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43 lines
1.8 KiB
GDScript
43 lines
1.8 KiB
GDScript
extends Control
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# The 3D viewport's scale factor. For instance, 1.0 is full resolution,
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# 0.5 is half resolution and 2.0 is double resolution. Higher values look
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# sharper but are slower to render. Values above 1 can be used for supersampling
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# (SSAA), but filtering must be enabled for supersampling to work.
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var scale_factor = 1.0
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@onready var viewport_container = $SubViewportContainer
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@onready var viewport = $SubViewportContainer/SubViewport
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@onready var scale_label = $VBoxContainer/Scale
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@onready var filter_label = $VBoxContainer/Filter
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func _ready():
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viewport_container.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
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# Required to change the 3D viewport's size when the window is resized.
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viewport.size_changed.connect(self._root_viewport_size_changed)
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func _unhandled_input(event):
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if event.is_action_pressed("cycle_viewport_resolution"):
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scale_factor = wrapf(scale_factor + 0.25, 0.25, 2.25)
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viewport.size = get_viewport().size * scale_factor
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scale_label.text = "Scale: %s%%" % str(scale_factor * 100)
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if event.is_action_pressed("toggle_filtering"):
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# Toggle the Filter flag on the ViewportTexture.
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if viewport_container.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR:
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viewport_container.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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filter_label.text = "Filter: Disabled"
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else:
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viewport_container.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
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filter_label.text = "Filter: Enabled"
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# Called when the root's viewport size changes (i.e. when the window is resized).
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# This is done to handle multiple resolutions without losing quality.
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func _root_viewport_size_changed():
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# The viewport is resized depending on the window height.
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# To compensate for the larger resolution, the viewport sprite is scaled down.
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viewport.size = get_viewport().size * scale_factor
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