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Add a project setting to make the root viewport transparent
This allows creating a project with a transparent window without having to write any script.
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@ -1204,7 +1204,7 @@
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<member name="window_per_pixel_transparency_enabled" type="bool" setter="set_window_per_pixel_transparency_enabled" getter="get_window_per_pixel_transparency_enabled" default="false">
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If [code]true[/code], the window background is transparent and the window frame is removed.
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Use [code]get_tree().get_root().set_transparent_background(true)[/code] to disable main viewport background rendering.
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Enable [member ProjectSettings.rendering/viewport/transparent_background] or call [code]get_tree().get_root().set_transparent_background(true)[/code] to disable background rendering on the root [Viewport].
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[b]Note:[/b] This property has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] setting is disabled.
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[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can't be changed at runtime for Android. Use [member ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at startup instead.
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</member>
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@ -494,13 +494,15 @@
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[b]Note:[/b] This setting has no effect on the home indicator if [code]hide_home_indicator[/code] is [code]true[/code].
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</member>
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<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false">
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If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it.
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If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it. See also [member display/window/per_pixel_transparency/enabled] and [member rendering/viewport/transparent_background].
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[b]Note:[/b] Enabling [member display/window/per_pixel_transparency/allowed] does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background]. [member display/window/per_pixel_transparency/enabled] must also be enabled.
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See [member OS.window_per_pixel_transparency_enabled] for more details.
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[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
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</member>
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<member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="" default="false">
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Sets the window background to transparent when it starts.
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See [member OS.window_per_pixel_transparency_enabled] for more details.
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[b]Note:[/b] Enabling [member display/window/per_pixel_transparency/enabled] does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background]. [member display/window/per_pixel_transparency/allowed] must also be enabled.
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[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
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</member>
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<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
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@ -1835,6 +1837,9 @@
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If [code]true[/code], a thread safe version of BVH (bounding volume hierarchy) will be used in rendering and Godot physics.
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Try enabling this option if you see any visual anomalies in 3D (such as incorrect object visibility).
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</member>
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<member name="rendering/viewport/transparent_background" type="bool" setter="" getter="" default="false">
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If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/per_pixel_transparency/allowed] and [member display/window/per_pixel_transparency/enabled].
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</member>
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<member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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@ -2691,13 +2691,16 @@ void SpatialEditorViewport::_project_settings_changed() {
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viewport->set_shadow_atlas_quadrant_subdiv(2, Viewport::ShadowAtlasQuadrantSubdiv(atlas_q2));
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viewport->set_shadow_atlas_quadrant_subdiv(3, Viewport::ShadowAtlasQuadrantSubdiv(atlas_q3));
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// Update MSAA, FXAA, debanding and HDR if changed.
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// Update MSAA, FXAA, transparent background, debanding, sharpening and HDR if changed.
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int msaa_mode = ProjectSettings::get_singleton()->get("rendering/quality/filters/msaa");
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viewport->set_msaa(Viewport::MSAA(msaa_mode));
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bool use_fxaa = ProjectSettings::get_singleton()->get("rendering/quality/filters/use_fxaa");
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viewport->set_use_fxaa(use_fxaa);
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const bool transparent_background = GLOBAL_GET("rendering/viewport/transparent_background");
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viewport->set_transparent_background(transparent_background);
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bool use_debanding = ProjectSettings::get_singleton()->get("rendering/quality/filters/use_debanding");
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viewport->set_use_debanding(use_debanding);
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@ -2250,6 +2250,9 @@ SceneTree::SceneTree() {
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const bool use_fxaa = GLOBAL_DEF("rendering/quality/filters/use_fxaa", false);
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root->set_use_fxaa(use_fxaa);
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const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
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root->set_transparent_background(transparent_background);
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const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false);
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root->set_use_debanding(use_debanding);
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