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 [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.
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 topmost modal in the stack.
Returns the mouse position relative to the viewport.
Returns information about the viewport from the rendering pipeline.
Returns the size override set with [method set_size_override].
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 Texture.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 [VisualServer].
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 there are visible modals on-screen.
Returns [code]true[/code] if the size override is enabled. See [method set_size_override].
Sets the size override of the viewport. If the [code]enable[/code] parameter is [code]true[/code] the override is used, otherwise it uses the default size. If the size parameter is [code](-1, -1)[/code], it won't update the size.
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 be used in AR/VR process.
If [code]true[/code], the viewport will process 2D audio streams.
If [code]true[/code], the viewport will process 3D audio streams.
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.
If [code]true[/code], the viewport will disable 3D rendering. For actual disabling use [code]usage[/code].
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.
If [code]true[/code], the viewport rendering will receive benefits from High Dynamic Range algorithm.
If [code]true[/code], 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.
The multisample anti-aliasing mode.
If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
If [code]true[/code], 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 [code]SCREEN_TEXTURE[/code] becomes unavailable. For more information see [method VisualServer.viewport_set_render_direct_to_screen].
The clear mode when viewport used as a render target.
The update mode when viewport used as a render target.
If [code]true[/code], the result of rendering will be flipped vertically.
The subdivision amount of first quadrant on shadow atlas.
The subdivision amount of second quadrant on shadow atlas.
The subdivision amount of third quadrant on shadow atlas.
The subdivision amount of fourth quadrant on shadow atlas.
The resolution of shadow atlas. Both width and height is equal to one value.
The width and height of viewport.
If [code]true[/code], the size override affects stretch as well.
If [code]true[/code], the viewport should render its background as transparent.
The rendering mode of viewport.
The custom [World] which can be used as 3D environment source.
The custom [World2D] which can be used as 2D environment source.
Emitted when the size of the viewport is changed, whether by [method set_size_override], resize of window, or some other means.
Do not update the render target.
Update the render target once, then switch to [constant UPDATE_DISABLED].
Update the render target only when it is visible. This is the default value.
Always update the render target.
Represents the size of the [enum ShadowAtlasQuadrantSubdiv] 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.
Objected are displayed semi-transparent with additive blending so you can see where they intersect.
Objects are displayed in wireframe style.
Multisample anti-aliasing mode disabled. This is the default value.
Always clear the render target before drawing.
Never clear the render target.
Clear the render target next frame, then switch to [constant CLEAR_MODE_NEVER].