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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.
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40 changed files with 990 additions and 176 deletions
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@ -2211,6 +2211,7 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
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ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
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ClassDB::bind_method(D_METHOD("viewport_set_screen_space_aa", "viewport", "mode"), &RenderingServer::viewport_set_screen_space_aa);
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ClassDB::bind_method(D_METHOD("viewport_set_use_taa", "viewport", "enable"), &RenderingServer::viewport_set_use_taa);
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ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding);
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ClassDB::bind_method(D_METHOD("viewport_set_use_occlusion_culling", "viewport", "enable"), &RenderingServer::viewport_set_use_occlusion_culling);
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ClassDB::bind_method(D_METHOD("viewport_set_occlusion_rays_per_thread", "rays_per_thread"), &RenderingServer::viewport_set_occlusion_rays_per_thread);
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@ -2297,6 +2298,7 @@ void RenderingServer::_bind_methods() {
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS);
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BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_MOTION_VECTORS);
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/* SKY API */
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