You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-22 15:06:45 +00:00
Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
This commit is contained in:
@@ -877,11 +877,13 @@ public:
|
||||
|
||||
virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
|
||||
|
||||
virtual void viewport_set_use_taa(RID p_viewport, bool p_use_taa) = 0;
|
||||
|
||||
virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0;
|
||||
|
||||
virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0;
|
||||
|
||||
virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0;
|
||||
virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) = 0;
|
||||
virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0;
|
||||
|
||||
enum ViewportOcclusionCullingBuildQuality {
|
||||
@@ -933,6 +935,7 @@ public:
|
||||
VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS,
|
||||
VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
|
||||
VIEWPORT_DEBUG_DRAW_OCCLUDERS,
|
||||
VIEWPORT_DEBUG_DRAW_MOTION_VECTORS,
|
||||
};
|
||||
|
||||
virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
|
||||
|
||||
Reference in New Issue
Block a user