 3

  • SDF_OVERSIZE_MAX = 4


enum SDFScale:

  • SDF_SCALE_100_PERCENT = 0

  • SDF_SCALE_50_PERCENT = 1

  • SDF_SCALE_25_PERCENT = 2

  • SDF_SCALE_MAX = 3

Property Descriptions

  • bool audio_listener_enable_2d

Default

false

Setter

set_as_audio_listener_2d(value)

Getter

is_audio_listener_2d()

If true, the viewport will process 2D audio streams.


  • bool audio_listener_enable_3d

Default

false

Setter

set_as_audio_listener_3d(value)

Getter

is_audio_listener_3d()

If true, the viewport will process 3D audio streams.


Default

1

Setter

set_default_canvas_item_texture_filter(value)

Getter

get_default_canvas_item_texture_filter()

Sets the default filter mode used by CanvasItems in this Viewport. See DefaultCanvasItemTextureFilter for options.


Default

0

Setter

set_default_canvas_item_texture_repeat(value)

Getter

get_default_canvas_item_texture_repeat()

Sets the default repeat mode used by CanvasItems in this Viewport. See DefaultCanvasItemTextureRepeat for options.


Setter

set_canvas_transform(value)

Getter

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.


Default

0

Setter

set_debug_draw(value)

Getter

get_debug_draw()

The overlay mode for test rendered geometry in debug purposes.


Default

false

Setter

set_disable_3d(value)

Getter

is_3d_disabled()

Disable 3D rendering (but keep 2D rendering).


Setter

set_global_canvas_transform(value)

Getter

get_global_canvas_transform()

The global canvas transform of the viewport. The canvas transform is relative to this.


  • bool gui_disable_input

Default

false

Setter

set_disable_input(value)

Getter

is_input_disabled()

If true, the viewport will not receive input events.


  • bool gui_embed_subwindows

Default

false

Setter

set_embed_subwindows_hint(value)

Getter

get_embed_subwindows_hint()


  • bool gui_snap_controls_to_pixels

Default

true

Setter

set_snap_controls_to_pixels(value)

Getter

is_snap_controls_to_pixels_enabled()

If true, the GUI controls on the viewport will lay pixel perfectly.


  • bool handle_input_locally

Default

true

Setter

set_handle_input_locally(value)

Getter

is_handling_input_locally()


Default

1.0

Setter

set_lod_threshold(value)

Getter

get_lod_threshold()


Default

0

Setter

set_msaa(value)

Getter

get_msaa()

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.


Default

false

Setter

set_use_own_world_3d(value)

Getter

is_using_own_world_3d()

If true, the viewport will use the World3D defined in world_3d.


  • bool physics_object_picking

Default

false

Setter

set_physics_object_picking(value)

Getter

get_physics_object_picking()

If true, the objects rendered by viewport become subjects of mouse picking process.


Default

0

Setter

set_scale_3d(value)

Getter

get_scale_3d()

The scale at which 3D content is rendered.


Default

0

Setter

set_screen_space_aa(value)

Getter

get_screen_space_aa()

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.


Default

1

Setter

set_sdf_oversize(value)

Getter

get_sdf_oversize()


Default

1

Setter

set_sdf_scale(value)

Getter

get_sdf_scale()


  • bool shadow_atlas_16_bits

Default

true

Setter

set_shadow_atlas_16_bits(value)

Getter

get_shadow_atlas_16_bits()


Default

2

Setter

set_shadow_atlas_quadrant_subdiv(value)

Getter

get_shadow_atlas_quadrant_subdiv()

The subdivision amount of the first quadrant on the shadow atlas.


Default

2

Setter

set_shadow_atlas_quadrant_subdiv(value)

Getter

get_shadow_atlas_quadrant_subdiv()

The subdivision amount of the second quadrant on the shadow atlas.


Default

3

Setter

set_shadow_atlas_quadrant_subdiv(value)

Getter

get_shadow_atlas_quadrant_subdiv()

The subdivision amount of the third quadrant on the shadow atlas.


Default

4

Setter

set_shadow_atlas_quadrant_subdiv(value)

Getter

get_shadow_atlas_quadrant_subdiv()

The subdivision amount of the fourth quadrant on the shadow atlas.


  • int shadow_atlas_size

Default

2048

Setter

set_shadow_atlas_size(value)

Getter

get_shadow_atlas_size()

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, shadows won't be visible.


  • bool snap_2d_transforms_to_pixel

Default

false

Setter

set_snap_2d_transforms_to_pixel(value)

Getter

is_snap_2d_transforms_to_pixel_enabled()


  • bool snap_2d_vertices_to_pixel

Default

false

Setter

set_snap_2d_vertices_to_pixel(value)

Getter

is_snap_2d_vertices_to_pixel_enabled()


  • bool transparent_bg

Default

false

Setter

set_transparent_background(value)

Getter

has_transparent_background()

If true, the viewport should render its background as transparent.


  • bool use_debanding

Default

false

Setter

set_use_debanding(value)

Getter

is_using_debanding()


  • bool use_occlusion_culling

Default

false

Setter

set_use_occlusion_culling(value)

Getter

is_using_occlusion_culling()


Default

false

Setter

set_use_xr(value)

Getter

is_using_xr()

If true, the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.


Setter

set_world_2d(value)

Getter

get_world_2d()

The custom World2D which can be used as 2D environment source.


Setter

set_world_3d(value)

Getter

get_world_3d()

The custom World3D which can be used as 3D environment source.

Method Descriptions

Returns the 2D world of the viewport.


Returns the 3D world of the viewport, or if none the world of the parent viewport.


Returns the currently active 2D camera. Returns null if there are no active cameras.


Returns the currently active 3D camera.


Returns the total transform of the viewport.


  • Vector2 get_mouse_position ( ) const

Returns the mouse position relative to the viewport.



Returns the ShadowAtlasQuadrantSubdiv of the specified quadrant.


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 Texture2D.get_image to flip it back, for example:

var img = get_viewport().get_texture().get_image()
img.flip_y()

  • RID get_viewport_rid ( ) const

Returns the viewport's RID from the RenderingServer.


  • 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_is_dragging ( ) const

Returns true if the viewport is currently performing a drag operation.


  • bool is_embedding_subwindows ( ) const


  • bool is_input_handled ( ) const



  • void push_text_input ( String text )

Returns true if the viewport is currently embedding windows.


  • void push_unhandled_input ( InputEvent event, bool in_local_coords=false )


  • void set_input_as_handled ( )

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.


  • void warp_mouse ( Vector2 to_position )

Warps the mouse to a position relative to the viewport.