Viewport

    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 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 , 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.

    Note: By default, a newly created Viewport in Godot 3.x will appear to be upside down. Enabling render_target_v_flip will display the Viewport with the correct orientation.

    Tutorials

    Methods

    World

    ( ) const

    World2D

    ( ) const

    Camera

    ( ) const

    Transform2D

    ( ) const

    Control

    ( ) const

    Vector2

    ( ) const

    int

    ( RenderInfo info )

    get_shadow_atlas_quadrant_subdiv ( quadrant ) const

    Vector2

    ( ) const

    ViewportTexture

    ( ) const

    RID

    ( ) const

    Rect2

    ( ) const

    Variant

    ( ) const

    bool

    ( ) const

    bool

    ( ) const

    bool

    ( ) const

    void

    input ( local_event )

    bool

    ( ) const

    bool

    ( ) const

    void

    set_attach_to_screen_rect ( rect )

    void

    set_input_as_handled ( )

    void

    void

    ( bool enable, size=Vector2( -1, -1 ), Vector2 margin=Vector2( 0, 0 ) )

    void

    ( InputEvent local_event )

    void

    ( )

    void

    warp_mouse ( to_position )

    • gui_focus_changed ( 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:

    • UPDATE_DISABLED = 0 —- Do not update the render target.

    • UPDATE_ONCE = 1 —- Update the render target once, then switch to UPDATE_DISABLED.

    • UPDATE_WHEN_VISIBLE = 2 —- Update the render target only when it is visible. This is the default value.

    • UPDATE_ALWAYS = 3 —- Always update the render target.


    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 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 enum.


    enum RenderInfo:

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

    • RENDER_INFO_VERTICES_IN_FRAME = 1 —- Amount of vertices in frame.

    • RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2 —- Amount of material changes in frame.

    • RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3 —- Amount of shader changes in frame.

    • RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4 —- Amount of surface changes in frame.

    • RENDER_INFO_DRAW_CALLS_IN_FRAME = 5 —- Amount of draw calls in frame.

    • RENDER_INFO_2D_ITEMS_IN_FRAME = 6 —- Amount of items or joined items in frame.

    • RENDER_INFO_MAX = 8 —- Represents the size of the RenderInfo enum.


    enum DebugDraw:

    • DEBUG_DRAW_DISABLED = 0 —- Objects are displayed normally.

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

    • DEBUG_DRAW_OVERDRAW = 2 —- Objected are displayed semi-transparent with additive blending so you can see where they intersect.

    • DEBUG_DRAW_WIREFRAME = 3 —- Objects are displayed in wireframe style.


    enum MSAA:

    • MSAA_DISABLED = 0 —- Multisample anti-aliasing mode disabled. This is the default value.

    • MSAA_2X = 1 —- Use 2x Multisample Antialiasing.

    • MSAA_4X = 2 —- Use 4x Multisample Antialiasing.

    • MSAA_8X = 3 —- Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.

    • MSAA_16X = 4 —- Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.


    enum 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_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 types, this requires the least VRAM. Note that 3D rendering effects such as glow and HDR are not available when using this mode.

    • USAGE_3D = 2 —- Allocates full buffers for drawing 3D scenes and all 3D effects including buffers needed for 2D scenes and effects.

    • 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:

    • CLEAR_MODE_ALWAYS = 0 —- Always clear the render target before drawing.

    • CLEAR_MODE_NEVER = 1 —- Never clear the render target.

    • CLEAR_MODE_ONLY_NEXT_FRAME = 2 —- Clear the render target next frame, then switch to CLEAR_MODE_NEVER.

    Default

    false

    Setter

    set_use_arvr(value)

    Getter

    use_arvr()

    If true, the viewport will be used in AR/VR process.


    • audio_listener_enable_2d

    Default

    false

    Setter

    set_as_audio_listener_2d(value)

    Getter

    is_audio_listener_2d()

    If , the viewport will process 2D audio streams.


    • bool audio_listener_enable_3d

    Default

    false

    Setter

    set_as_audio_listener(value)

    Getter

    is_audio_listener()

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


    • canvas_transform

    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.


    • debanding

    Default

    false

    Setter

    set_use_debanding(value)

    Getter

    get_use_debanding()

    If true, uses a fast post-processing filter to make banding significantly less visible. 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.


    • debug_draw

    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()

    If true, the viewport will disable 3D rendering. For actual disabling use usage.


    • fxaa

    Default

    false

    Setter

    set_use_fxaa(value)

    Getter

    get_use_fxaa()

    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).


    • global_canvas_transform

    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.


    • gui_snap_controls_to_pixels

    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()


    • hdr

    Default

    true

    Setter

    set_hdr(value)

    Getter

    get_hdr()

    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 Godot, 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 to be set to USAGE_3D or , since HDR is not supported for 2D.

    Note: Only available on the GLES3 backend.


    • bool keep_3d_linear

    Default

    false

    Setter

    set_keep_3d_linear(value)

    Getter

    get_keep_3d_linear()

    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

    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.


    false

    Setter

    set_use_own_world(value)

    Getter

    is_using_own_world()

    If true, the viewport will use a unique copy of the defined in world.


    • 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.


    • bool render_direct_to_screen

    Default

    false

    Setter

    set_use_render_direct_to_screen(value)

    Getter

    is_using_render_direct_to_screen()

    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 .


    Default

    0

    Setter

    set_clear_mode(value)

    Getter

    get_clear_mode()

    The clear mode when viewport used as a render target.

    Note: This property is intended for 2D usage.


    • render_target_update_mode

    Default

    2

    Setter

    set_update_mode(value)

    Getter

    get_update_mode()

    The update mode when viewport used as a render target.


    Default

    false

    Setter

    set_vflip(value)

    Getter

    get_vflip()

    If true, the result of rendering will be flipped vertically. Since Viewports in Godot 3.x render upside-down, it’s recommended to set this to true in most situations.


    Default

    Setter

    set_shadow_atlas_quadrant_subdiv(value)

    Getter

    get_shadow_atlas_quadrant_subdiv()

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


    • shadow_atlas_quad_1

    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.


    • shadow_atlas_quad_3

    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

    0

    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, 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).


    • sharpen_intensity

    Default

    0.0

    Setter

    set_sharpen_intensity(value)

    Getter

    get_sharpen_intensity()

    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.


    • size

    Default

    Vector2( 0, 0 )

    Setter

    set_size(value)

    Getter

    get_size()

    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

    Default

    false

    Setter

    set_size_override_stretch(value)

    Getter

    is_size_override_stretch_enabled()

    If true, the size override affects stretch as well.


    • transparent_bg

    Default

    false

    Setter

    set_transparent_background(value)

    Getter

    has_transparent_background()

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


    Default

    2

    Setter

    set_usage(value)

    Getter

    get_usage()

    The rendering mode of viewport.

    Note: If set to or USAGE_2D_NO_SAMPLING, will have no effect when enabled since HDR is not supported for 2D.


    • bool use_32_bpc_depth

    Default

    false

    Setter

    set_use_32_bpc_depth(value)

    Getter

    get_use_32_bpc_depth()

    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 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

    Setter

    set_world(value)

    Getter

    get_world()

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


    • world_2d

    Setter

    set_world_2d(value)

    Getter

    get_world_2d()

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

    Method Descriptions

    • World find_world ( ) const

    Returns the first valid for this viewport, searching the world property of itself and any Viewport ancestor.


    • find_world_2d ( ) const

    Returns the first valid World2D for this viewport, searching the property of itself and any Viewport ancestor.


    Returns the active 3D camera.


    • get_final_transform ( ) const

    Returns the total transform of the viewport.


    • Control get_modal_stack_top ( ) const

    Returns the topmost modal in the stack.


    • get_mouse_position ( ) const

    Returns the mouse’s position in this Viewport using the coordinate system of this Viewport.


    • int get_render_info ( info )

    Returns information about the viewport from the rendering pipeline.


    Returns the ShadowAtlasQuadrantSubdiv of the specified quadrant.


    • get_size_override ( ) const

    Returns the size override set with set_size_override.


    • get_texture ( ) const

    Returns the viewport’s texture.

    Note: Due to the way OpenGL works, the resulting ViewportTexture is flipped vertically. You can use on the result of Texture.get_data to flip it back, for example:


    • get_viewport_rid ( ) const

    Returns the viewport’s RID from the VisualServer.


    • 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 .


    • bool gui_has_modal_stack ( ) const

    Returns true if there are visible modals on-screen.


    • 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 and Node.NOTIFICATION_DRAG_END when you prefer polling the value.


    • void input ( local_event )

    • bool is_input_handled ( ) const

    • is_size_override_enabled ( ) const

    Returns true if the size override is enabled. See set_size_override.


    • void set_attach_to_screen_rect ( 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.


    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 ( enable, Vector2 size=Vector2( -1, -1 ), 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.



    Forces update of the 2D and 3D worlds.


    • void warp_mouse ( to_position )