VisualServer
Inherits: Object
Server for anything visible.
Description
Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.
The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.
The visual server can be used to bypass the scene system entirely.
Resources are created using the *_create
functions.
All objects are drawn to a viewport. You can use the Viewport attached to the SceneTree or you can create one yourself with viewport_create. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using viewport_set_scenario or viewport_attach_canvas.
In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any Spatial node with Spatial.get_world. Otherwise, a scenario can be created with scenario_create.
Similarly, in 2D, a canvas is needed to draw all canvas items.
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using instance_set_base. The instance must also be attached to the scenario using instance_set_scenario in order to be visible.
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
Tutorials
Properties
Methods
Signals
- frame_post_draw ( )
Emitted at the end of the frame, after the VisualServer has finished updating all the Viewports.
- frame_pre_draw ( )
Emitted at the beginning of the frame, before the VisualServer updates all the Viewports.
Enumerations
enum CubeMapSide:
CUBEMAP_LEFT = 0 —- Marks the left side of a cubemap.
CUBEMAP_RIGHT = 1 —- Marks the right side of a cubemap.
CUBEMAP_BOTTOM = 2 —- Marks the bottom side of a cubemap.
CUBEMAP_TOP = 3 —- Marks the top side of a cubemap.
CUBEMAP_FRONT = 4 —- Marks the front side of a cubemap.
CUBEMAP_BACK = 5 —- Marks the back side of a cubemap.
enum TextureType:
TEXTURE_TYPE_2D = 0 —- Normal texture with 2 dimensions, width and height.
TEXTURE_TYPE_CUBEMAP = 2 —- Texture made up of six faces, can be looked up with a
vec3
in shader.TEXTURE_TYPE_2D_ARRAY = 3 —- An array of 2-dimensional textures.
TEXTURE_TYPE_3D = 4 —- A 3-dimensional texture with width, height, and depth.
enum TextureFlags:
TEXTURE_FLAG_MIPMAPS = 1 —- Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
TEXTURE_FLAG_REPEAT = 2 —- Repeats the texture (instead of clamp to edge).
TEXTURE_FLAG_FILTER = 4 —- Uses a magnifying filter, to enable smooth zooming in of the texture.
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8 —- Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.
This results in better-looking textures when viewed from oblique angles.
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16 —- Converts the texture to the sRGB color space.
TEXTURE_FLAG_MIRRORED_REPEAT = 32 —- Repeats the texture with alternate sections mirrored.
TEXTURE_FLAG_USED_FOR_STREAMING = 2048 —- Texture is a video surface.
TEXTURE_FLAGS_DEFAULT = 7 —- Default flags. TEXTURE_FLAG_MIPMAPS, TEXTURE_FLAG_REPEAT and TEXTURE_FLAG_FILTER are enabled.
enum ShaderMode:
SHADER_SPATIAL = 0 —- Shader is a 3D shader.
SHADER_CANVAS_ITEM = 1 —- Shader is a 2D shader.
SHADER_PARTICLES = 2 —- Shader is a particle shader.
SHADER_MAX = 3 —- Represents the size of the ShaderMode enum.
enum ArrayType:
ARRAY_VERTEX = 0 —- Array is a vertex array.
ARRAY_NORMAL = 1 —- Array is a normal array.
ARRAY_TANGENT = 2 —- Array is a tangent array.
ARRAY_COLOR = 3 —- Array is a color array.
ARRAY_TEX_UV = 4 —- Array is an UV coordinates array.
ARRAY_TEX_UV2 = 5 —- Array is an UV coordinates array for the second UV coordinates.
ARRAY_BONES = 6 —- Array contains bone information.
ARRAY_WEIGHTS = 7 —- Array is weight information.
ARRAY_INDEX = 8 —- Array is index array.
ARRAY_MAX = 9 —- Represents the size of the ArrayType enum.
enum ArrayFormat:
ARRAY_FORMAT_VERTEX = 1 —- Flag used to mark a vertex array.
ARRAY_FORMAT_NORMAL = 2 —- Flag used to mark a normal array.
ARRAY_FORMAT_TANGENT = 4 —- Flag used to mark a tangent array.
ARRAY_FORMAT_COLOR = 8 —- Flag used to mark a color array.
ARRAY_FORMAT_TEX_UV = 16 —- Flag used to mark an UV coordinates array.
ARRAY_FORMAT_TEX_UV2 = 32 —- Flag used to mark an UV coordinates array for the second UV coordinates.
ARRAY_FORMAT_BONES = 64 —- Flag used to mark a bone information array.
ARRAY_FORMAT_WEIGHTS = 128 —- Flag used to mark a weights array.
ARRAY_FORMAT_INDEX = 256 —- Flag used to mark an index array.
ARRAY_COMPRESS_VERTEX = 512 —- Flag used to mark a compressed (half float) vertex array.
ARRAY_COMPRESS_NORMAL = 1024 —- Flag used to mark a compressed (half float) normal array.
ARRAY_COMPRESS_TANGENT = 2048 —- Flag used to mark a compressed (half float) tangent array.
ARRAY_COMPRESS_COLOR = 4096 —- Flag used to mark a compressed (half float) color array.
ARRAY_COMPRESS_TEX_UV = 8192 —- Flag used to mark a compressed (half float) UV coordinates array.
ARRAY_COMPRESS_TEX_UV2 = 16384 —- Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
ARRAY_COMPRESS_BONES = 32768 —- Flag used to mark a compressed bone array.
ARRAY_COMPRESS_WEIGHTS = 65536 —- Flag used to mark a compressed (half float) weight array.
ARRAY_COMPRESS_INDEX = 131072 —- Flag used to mark a compressed index array.
ARRAY_FLAG_USE_2D_VERTICES = 262144 —- Flag used to mark that the array contains 2D vertices.
ARRAY_FLAG_USE_16_BIT_BONES = 524288 —- Flag used to mark that the array uses 16-bit bones instead of 8-bit.
ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = 2097152 —- Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
ARRAY_COMPRESS_DEFAULT = 2194432 —- Used to set flags ARRAY_COMPRESS_NORMAL, ARRAY_COMPRESS_TANGENT, ARRAY_COMPRESS_COLOR, ARRAY_COMPRESS_TEX_UV, ARRAY_COMPRESS_TEX_UV2, ARRAY_COMPRESS_WEIGHTS, and ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION quickly.
enum PrimitiveType:
PRIMITIVE_POINTS = 0 —- Primitive to draw consists of points.
PRIMITIVE_LINES = 1 —- Primitive to draw consists of lines.
PRIMITIVE_LINE_STRIP = 2 —- Primitive to draw consists of a line strip from start to end.
PRIMITIVE_LINE_LOOP = 3 —- Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).
PRIMITIVE_TRIANGLES = 4 —- Primitive to draw consists of triangles.
PRIMITIVE_TRIANGLE_STRIP = 5 —- Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
PRIMITIVE_TRIANGLE_FAN = 6 —- Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
PRIMITIVE_MAX = 7 —- Represents the size of the PrimitiveType enum.
enum BlendShapeMode:
BLEND_SHAPE_MODE_NORMALIZED = 0 —- Blend shapes are normalized.
BLEND_SHAPE_MODE_RELATIVE = 1 —- Blend shapes are relative to base weight.
enum LightType:
LIGHT_DIRECTIONAL = 0 —- Is a directional (sun) light.
LIGHT_OMNI = 1 —- Is an omni light.
LIGHT_SPOT = 2 —- Is a spot light.
enum LightParam:
LIGHT_PARAM_ENERGY = 0 —- The light’s energy.
LIGHT_PARAM_INDIRECT_ENERGY = 1 —- Secondary multiplier used with indirect light (light bounces).
LIGHT_PARAM_SIZE = 2 —- The light’s size, currently only used for soft shadows in baked lightmaps.
LIGHT_PARAM_SPECULAR = 3 —- The light’s influence on specularity.
LIGHT_PARAM_RANGE = 4 —- The light’s range.
LIGHT_PARAM_ATTENUATION = 5 —- The light’s attenuation.
LIGHT_PARAM_SPOT_ANGLE = 6 —- The spotlight’s angle.
LIGHT_PARAM_SPOT_ATTENUATION = 7 —- The spotlight’s attenuation.
LIGHT_PARAM_CONTACT_SHADOW_SIZE = 8 —- Scales the shadow color.
LIGHT_PARAM_SHADOW_MAX_DISTANCE = 9 —- Max distance that shadows will be rendered.
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET = 10 —- Proportion of shadow atlas occupied by the first split.
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET = 11 —- Proportion of shadow atlas occupied by the second split.
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET = 12 —- Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
LIGHT_PARAM_SHADOW_NORMAL_BIAS = 13 —- Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
LIGHT_PARAM_SHADOW_BIAS = 14 —- Bias the shadow lookup to fix self-shadowing artifacts.
LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE = 15 —- Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.
LIGHT_PARAM_MAX = 16 —- Represents the size of the LightParam enum.
enum LightBakeMode:
LIGHT_BAKE_DISABLED = 0
LIGHT_BAKE_INDIRECT = 1
LIGHT_BAKE_ALL = 2
enum LightOmniShadowMode:
LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0 —- Use a dual paraboloid shadow map for omni lights.
LIGHT_OMNI_SHADOW_CUBE = 1 —- Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.
enum LightOmniShadowDetail:
LIGHT_OMNI_SHADOW_DETAIL_VERTICAL = 0 —- Use more detail vertically when computing shadow map.
LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL = 1 —- Use more detail horizontally when computing shadow map.
enum LightDirectionalShadowMode:
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0 —- Use orthogonal shadow projection for directional light.
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1 —- Use 2 splits for shadow projection when using directional light.
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2 —- Use 4 splits for shadow projection when using directional light.
enum LightDirectionalShadowDepthRangeMode:
LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE = 0 —- Keeps shadows stable as camera moves but has lower effective resolution.
LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED = 1 —- Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.
enum ViewportUpdateMode:
VIEWPORT_UPDATE_DISABLED = 0 —- Do not update the viewport.
VIEWPORT_UPDATE_ONCE = 1 —- Update the viewport once then set to disabled.
VIEWPORT_UPDATE_WHEN_VISIBLE = 2 —- Update the viewport whenever it is visible.
VIEWPORT_UPDATE_ALWAYS = 3 —- Always update the viewport.
enum ViewportClearMode:
VIEWPORT_CLEAR_ALWAYS = 0 —- The viewport is always cleared before drawing.
VIEWPORT_CLEAR_NEVER = 1 —- The viewport is never cleared before drawing.
VIEWPORT_CLEAR_ONLY_NEXT_FRAME = 2 —- The viewport is cleared once, then the clear mode is set to VIEWPORT_CLEAR_NEVER.
enum ViewportMSAA:
VIEWPORT_MSAA_DISABLED = 0 —- Multisample antialiasing is disabled.
VIEWPORT_MSAA_2X = 1 —- Multisample antialiasing is set to 2×.
VIEWPORT_MSAA_4X = 2 —- Multisample antialiasing is set to 4×.
VIEWPORT_MSAA_8X = 3 —- Multisample antialiasing is set to 8×.
VIEWPORT_MSAA_16X = 4 —- Multisample antialiasing is set to 16×.
VIEWPORT_MSAA_EXT_2X = 5 —- Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
VIEWPORT_MSAA_EXT_4X = 6 —- Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
enum ViewportUsage:
VIEWPORT_USAGE_2D = 0 —- The Viewport does not render 3D but samples.
VIEWPORT_USAGE_2D_NO_SAMPLING = 1 —- The Viewport does not render 3D and does not sample.
VIEWPORT_USAGE_3D = 2 —- The Viewport renders 3D with effects.
VIEWPORT_USAGE_3D_NO_EFFECTS = 3 —- The Viewport renders 3D but without effects.
enum ViewportRenderInfo:
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME = 0 —- Number of objects drawn in a single frame.
VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME = 1 —- Number of vertices drawn in a single frame.
VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2 —- Number of material changes during this frame.
VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3 —- Number of shader changes during this frame.
VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4 —- Number of surface changes during this frame.
VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME = 5 —- Number of draw calls during this frame.
VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME = 6 —- Number of 2d items drawn this frame.
VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME = 7 —- Number of 2d draw calls during this frame.
VIEWPORT_RENDER_INFO_MAX = 8 —- Represents the size of the ViewportRenderInfo enum.
enum ViewportDebugDraw:
VIEWPORT_DEBUG_DRAW_DISABLED = 0 —- Debug draw is disabled. Default setting.
VIEWPORT_DEBUG_DRAW_UNSHADED = 1 —- Debug draw sets objects to unshaded.
VIEWPORT_DEBUG_DRAW_OVERDRAW = 2 —- Overwrites clear color to
(0,0,0,0)
.VIEWPORT_DEBUG_DRAW_WIREFRAME = 3 —- Debug draw draws objects in wireframe.
enum ScenarioDebugMode:
SCENARIO_DEBUG_DISABLED = 0 —- Do not use a debug mode.
SCENARIO_DEBUG_WIREFRAME = 1 —- Draw all objects as wireframe models.
SCENARIO_DEBUG_OVERDRAW = 2 —- Draw all objects in a way that displays how much overdraw is occurring. Overdraw occurs when a section of pixels is drawn and shaded and then another object covers it up. To optimize a scene, you should reduce overdraw.
SCENARIO_DEBUG_SHADELESS = 3 —- Draw all objects without shading. Equivalent to setting all objects shaders to
unshaded
.
enum InstanceType:
INSTANCE_NONE = 0 —- The instance does not have a type.
INSTANCE_MESH = 1 —- The instance is a mesh.
INSTANCE_MULTIMESH = 2 —- The instance is a multimesh.
INSTANCE_IMMEDIATE = 3 —- The instance is an immediate geometry.
INSTANCE_PARTICLES = 4 —- The instance is a particle emitter.
INSTANCE_LIGHT = 5 —- The instance is a light.
INSTANCE_REFLECTION_PROBE = 6 —- The instance is a reflection probe.
INSTANCE_GI_PROBE = 7 —- The instance is a GI probe.
INSTANCE_LIGHTMAP_CAPTURE = 8 —- The instance is a lightmap capture.
INSTANCE_MAX = 9 —- Represents the size of the InstanceType enum.
INSTANCE_GEOMETRY_MASK = 30 —- A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
enum InstanceFlags:
INSTANCE_FLAG_USE_BAKED_LIGHT = 0 —- Allows the instance to be used in baked lighting.
INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 1 —- When set, manually requests to draw geometry on next frame.
INSTANCE_FLAG_MAX = 2 —- Represents the size of the InstanceFlags enum.
enum ShadowCastingSetting:
SHADOW_CASTING_SETTING_OFF = 0 —- Disable shadows from this instance.
SHADOW_CASTING_SETTING_ON = 1 —- Cast shadows from this instance.
SHADOW_CASTING_SETTING_DOUBLE_SIDED = 2 —- Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
SHADOW_CASTING_SETTING_SHADOWS_ONLY = 3 —- Only render the shadows from the object. The object itself will not be drawn.
enum NinePatchAxisMode:
NINE_PATCH_STRETCH = 0 —- The nine patch gets stretched where needed.
NINE_PATCH_TILE = 1 —- The nine patch gets filled with tiles where needed.
NINE_PATCH_TILE_FIT = 2 —- The nine patch gets filled with tiles where needed and stretches them a bit if needed.
enum CanvasLightMode:
CANVAS_LIGHT_MODE_ADD = 0 —- Adds light color additive to the canvas.
CANVAS_LIGHT_MODE_SUB = 1 —- Adds light color subtractive to the canvas.
CANVAS_LIGHT_MODE_MIX = 2 —- The light adds color depending on transparency.
CANVAS_LIGHT_MODE_MASK = 3 —- The light adds color depending on mask.
enum CanvasLightShadowFilter:
CANVAS_LIGHT_FILTER_NONE = 0 —- Do not apply a filter to canvas light shadows.
CANVAS_LIGHT_FILTER_PCF3 = 1 —- Use PCF3 filtering to filter canvas light shadows.
CANVAS_LIGHT_FILTER_PCF5 = 2 —- Use PCF5 filtering to filter canvas light shadows.
CANVAS_LIGHT_FILTER_PCF7 = 3 —- Use PCF7 filtering to filter canvas light shadows.
CANVAS_LIGHT_FILTER_PCF9 = 4 —- Use PCF9 filtering to filter canvas light shadows.
CANVAS_LIGHT_FILTER_PCF13 = 5 —- Use PCF13 filtering to filter canvas light shadows.
enum CanvasOccluderPolygonCullMode:
CANVAS_OCCLUDER_POLYGON_CULL_DISABLED = 0 —- Culling of the canvas occluder is disabled.
CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE = 1 —- Culling of the canvas occluder is clockwise.
CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE = 2 —- Culling of the canvas occluder is counterclockwise.
enum RenderInfo:
INFO_OBJECTS_IN_FRAME = 0 —- The amount of objects in the frame.
INFO_VERTICES_IN_FRAME = 1 —- The amount of vertices in the frame.
INFO_MATERIAL_CHANGES_IN_FRAME = 2 —- The amount of modified materials in the frame.
INFO_SHADER_CHANGES_IN_FRAME = 3 —- The amount of shader rebinds in the frame.
INFO_SHADER_COMPILES_IN_FRAME = 4 —- The peak amount of shaders that have been under compilation in the frame.
This is useful to know when asynchronous shader compilation has finished for the current shaders on screen.
Note: For complete certainty, only assume there are no outstanding compilations when this value is zero for at least two frames in a row.
Unimplemented in the GLES2 rendering backend, always returns 0.
INFO_SURFACE_CHANGES_IN_FRAME = 5 —- The amount of surface changes in the frame.
INFO_DRAW_CALLS_IN_FRAME = 6 —- The amount of draw calls in frame.
INFO_2D_ITEMS_IN_FRAME = 7 —- The amount of 2d items in the frame.
INFO_2D_DRAW_CALLS_IN_FRAME = 8 —- The amount of 2d draw calls in frame.
INFO_USAGE_VIDEO_MEM_TOTAL = 9 —- Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
INFO_VIDEO_MEM_USED = 10 —- The amount of video memory used, i.e. texture and vertex memory combined.
INFO_TEXTURE_MEM_USED = 11 —- The amount of texture memory used.
INFO_VERTEX_MEM_USED = 12 —- The amount of vertex memory used.
enum Features:
FEATURE_SHADERS = 0 —- Hardware supports shaders. This enum is currently unused in Godot 3.x.
FEATURE_MULTITHREADED = 1 —- Hardware supports multithreading. This enum is currently unused in Godot 3.x.
enum MultimeshTransformFormat:
MULTIMESH_TRANSFORM_2D = 0 —- Use Transform2D to store MultiMesh transform.
MULTIMESH_TRANSFORM_3D = 1 —- Use Transform to store MultiMesh transform.
enum MultimeshColorFormat:
MULTIMESH_COLOR_NONE = 0 —- MultiMesh does not use per-instance color.
MULTIMESH_COLOR_8BIT = 1 —- MultiMesh color uses 8 bits per component. This packs the color into a single float.
MULTIMESH_COLOR_FLOAT = 2 —- MultiMesh color uses a float per channel.
enum MultimeshCustomDataFormat:
MULTIMESH_CUSTOM_DATA_NONE = 0 —- MultiMesh does not use custom data.
MULTIMESH_CUSTOM_DATA_8BIT = 1 —- MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.
MULTIMESH_CUSTOM_DATA_FLOAT = 2 —- MultiMesh custom data uses a float per component.
enum ReflectionProbeUpdateMode:
REFLECTION_PROBE_UPDATE_ONCE = 0 —- Reflection probe will update reflections once and then stop.
REFLECTION_PROBE_UPDATE_ALWAYS = 1 —- Reflection probe will update each frame. This mode is necessary to capture moving objects.
enum ParticlesDrawOrder:
PARTICLES_DRAW_ORDER_INDEX = 0 —- Draw particles in the order that they appear in the particles array.
PARTICLES_DRAW_ORDER_LIFETIME = 1 —- Sort particles based on their lifetime.
PARTICLES_DRAW_ORDER_VIEW_DEPTH = 2 —- Sort particles based on their distance to the camera.
enum EnvironmentBG:
ENV_BG_CLEAR_COLOR = 0 —- Use the clear color as background.
ENV_BG_COLOR = 1 —- Use a specified color as the background.
ENV_BG_SKY = 2 —- Use a sky resource for the background.
ENV_BG_COLOR_SKY = 3 —- Use a custom color for background, but use a sky for shading and reflections.
ENV_BG_CANVAS = 4 —- Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
ENV_BG_KEEP = 5 —- Do not clear the background, use whatever was rendered last frame as the background.
ENV_BG_MAX = 7 —- Represents the size of the EnvironmentBG enum.
enum EnvironmentDOFBlurQuality:
ENV_DOF_BLUR_QUALITY_LOW = 0 —- Use lowest blur quality. Fastest, but may look bad.
ENV_DOF_BLUR_QUALITY_MEDIUM = 1 —- Use medium blur quality.
ENV_DOF_BLUR_QUALITY_HIGH = 2 —- Used highest blur quality. Looks the best, but is the slowest.
enum EnvironmentGlowBlendMode:
GLOW_BLEND_MODE_ADDITIVE = 0 —- Add the effect of the glow on top of the scene.
GLOW_BLEND_MODE_SCREEN = 1 —- Blends the glow effect with the screen. Does not get as bright as additive.
GLOW_BLEND_MODE_SOFTLIGHT = 2 —- Produces a subtle color disturbance around objects.
GLOW_BLEND_MODE_REPLACE = 3 —- Shows the glow effect by itself without the underlying scene.
enum EnvironmentToneMapper:
ENV_TONE_MAPPER_LINEAR = 0 —- Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
ENV_TONE_MAPPER_REINHARD = 1 —- Use the Reinhard tonemapper. Performs a variation on rendered pixels’ colors by this formula:
color = color / (1 + color)
. This avoids clipping bright highlights, but the resulting image can look a bit dull.ENV_TONE_MAPPER_FILMIC = 2 —- Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than ENV_TONE_MAPPER_REINHARD.
ENV_TONE_MAPPER_ACES = 3 —- Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike ENV_TONE_MAPPER_ACES_FITTED, this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to ENV_TONE_MAPPER_REINHARD and ENV_TONE_MAPPER_FILMIC.
Note: This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate ENV_TONE_MAPPER_ACES_FITTED.
- ENV_TONE_MAPPER_ACES_FITTED = 4 —- Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to ENV_TONE_MAPPER_REINHARD and ENV_TONE_MAPPER_FILMIC.
enum EnvironmentSSAOQuality:
ENV_SSAO_QUALITY_LOW = 0 —- Lowest quality of screen space ambient occlusion.
ENV_SSAO_QUALITY_MEDIUM = 1 —- Medium quality screen space ambient occlusion.
ENV_SSAO_QUALITY_HIGH = 2 —- Highest quality screen space ambient occlusion.
enum EnvironmentSSAOBlur:
ENV_SSAO_BLUR_DISABLED = 0 —- Disables the blur set for SSAO. Will make SSAO look noisier.
ENV_SSAO_BLUR_1x1 = 1 —- Perform a 1x1 blur on the SSAO output.
ENV_SSAO_BLUR_2x2 = 2 —- Performs a 2x2 blur on the SSAO output.
ENV_SSAO_BLUR_3x3 = 3 —- Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
enum ChangedPriority:
CHANGED_PRIORITY_ANY = 0 —- Used to query for any changes that request a redraw, whatever the priority.
CHANGED_PRIORITY_LOW = 1 —- Registered changes which have low priority can be optionally prevented from causing editor redraws. Examples might include dynamic shaders (typically using the
TIME
built-in).CHANGED_PRIORITY_HIGH = 2 —- Registered changes which can cause a redraw default to high priority.
Constants
NO_INDEX_ARRAY = -1 —- Marks an error that shows that the index array is empty.
ARRAY_WEIGHTS_SIZE = 4 —- Number of weights/bones per vertex.
CANVAS_ITEM_Z_MIN = -4096 —- The minimum Z-layer for canvas items.
CANVAS_ITEM_Z_MAX = 4096 —- The maximum Z-layer for canvas items.
MAX_GLOW_LEVELS = 7 —- Max number of glow levels that can be used with glow post-process effect.
MAX_CURSORS = 8 —- Unused enum in Godot 3.x.
MATERIAL_RENDER_PRIORITY_MIN = -128 —- The minimum renderpriority of all materials.
MATERIAL_RENDER_PRIORITY_MAX = 127 —- The maximum renderpriority of all materials.
Property Descriptions
- bool render_loop_enabled
Setter | set_render_loop_enabled(value) |
Getter | is_render_loop_enabled() |
If false
, disables rendering completely, but the engine logic is still being processed. You can call force_draw to draw a frame even with rendering disabled.
Method Descriptions
Sets images to be rendered in the window margin.
Sets margin size, where black bars (or images, if black_bars_set_images was used) are rendered.
- RID camera_create ( )
Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all camera_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to Camera.cull_mask.
Sets the environment used by this camera. Equivalent to Camera.environment.
Sets camera to use frustum projection. This mode allows adjusting the offset
argument to create “tilted frustum” effects.
Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.
Sets Transform of camera.
If true
, preserves the horizontal aspect ratio which is equivalent to Camera.KEEP_WIDTH. If false
, preserves the vertical aspect ratio which is equivalent to Camera.KEEP_HEIGHT.
- RID canvas_create ( )
Creates a canvas and returns the assigned RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Adds a circle command to the CanvasItem‘s draw commands.
If ignore is true
, the VisualServer does not perform clipping.
- void canvas_item_add_line ( RID item, Vector2 from, Vector2 to, Color color, float width=1.0, bool antialiased=false )
Adds a line command to the CanvasItem‘s draw commands.
- void canvas_item_add_mesh ( RID item, RID mesh, Transform2D transform=Transform2D( 1, 0, 0, 1, 0, 0 ), Color modulate=Color( 1, 1, 1, 1 ), RID texture, RID normal_map )
Adds a mesh command to the CanvasItem‘s draw commands.
Adds a MultiMesh to the CanvasItem‘s draw commands. Only affects its aabb at the moment.
- void canvas_item_add_nine_patch ( RID item, Rect2 rect, Rect2 source, RID texture, Vector2 topleft, Vector2 bottomright, NinePatchAxisMode x_axis_mode=0, NinePatchAxisMode y_axis_mode=0, bool draw_center=true, Color modulate=Color( 1, 1, 1, 1 ), RID normal_map )
Adds a nine patch image to the CanvasItem‘s draw commands.
See NinePatchRect for more explanation.
Adds a particle system to the CanvasItem‘s draw commands.
- void canvas_item_add_polygon ( RID item, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), RID texture, RID normal_map, bool antialiased=false )
Adds a polygon to the CanvasItem‘s draw commands.
- void canvas_item_add_polyline ( RID item, PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )
Adds a polyline, which is a line from multiple points with a width, to the CanvasItem‘s draw commands.
- void canvas_item_add_primitive ( RID item, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs, RID texture, float width=1.0, RID normal_map )
Adds a primitive to the CanvasItem‘s draw commands.
Adds a rectangle to the CanvasItem‘s draw commands.
- void canvas_item_add_set_transform ( RID item, Transform2D transform )
Adds a Transform2D command to the CanvasItem‘s draw commands.
This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.
- void canvas_item_add_texture_rect ( RID item, Rect2 rect, RID texture, bool tile=false, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, RID normal_map )
Adds a textured rect to the CanvasItem‘s draw commands.
- void canvas_item_add_texture_rect_region ( RID item, Rect2 rect, RID texture, Rect2 src_rect, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, RID normal_map, bool clip_uv=true )
Adds a texture rect with region setting to the CanvasItem‘s draw commands.
- void canvas_item_add_triangle_array ( RID item, PoolIntArray indices, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), PoolIntArray bones=PoolIntArray( ), PoolRealArray weights=PoolRealArray( ), RID texture, int count=-1, RID normal_map, bool antialiased=false, bool antialiasing_use_indices=false )
Adds a triangle array to the CanvasItem‘s draw commands.
- void canvas_item_clear ( RID item )
Clears the CanvasItem and removes all commands in it.
- RID canvas_item_create ( )
Creates a new CanvasItem and returns its RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_item_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Sets clipping for the CanvasItem.
Sets the CanvasItem to copy a rect to the backbuffer.
Defines a custom drawing rectangle for the CanvasItem.
Enables the use of distance fields for GUI elements that are rendering distance field based fonts.
Sets CanvasItem to be drawn behind its parent.
Sets the index for the CanvasItem.
The light mask. See LightOccluder2D for more information on light masks.
Sets a new material to the CanvasItem.
Sets the color that modulates the CanvasItem and its children.
Sets the parent for the CanvasItem. The parent can be another canvas item, or it can be the root canvas that is attached to the viewport.
Sets the color that modulates the CanvasItem without children.
Sets if CanvasItem‘s children should be sorted by y-position.
- void canvas_item_set_transform ( RID item, Transform2D transform )
Sets the CanvasItem‘s Transform2D.
Sets if the CanvasItem uses its parent’s material.
Sets if the canvas item (including its children) is visible.
If this is enabled, the Z index of the parent will be added to the children’s Z index.
Sets the CanvasItem‘s Z index, i.e. its draw order (lower indexes are drawn first).
Attaches the canvas light to the canvas. Removes it from its previous canvas.
- RID canvas_light_create ( )
Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Attaches a light occluder to the canvas. Removes it from its previous canvas.
- RID canvas_light_occluder_create ( )
Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_ocluder_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Enables or disables light occluder.
The light mask. See LightOccluder2D for more information on light masks.
Sets a light occluder’s polygon.
- void canvas_light_occluder_set_transform ( RID occluder, Transform2D transform )
Sets a light occluder’s Transform2D.
Sets the color for a light.
Enables or disables a canvas light.
Sets a canvas light’s energy.
Sets a canvas light’s height.
The light mask. See LightOccluder2D for more information on light masks.
The binary mask used to determine which layers this canvas light’s shadows affects. See LightOccluder2D for more information on light masks.
The layer range that gets rendered with this light.
- void canvas_light_set_mode ( RID light, CanvasLightMode mode )
The mode of the light, see CanvasLightMode constants.
Sets the texture’s scale factor of the light. Equivalent to Light2D.texture_scale.
Sets the width of the shadow buffer, size gets scaled to the next power of two for this.
Sets the color of the canvas light’s shadow.
Enables or disables the canvas light’s shadow.
- void canvas_light_set_shadow_filter ( RID light, CanvasLightShadowFilter filter )
Sets the canvas light’s shadow’s filter, see CanvasLightShadowFilter constants.
Sets the length of the shadow’s gradient.
Smoothens the shadow. The lower, the smoother.
Sets texture to be used by light. Equivalent to Light2D.texture.
Sets the offset of the light’s texture. Equivalent to Light2D.offset.
- void canvas_light_set_transform ( RID light, Transform2D transform )
Sets the canvas light’s Transform2D.
Sets the Z range of objects that will be affected by this light. Equivalent to Light2D.range_z_min and Light2D.range_z_max.
- RID canvas_occluder_polygon_create ( )
Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_occluder_polygon_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
- void canvas_occluder_polygon_set_cull_mode ( RID occluder_polygon, CanvasOccluderPolygonCullMode mode )
Sets an occluder polygons cull mode. See CanvasOccluderPolygonCullMode constants.
- void canvas_occluder_polygon_set_shape ( RID occluder_polygon, PoolVector2Array shape, bool closed )
Sets the shape of the occluder polygon.
- void canvas_occluder_polygon_set_shape_as_lines ( RID occluder_polygon, PoolVector2Array shape )
Sets the shape of the occluder polygon as lines.
A copy of the canvas item will be drawn with a local offset of the mirroring Vector2.
Modulates all colors in the given canvas.
- RID directional_light_create ( )
Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this directional light to an instance using instance_set_base using the returned RID.
Draws a frame. This method is deprecated, please use force_draw instead.
- RID environment_create ( )
Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all environment_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
- void environment_set_adjustment ( RID env, bool enable, float brightness, float contrast, float saturation, RID ramp )
Sets the values to be used with the “Adjustment” post-process effect. See Environment for more details.
- void environment_set_ambient_light ( RID env, Color color, float energy=1.0, float sky_contibution=0.0 )
Sets the ambient light parameters. See Environment for more details.
- void environment_set_background ( RID env, EnvironmentBG bg )
Sets the BGMode of the environment. Equivalent to Environment.background_mode.
Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).
Sets the intensity of the background color.
Sets the maximum layer to use if using Canvas background mode.
- void environment_set_dof_blur_far ( RID env, bool enable, float distance, float transition, float far_amount, EnvironmentDOFBlurQuality quality )
Sets the values to be used with the “DoF Far Blur” post-process effect. See Environment for more details.
- void environment_set_dof_blur_near ( RID env, bool enable, float distance, float transition, float far_amount, EnvironmentDOFBlurQuality quality )
Sets the values to be used with the “DoF Near Blur” post-process effect. See Environment for more details.
Sets the variables to be used with the scene fog. See Environment for more details.
- void environment_set_fog_depth ( RID env, bool enable, float depth_begin, float depth_end, float depth_curve, bool transmit, float transmit_curve )
Sets the variables to be used with the fog depth effect. See Environment for more details.
- void environment_set_fog_height ( RID env, bool enable, float min_height, float max_height, float height_curve )
Sets the variables to be used with the fog height effect. See Environment for more details.
- void environment_set_glow ( RID env, bool enable, int level_flags, float intensity, float strength, float bloom_threshold, EnvironmentGlowBlendMode blend_mode, float hdr_bleed_threshold, float hdr_bleed_scale, float hdr_luminance_cap, bool bicubic_upscale, bool high_quality )
Sets the variables to be used with the “glow” post-process effect. See Environment for more details.
Sets the Sky to be used as the environment’s background when using BGMode sky. Equivalent to Environment.background_sky.
Sets a custom field of view for the background Sky. Equivalent to Environment.background_sky_custom_fov.
Sets the rotation of the background Sky expressed as a Basis. Equivalent to Environment.background_sky_orientation.
- void environment_set_ssao ( RID env, bool enable, float radius, float intensity, float radius2, float intensity2, float bias, float light_affect, float ao_channel_affect, Color color, EnvironmentSSAOQuality quality, EnvironmentSSAOBlur blur, float bilateral_sharpness )
Sets the variables to be used with the “Screen Space Ambient Occlusion (SSAO)” post-process effect. See Environment for more details.
- void environment_set_ssr ( RID env, bool enable, int max_steps, float fade_in, float fade_out, float depth_tolerance, bool roughness )
Sets the variables to be used with the “screen space reflections” post-process effect. See Environment for more details.
- void environment_set_tonemap ( RID env, EnvironmentToneMapper tone_mapper, float exposure, float white, bool auto_exposure, float min_luminance, float max_luminance, float auto_exp_speed, float auto_exp_grey )
Sets the variables to be used with the “tonemap” post-process effect. See Environment for more details.
- void finish ( )
Removes buffers and clears testcubes.
Forces a frame to be drawn when the function is called. Drawing a frame updates all Viewports that are set to update. Use with extreme caution.
- void force_sync ( )
Synchronizes threads.
- void free_rid ( RID rid )
Tries to free an object in the VisualServer.
- int get_render_info ( RenderInfo info )
Returns a certain information, see RenderInfo for options.
- RID get_test_cube ( )
Returns the id of the test cube. Creates one if none exists.
- RID get_test_texture ( )
Returns the id of the test texture. Creates one if none exists.
- String get_video_adapter_name ( ) const
Returns the name of the video adapter (e.g. “GeForce GTX 1080/PCIe/SSE2”).
Note: When running a headless or server binary, this function returns an empty string.
- String get_video_adapter_vendor ( ) const
Returns the vendor of the video adapter (e.g. “NVIDIA Corporation”).
Note: When running a headless or server binary, this function returns an empty string.
- RID get_white_texture ( )
Returns the id of a white texture. Creates one if none exists.
- RID gi_probe_create ( )
Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all gi_probe_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this GI probe to an instance using instance_set_base using the returned RID.
Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to GIProbeData.bias.
Returns the axis-aligned bounding box that covers the full extent of the GI probe.
Returns the cell size set by gi_probe_set_cell_size.
- PoolIntArray gi_probe_get_dynamic_data ( RID probe ) const
Returns the data used by the GI probe.
Returns the dynamic range set for this GI probe. Equivalent to GIProbe.dynamic_range.
Returns the energy multiplier for this GI probe. Equivalent to GIProbe.energy.
Returns the normal bias for this GI probe. Equivalent to GIProbe.normal_bias.
Returns the propagation value for this GI probe. Equivalent to GIProbe.propagation.
Returns the Transform set by gi_probe_set_to_cell_xform.
Returns true
if the GI probe data associated with this GI probe is compressed. Equivalent to GIProbe.compress.
Returns true
if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to GIProbe.interior.
Sets the bias value to avoid self-occlusion. Equivalent to GIProbe.bias.
Sets the axis-aligned bounding box that covers the extent of the GI probe.
Sets the size of individual cells within the GI probe.
Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to GIProbe.compress.
- void gi_probe_set_dynamic_data ( RID probe, PoolIntArray data )
Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the GIProbe node. You should not try to set this yourself.
Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to GIProbe.dynamic_range.
Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to GIProbe.energy.
Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to GIProbe.interior.
Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to GIProbe.normal_bias.
Sets the propagation of light within this GI probe. Equivalent to GIProbe.propagation.
Sets the to cell Transform for this GI probe.
- bool has_changed ( ChangedPriority queried_priority=0 ) const
Returns true
if changes have been made to the VisualServer’s data. draw is usually called if this happens.
As changes are registered as either high or low priority (e.g. dynamic shaders), this function takes an optional argument to query either low or high priority changes, or any changes.
Not yet implemented. Always returns false
.
Returns true
if the OS supports a certain feature. Features might be s3tc
, etc
, etc2
, pvrtc
and skinning_fallback
.
When rendering with GLES2, returns true
with skinning_fallback
in case the hardware doesn’t support the default GPU skinning process.
- void immediate_begin ( RID immediate, PrimitiveType primitive, RID texture )
Sets up ImmediateGeometry internals to prepare for drawing. Equivalent to ImmediateGeometry.begin.
- void immediate_clear ( RID immediate )
Clears everything that was set up between immediate_begin and immediate_end. Equivalent to ImmediateGeometry.clear.
Sets the color to be used with next vertex. Equivalent to ImmediateGeometry.set_color.
- RID immediate_create ( )
Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all immediate_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this immediate geometry to an instance using instance_set_base using the returned RID.
- void immediate_end ( RID immediate )
Ends drawing the ImmediateGeometry and displays it. Equivalent to ImmediateGeometry.end.
Returns the material assigned to the ImmediateGeometry.
Sets the normal to be used with next vertex. Equivalent to ImmediateGeometry.set_normal.
Sets the material to be used to draw the ImmediateGeometry.
Sets the tangent to be used with next vertex. Equivalent to ImmediateGeometry.set_tangent.
Sets the UV to be used with next vertex. Equivalent to ImmediateGeometry.set_uv.
Sets the UV2 to be used with next vertex. Equivalent to ImmediateGeometry.set_uv2.
Adds the next vertex using the information provided in advance. Equivalent to ImmediateGeometry.add_vertex.
Adds the next vertex using the information provided in advance. This is a helper class that calls immediate_vertex under the hood. Equivalent to ImmediateGeometry.add_vertex.
- void init ( )
Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything.
Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with instances_cull_aabb, instances_cull_convex, and instances_cull_ray.
Attaches a skeleton to an instance. Removes the previous skeleton from the instance.
- RID instance_create ( )
Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all instance_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using instance_set_base.
Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all instance_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Not implemented in Godot 3.x.
- void instance_geometry_set_cast_shadows_setting ( RID instance, ShadowCastingSetting shadow_casting_setting )
Sets the shadow casting setting to one of ShadowCastingSetting. Equivalent to GeometryInstance.cast_shadow.
- void instance_geometry_set_draw_range ( RID instance, float min, float max, float min_margin, float max_margin )
Not implemented in Godot 3.x.
- void instance_geometry_set_flag ( RID instance, InstanceFlags flag, bool enabled )
Sets the flag for a given InstanceFlags. See InstanceFlags for more details.
Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to GeometryInstance.material_overlay.
Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to GeometryInstance.material_override.
Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.
Sets the weight for a given blend shape associated with this instance.
Sets a custom AABB to use when culling objects from the view frustum. Equivalent to GeometryInstance.set_custom_aabb.
Function not implemented in Godot 3.x.
Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to GeometryInstance.extra_cull_margin.
Sets the render layers that this instance will be drawn to. Equivalent to VisualInstance.layers.
Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.
Sets the material of a specific surface. Equivalent to MeshInstance.set_surface_material.
Sets the world space transform of the instance. Equivalent to Spatial.transform.
- void instance_set_use_lightmap ( RID instance, RID lightmap_instance, RID lightmap, int lightmap_slice=-1, Rect2 lightmap_uv_rect=Rect2( 0, 0, 1, 1 ) )
Sets the lightmap to use with this instance.
Sets whether an instance is drawn or not. Equivalent to Spatial.visible.
Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update.
Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update.
Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update.
Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
If true
, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to DirectionalLight.directional_shadow_blend_splits.
- void light_directional_set_shadow_depth_range_mode ( RID light, LightDirectionalShadowDepthRangeMode range_mode )
Sets the shadow depth range mode for this directional light. Equivalent to DirectionalLight.directional_shadow_depth_range. See LightDirectionalShadowDepthRangeMode for options.
- void light_directional_set_shadow_mode ( RID light, LightDirectionalShadowMode mode )
Sets the shadow mode for this directional light. Equivalent to DirectionalLight.directional_shadow_mode. See LightDirectionalShadowMode for options.
- void light_omni_set_shadow_detail ( RID light, LightOmniShadowDetail detail )
Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to OmniLight.omni_shadow_detail.
- void light_omni_set_shadow_mode ( RID light, LightOmniShadowMode mode )
Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to OmniLight.omni_shadow_mode.
- void light_set_bake_mode ( RID light, LightBakeMode bake_mode )
Sets the bake mode for this light, see LightBakeMode for options. The bake mode affects how the light will be baked in BakedLightmaps and GIProbes.
Sets the color of the light. Equivalent to Light.light_color.
Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to Light.light_cull_mask.
If true
, light will subtract light instead of adding light. Equivalent to Light.light_negative.
- void light_set_param ( RID light, LightParam param, float value )
Sets the specified light parameter. See LightParam for options. Equivalent to Light.set_param.
Not implemented in Godot 3.x.
If true
, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with instance_geometry_set_cast_shadows_setting. Equivalent to Light.shadow_reverse_cull_face.
If true
, light will cast shadows. Equivalent to Light.shadow_enabled.
Sets the color of the shadow cast by the light. Equivalent to Light.shadow_color.
Sets whether GI probes capture light information from this light. Deprecated method. Use light_set_bake_mode instead. This method is only kept for compatibility reasons and calls light_set_bake_mode internally, setting the bake mode to LIGHT_BAKE_DISABLED or LIGHT_BAKE_INDIRECT depending on the given parameter.
- RID lightmap_capture_create ( )
Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all lightmap_capture_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this lightmap capture to an instance using instance_set_base using the returned RID.
Returns the size of the lightmap capture area.
Returns the energy multiplier used by the lightmap capture.
- PoolByteArray lightmap_capture_get_octree ( RID capture ) const
Returns the octree used by the lightmap capture.
Returns the cell subdivision amount used by this lightmap capture’s octree.
Returns the cell transform for this lightmap capture’s octree.
Returns true
if capture is in “interior” mode.
Sets the size of the area covered by the lightmap capture. Equivalent to BakedLightmapData.bounds.
Sets the energy multiplier for this lightmap capture. Equivalent to BakedLightmapData.energy.
Sets the “interior” mode for this lightmap capture. Equivalent to BakedLightmapData.interior.
- void lightmap_capture_set_octree ( RID capture, PoolByteArray octree )
Sets the octree to be used by this lightmap capture. This function is normally used by the BakedLightmap node. Equivalent to BakedLightmapData.octree.
Sets the subdivision level of this lightmap capture’s octree. Equivalent to BakedLightmapData.cell_subdiv.
Sets the octree cell transform for this lightmap capture’s octree. Equivalent to BakedLightmapData.cell_space_transform.
Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.
- RID material_create ( )
Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all material_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Returns the value of a certain material’s parameter.
Returns the default value for the param if available. Returns null
otherwise.
Returns the shader of a certain material’s shader. Returns an empty RID if the material doesn’t have a shader.
Sets a material’s line width.
Sets an object’s next material.
Sets a material’s parameter.
Sets a material’s render priority.
Sets a shader material’s shader.
- void mesh_add_surface_from_arrays ( RID mesh, PrimitiveType primitive, Array arrays, Array blend_shapes=[ ], int compress_format=2194432 )
Adds a surface generated from the Arrays to a mesh. See PrimitiveType constants for types.
- void mesh_clear ( RID mesh )
Removes all surfaces from a mesh.
- RID mesh_create ( )
Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all mesh_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this mesh to an instance using instance_set_base using the returned RID.
Returns a mesh’s blend shape count.
- BlendShapeMode mesh_get_blend_shape_mode ( RID mesh ) const
Returns a mesh’s blend shape mode.
Returns a mesh’s custom aabb.
Returns a mesh’s number of surfaces.
Removes a mesh’s surface.
Sets a mesh’s blend shape count.
- void mesh_set_blend_shape_mode ( RID mesh, BlendShapeMode mode )
Sets a mesh’s blend shape mode.
Sets a mesh’s custom aabb.
Returns a mesh’s surface’s aabb.
- PoolByteArray mesh_surface_get_array ( RID mesh, int surface ) const
Returns a mesh’s surface’s vertex buffer.
Returns a mesh’s surface’s amount of indices.
Returns a mesh’s surface’s amount of vertices.
Returns a mesh’s surface’s buffer arrays.
Returns a mesh’s surface’s arrays for blend shapes.
Returns the format of a mesh’s surface.
- int mesh_surface_get_format_offset ( int format, int vertex_len, int index_len, int array_index ) const
Function is unused in Godot 3.x.
- int mesh_surface_get_format_stride ( int format, int vertex_len, int index_len, int array_index ) const
- PoolByteArray mesh_surface_get_index_array ( RID mesh, int surface ) const
Returns a mesh’s surface’s index buffer.
Returns a mesh’s surface’s material.
- PrimitiveType mesh_surface_get_primitive_type ( RID mesh, int surface ) const
Returns the primitive type of a mesh’s surface.
Returns the aabb of a mesh’s surface’s skeleton.
Sets a mesh’s surface’s material.
- void mesh_surface_update_region ( RID mesh, int surface, int offset, PoolByteArray data )
Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.
- void multimesh_allocate ( RID multimesh, int instances, MultimeshTransformFormat transform_format, MultimeshColorFormat color_format, MultimeshCustomDataFormat custom_data_format=0 )
Allocates space for the multimesh data. Format parameters determine how the data will be stored by OpenGL. See MultimeshTransformFormat, MultimeshColorFormat, and MultimeshCustomDataFormat for usage. Equivalent to MultiMesh.instance_count.
- RID multimesh_create ( )
Creates a new multimesh on the VisualServer and returns an RID handle. This RID will be used in all multimesh_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this multimesh to an instance using instance_set_base using the returned RID.
Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.
Returns the number of instances allocated for this multimesh.
Returns the RID of the mesh that will be used in drawing this multimesh.
Returns the number of visible instances for this multimesh.
Returns the color by which the specified instance will be modulated.
Returns the custom data associated with the specified instance.
Returns the Transform of the specified instance.
- Transform2D multimesh_instance_get_transform_2d ( RID multimesh, int index ) const
Returns the Transform2D of the specified instance. For use when the multimesh is set to use 2D transforms.
Sets the color by which this instance will be modulated. Equivalent to MultiMesh.set_instance_color.
Sets the custom data for this instance. Custom data is passed as a Color, but is interpreted as a vec4
in the shader. Equivalent to MultiMesh.set_instance_custom_data.
Sets the Transform for this instance. Equivalent to MultiMesh.set_instance_transform.
- void multimesh_instance_set_transform_2d ( RID multimesh, int index, Transform2D transform )
Sets the Transform2D for this instance. For use when multimesh is used in 2D. Equivalent to MultiMesh.set_instance_transform_2d.
- void multimesh_set_as_bulk_array ( RID multimesh, PoolRealArray array )
Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc.
Transform is stored as 12 floats, Transform2D is stored as 8 floats, COLOR_8BIT
/ CUSTOM_DATA_8BIT
is stored as 1 float (4 bytes as is) and COLOR_FLOAT
/ CUSTOM_DATA_FLOAT
is stored as 4 floats.
Sets the mesh to be drawn by the multimesh. Equivalent to MultiMesh.mesh.
Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to MultiMesh.visible_instance_count.
- RID omni_light_create ( )
Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this omni light to an instance using instance_set_base using the returned RID.
- RID particles_create ( )
Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all particles_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach these particles to an instance using instance_set_base using the returned RID.
Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to Particles.capture_aabb.
Returns true
if particles are currently set to emitting.
Returns true
if particles are not emitting and particles are set to inactive.
- void particles_request_process ( RID particles )
Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to instances_cull_aabb, instances_cull_convex, or instances_cull_ray.
- void particles_restart ( RID particles )
Reset the particles on the next update. Equivalent to Particles.restart.
Sets the number of particles to be drawn and allocates the memory for them. Equivalent to Particles.amount.
Sets a custom axis-aligned bounding box for the particle system. Equivalent to Particles.visibility_aabb.
- void particles_set_draw_order ( RID particles, ParticlesDrawOrder order )
Sets the draw order of the particles to one of the named enums from ParticlesDrawOrder. See ParticlesDrawOrder for options. Equivalent to Particles.draw_order.
Sets the mesh to be used for the specified draw pass. Equivalent to Particles.draw_pass_1, Particles.draw_pass_2, Particles.draw_pass_3, and Particles.draw_pass_4.
Sets the number of draw passes to use. Equivalent to Particles.draw_passes.
Sets the Transform that will be used by the particles when they first emit.
If true
, particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to Particles.emitting.
Sets the explosiveness ratio. Equivalent to Particles.explosiveness.
Sets the frame rate that the particle system rendering will be fixed to. Equivalent to Particles.fixed_fps.
If true
, uses fractional delta which smooths the movement of the particles. Equivalent to Particles.fract_delta.
Sets the lifetime of each particle in the system. Equivalent to Particles.lifetime.
If true
, particles will emit once and then stop. Equivalent to Particles.one_shot.
Sets the preprocess time for the particles’ animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to Particles.preprocess.
Sets the material for processing the particles.
Note: This is not the material used to draw the materials. Equivalent to Particles.process_material.
Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to Particles.randomness.
Sets the speed scale of the particle system. Equivalent to Particles.speed_scale.
If true
, particles use local coordinates. If false
they use global coordinates. Equivalent to Particles.local_coords.
- RID reflection_probe_create ( )
Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all reflection_probe_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this reflection probe to an instance using instance_set_base using the returned RID.
If true
, reflections will ignore sky contribution. Equivalent to ReflectionProbe.interior_enable.
Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to ReflectionProbe.cull_mask.
If true
, uses box projection. This can make reflections look more correct in certain situations. Equivalent to ReflectionProbe.box_projection.
If true
, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to ReflectionProbe.enable_shadows.
Sets the size of the area that the reflection probe will capture. Equivalent to ReflectionProbe.extents.
Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to ReflectionProbe.intensity.
Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to ReflectionProbe.interior_ambient_color.
Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to ReflectionProbe.interior_ambient_energy.
Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to ReflectionProbe.interior_ambient_contrib.
Sets the max distance away from the probe an object can be before it is culled. Equivalent to ReflectionProbe.max_distance.
Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to ReflectionProbe.origin_offset.
- void reflection_probe_set_update_mode ( RID probe, ReflectionProbeUpdateMode mode )
Sets how often the reflection probe updates. Can either be once or every frame. See ReflectionProbeUpdateMode for options.
Schedules a callback to the corresponding named method
on where
after a frame has been drawn.
The callback method must use only 1 argument which will be called with userdata
.
- RID scenario_create ( )
Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all scenario_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
The scenario is the 3D world that all the visual instances exist in.
- void scenario_set_debug ( RID scenario, ScenarioDebugMode debug_mode )
Sets the ScenarioDebugMode for this scenario. See ScenarioDebugMode for options.
Sets the environment that will be used with this scenario.
Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.
Sets the size of the reflection atlas shared by all reflection probes in this scenario.
Sets a boot image. The color defines the background color. If scale
is true
, the image will be scaled to fit the screen size. If use_filter
is true
, the image will be scaled with linear interpolation. If use_filter
is false
, the image will be scaled with nearest-neighbor interpolation.
- void set_debug_generate_wireframes ( bool generate )
If true
, the engine will generate wireframes for use with the wireframe debug mode.
- void set_default_clear_color ( Color color )
Sets the default clear color which is used when a specific clear color has not been selected.
- void set_shader_async_hidden_forbidden ( bool forbidden )
If asynchronous shader compilation is enabled, this controls whether SpatialMaterial.ASYNC_MODE_HIDDEN is obeyed.
For instance, you may want to enable this temporarily before taking a screenshot. This ensures everything is visible even if shaders with async mode hidden are not ready yet.
Reflection probes use this internally to ensure they capture everything regardless the shaders are ready or not.
- void set_shader_time_scale ( float scale )
Sets the scale to apply to the passage of time for the shaders’ TIME
builtin.
The default value is 1.0
, which means TIME
will count the real time as it goes by, without narrowing or stretching it.
- void set_use_occlusion_culling ( bool enable )
Enables or disables occlusion culling.
- RID shader_create ( )
Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all shader_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Returns a shader’s code.
Returns a default texture from a shader searched by name.
Returns the parameters of a shader.
Sets a shader’s code.
Sets a shader’s default texture. Overwrites the texture given by name.
Allocates the GPU buffers for this skeleton.
Returns the Transform set for a specific bone of this skeleton.
- Transform2D skeleton_bone_get_transform_2d ( RID skeleton, int bone ) const
Returns the Transform2D set for a specific bone of this skeleton.
Sets the Transform for a specific bone of this skeleton.
- void skeleton_bone_set_transform_2d ( RID skeleton, int bone, Transform2D transform )
Sets the Transform2D for a specific bone of this skeleton.
- RID skeleton_create ( )
Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all skeleton_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Returns the number of bones allocated for this skeleton.
- RID sky_create ( )
Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all sky_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Sets a sky’s texture.
- RID spot_light_create ( )
Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
To place in a scene, attach this spot light to an instance using instance_set_base using the returned RID.
- void sync ( )
Not implemented in Godot 3.x.
- void texture_allocate ( RID texture, int width, int height, int depth_3d, Format format, TextureType type, int flags=7 )
Allocates the GPU memory for the texture.
Binds the texture to a texture slot.
- RID texture_create ( )
Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all texture_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
Creates a texture, allocates the space for an image, and fills in the image.
- Array texture_debug_usage ( )
Returns a list of all the textures and their information.
Returns a copy of a texture’s image unless it’s a CubeMap, in which case it returns the RID of the image at one of the cubes sides.
Returns the depth of the texture.
Returns the flags of a texture.
Returns the format of the texture’s image.
Returns the texture’s height.
Returns the texture’s path.
Returns the opengl id of the texture’s image.
- TextureType texture_get_type ( RID texture ) const
Returns the type of the texture, can be any of the TextureType.
Returns the texture’s width.
Sets the texture’s image data. If it’s a CubeMap, it sets the image data at a cube side.
- void texture_set_data_partial ( RID texture, Image image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int dst_mip, int layer=0 )
Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.
Sets the texture’s flags. See TextureFlags for options.
Sets the texture’s path.
Creates an update link between two textures, similar to how ViewportTextures operate. When the base texture is the texture of a Viewport, every time the viewport renders a new frame, the proxy texture automatically receives an update.
For example, this code links a generic ImageTexture to the texture output of the Viewport using the VisualServer API:
func _ready():
var viewport_rid = get_viewport().get_viewport_rid()
var viewport_texture_rid = VisualServer.viewport_get_texture(viewport_rid)
var proxy_texture = ImageTexture.new()
var viewport_texture_image_data = VisualServer.texture_get_data(viewport_texture_rid)
proxy_texture.create_from_image(viewport_texture_image_data)
var proxy_texture_rid = proxy_texture.get_rid()
VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)
$TextureRect.texture = proxy_texture
- void texture_set_shrink_all_x2_on_set_data ( bool shrink )
If true
, sets internal processes to shrink all image data to half the size.
Resizes the texture to the specified dimensions.
- void textures_keep_original ( bool enable )
If true
, the image will be stored in the texture’s images array if overwritten.
Sets a viewport’s camera.
Sets a viewport’s canvas.
Copies viewport to a region of the screen specified by rect
. If Viewport.render_direct_to_screen is true
, then viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.
For example, you can set the root viewport to not render at all with the following code:
func _ready():
get_viewport().set_attach_to_screen_rect(Rect2())
$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))
Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see viewport_set_render_direct_to_screen.
- RID viewport_create ( )
Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all viewport_*
VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer’s free_rid static method.
- void viewport_detach ( RID viewport )
Detaches the viewport from the screen.
- int viewport_get_render_info ( RID viewport, ViewportRenderInfo info )
Returns a viewport’s render information. For options, see the ViewportRenderInfo constants.
Returns the viewport’s last rendered frame.
Detaches a viewport from a canvas and vice versa.
If true
, sets the viewport active, else sets it inactive.
Sets the stacking order for a viewport’s canvas.
layer
is the actual canvas layer, while sublayer
specifies the stacking order of the canvas among those in the same layer.
- void viewport_set_canvas_transform ( RID viewport, RID canvas, Transform2D offset )
Sets the transformation of a viewport’s canvas.
- void viewport_set_clear_mode ( RID viewport, ViewportClearMode clear_mode )
Sets the clear mode of a viewport. See ViewportClearMode for options.
- void viewport_set_debug_draw ( RID viewport, ViewportDebugDraw draw )
Sets the debug draw mode of a viewport. See ViewportDebugDraw for options.
If true
, a viewport’s 3D rendering is disabled.
If true
, rendering of a viewport’s environment is disabled.
- void viewport_set_global_canvas_transform ( RID viewport, Transform2D transform )
Sets the viewport’s global transformation matrix.
If true
, the viewport renders to high dynamic range (HDR) instead of standard dynamic range (SDR). See also viewport_set_use_32_bpc_depth.
Note: Only available on the GLES3 backend.
If true
, the viewport’s canvas is not rendered.
Currently unimplemented in Godot 3.x.
- void viewport_set_msaa ( RID viewport, ViewportMSAA msaa )
Sets the anti-aliasing mode. See ViewportMSAA for options.
Sets the viewport’s parent to another viewport.
If true
, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the SCREEN_TEXTURE
. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
Sets a viewport’s scenario.
The scenario contains information about the ScenarioDebugMode, environment information, reflection atlas etc.
Sets the shadow atlas quadrant’s subdivision.
Sets the size of the shadow atlas’s images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
Sets the sharpening intensity
for the viewport
. 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 viewport_set_use_fxaa.
Sets the viewport’s width and height.
If true
, the viewport renders its background as transparent.
- void viewport_set_update_mode ( RID viewport, ViewportUpdateMode update_mode )
Sets when the viewport should be updated. See ViewportUpdateMode constants for options.
- void viewport_set_usage ( RID viewport, ViewportUsage usage )
Sets the viewport’s 2D/3D mode. See ViewportUsage constants for options.
If true
, allocates the viewport’s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective if viewport_set_use_32_bpc_depth is used on the same Viewport to set HDR to true
.
Note: Only available on the GLES3 backend.
If true
, the viewport uses augmented or virtual reality technologies. See ARVRInterface.
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. Viewport.hdr must also be true
for debanding to be effective.
Enables fast approximate antialiasing for this viewport. 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 viewport_set_sharpen_intensity).
If true
, the viewport’s rendering is flipped vertically.