godot-demo-projects/viewport/3d_scaling/hud.gd

43 lines
1.8 KiB
GDScript

extends Control
# The viewport is displayed using a TextureRect node instead of a ViewportContainer.
# This allows filtering the texture that's displayed in the root viewport.
# The 3D viewport's scale factor. For instance, 1.0 is full resolution,
# 0.5 is half resolution and 2.0 is double resolution. Higher values look
# sharper but are slower to render. Values above 1 can be used for supersampling
# (SSAA), but filtering must be enabled for this to work.
var scale_factor = 1.0
onready var texture_rect = $TextureRect
onready var viewport = $Viewport
onready var scale_label = $VBoxContainer/Scale
onready var filter_label = $VBoxContainer/Filter
func _ready():
# Required to change the 3D viewport's size when the window is resized.
# warning-ignore:return_value_discarded
get_viewport().connect("size_changed", self, "_root_viewport_size_changed")
func _input(event):
if event.is_action_pressed("cycle_viewport_resolution"):
scale_factor = wrapf(scale_factor + 0.25, 0.25, 2.25)
viewport.size = get_viewport().size * scale_factor
scale_label.text = "Scale: %s%%" % str(scale_factor * 100)
if event.is_action_pressed("toggle_filtering"):
# Toggle the Filter flag on the ViewportTexture.
texture_rect.texture.flags ^= ImageTexture.FLAG_FILTER
var filter_enabled = texture_rect.texture.flags & ImageTexture.FLAG_FILTER
filter_label.text = "Filter: %s" % ("Enabled" if filter_enabled else "Disabled")
# Called when the root's viewport size changes (i.e. when the window is resized).
# This is done to handle multiple resolutions without losing quality.
func _root_viewport_size_changed():
# The viewport is resized depending on the window height.
# To compensate for the larger resolution, the viewport sprite is scaled down.
viewport.size = get_viewport().size * scale_factor