Struct Viewport

Creates a sub-view into the screen.

struct Viewport ;

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, 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.

Properties

NameTypeDescription
arvr[get, set] boolIf true, the viewport will be used in AR/VR process.
audioListenerEnable2d[get, set] boolIf true, the viewport will process 2D audio streams.
audioListenerEnable3d[get, set] boolIf true, the viewport will process 3D audio streams.
canvasTransform[get, set] Transform2DThe 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.
debugDraw[get, set] Viewport.DebugDrawThe overlay mode for test rendered geometry in debug purposes.
disable3d[get, set] boolIf true, the viewport will disable 3D rendering. For actual disabling use usage.
globalCanvasTransform[get, set] Transform2DThe global canvas transform of the viewport. The canvas transform is relative to this.
guiDisableInput[get, set] boolIf true, the viewport will not receive input event.
guiSnapControlsToPixels[get, set] boolIf true, the GUI controls on the viewport will lay pixel perfectly.
handleInputLocally[get, set] bool
hdr[get, set] boolIf 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 16 bits, meaning it does not store the full range of a floating point number.
keep3dLinear[get, set] boolIf 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.
msaa[get, set] Viewport.MSAAThe 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 targetting very high-end systems.
ownWorld[get, set] boolIf true, the viewport will use World defined in world property.
physicsObjectPicking[get, set] boolIf true, the objects rendered by viewport become subjects of mouse picking process.
renderDirectToScreen[get, set] boolIf 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.viewportSetRenderDirectToScreen.
renderTargetClearMode[get, set] Viewport.ClearModeThe clear mode when viewport used as a render target.
renderTargetUpdateMode[get, set] Viewport.UpdateModeThe update mode when viewport used as a render target.
renderTargetVFlip[get, set] boolIf true, the result of rendering will be flipped vertically.
shadowAtlasQuad0[get, set] Viewport.ShadowAtlasQuadrantSubdivThe subdivision amount of the first quadrant on the shadow atlas.
shadowAtlasQuad1[get, set] Viewport.ShadowAtlasQuadrantSubdivThe subdivision amount of the second quadrant on the shadow atlas.
shadowAtlasQuad2[get, set] Viewport.ShadowAtlasQuadrantSubdivThe subdivision amount of the third quadrant on the shadow atlas.
shadowAtlasQuad3[get, set] Viewport.ShadowAtlasQuadrantSubdivThe subdivision amount of the fourth quadrant on the shadow atlas.
shadowAtlasSize[get, set] longThe 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. Since user-created viewports default to a value of 0, this value must be set above 0 manually.
size[get, set] Vector2The width and height of viewport.
sizeOverrideStretch[get, set] boolIf true, the size override affects stretch as well.
transparentBg[get, set] boolIf true, the viewport should render its background as transparent.
usage[get, set] Viewport.UsageThe rendering mode of viewport.
world[get, set] WorldThe custom World which can be used as 3D environment source.
world2d[get, set] World2DThe custom World2D which can be used as 2D environment source.

Methods

NameDescription
_guiRemoveFocus
_guiShowTooltip
_ownWorldChanged
_postGuiGrabClickFocus
_subwindowVisibilityChanged
_vpInput
_vpInputText
_vpUnhandledInput
findWorld Returns the 3D world of the viewport, or if none the world of the parent viewport.
findWorld2d Returns the 2D world of the viewport.
getCamera Returns the active 3D camera.
getCanvasTransform
getClearMode
getDebugDraw
getFinalTransform Returns the total transform of the viewport.
getGlobalCanvasTransform
getHdr
getKeep3dLinear
getModalStackTop Returns the topmost modal in the stack.
getMousePosition Returns the mouse position relative to the viewport.
getMsaa
getPhysicsObjectPicking
getRenderInfo Returns information about the viewport from the rendering pipeline.
getShadowAtlasQuadrantSubdiv Returns the shadowatlasquadrantsubdiv of the specified quadrant.
getShadowAtlasSize
getSize
getSizeOverride Returns the size override set with setSizeOverride.
getTexture Returns the viewport's texture. Note: Due to the way OpenGL works, the resulting ViewportTexture is flipped vertically. You can use Image.flipY on the result of Texture.getData to flip it back, for example:
getUpdateMode
getUsage
getVflip
getViewportRid Returns the viewport's RID from the VisualServer.
getVisibleRect Returns the visible rectangle in global screen coordinates.
getWorld
getWorld2d
guiGetDragData Returns the drag data from the GUI, that was previously returned by Control.getDragData.
guiHasModalStack Returns true if there are visible modals on-screen.
guiIsDragging Returns true if the viewport is currently performing a drag operation.
hasTransparentBackground
input
is3dDisabled
isAudioListener
isAudioListener2d
isHandlingInputLocally
isInputDisabled
isInputHandled
isSizeOverrideEnabled Returns true if the size override is enabled. See setSizeOverride.
isSizeOverrideStretchEnabled
isSnapControlsToPixelsEnabled
isUsingOwnWorld
isUsingRenderDirectToScreen
setAsAudioListener
setAsAudioListener2d
setAttachToScreenRect 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.
setCanvasTransform
setClearMode
setDebugDraw
setDisable3d
setDisableInput
setGlobalCanvasTransform
setHandleInputLocally
setHdr
setInputAsHandled Stops the input from propagating further down the SceneTree.
setKeep3dLinear
setMsaa
setPhysicsObjectPicking
setShadowAtlasQuadrantSubdiv 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.
setShadowAtlasSize
setSize
setSizeOverride 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.
setSizeOverrideStretch
setSnapControlsToPixels
setTransparentBackground
setUpdateMode
setUsage
setUseArvr
setUseOwnWorld
setUseRenderDirectToScreen
setVflip
setWorld
setWorld2d
unhandledInput
updateWorlds Forces update of the 2D and 3D worlds.
useArvr
warpMouse Warps the mouse to a position relative to the viewport.

Enums

NameDescription
ClearMode
Constants
DebugDraw
MSAA
RenderInfo
ShadowAtlasQuadrantSubdiv
UpdateMode
Usage