summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
authorjfons <joan.fonssanchez@gmail.com>2022-04-04 16:10:22 +0200
committerjfons <joan.fonssanchez@gmail.com>2022-06-07 13:14:44 +0200
commitba832d83b2dafcdbb79b93b1e97fd518c12b97bf (patch)
treea105978a20ea3f2ec4edd53691f7664c0562c1d8 /doc
parent36bd26dc75465d0b64441113bc4055b2cd06b516 (diff)
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.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml4
-rw-r--r--doc/classes/RenderingServer.xml10
-rw-r--r--doc/classes/Viewport.xml6
3 files changed, 20 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 98205e0e16..0293769a1f 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1584,6 +1584,10 @@
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
</member>
+ <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
+ Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4d039227ce..841e792d31 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3340,6 +3340,14 @@
<description>
</description>
</method>
+ <method name="viewport_set_use_taa">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ If [code]true[/code], use Temporal Anti-Aliasing.
+ </description>
+ </method>
<method name="viewport_set_use_xr">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -4105,6 +4113,8 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
</constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
+ </constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index def99b8a7a..4727bc389e 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -279,6 +279,10 @@
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
</member>
+ <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false">
+ Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
</member>
@@ -441,6 +445,8 @@
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
+ </constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>