From ba832d83b2dafcdbb79b93b1e97fd518c12b97bf Mon Sep 17 00:00:00 2001 From: jfons Date: Mon, 4 Apr 2022 16:10:22 +0200 Subject: 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. --- servers/rendering/renderer_scene_render.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'servers/rendering/renderer_scene_render.cpp') diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index a4d281fac4..600908cf16 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -30,7 +30,7 @@ #include "renderer_scene_render.h" -void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_orthogonal, bool p_vaspect) { +void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) { view_count = 1; is_orthogonal = p_is_orthogonal; vaspect = p_vaspect; @@ -40,6 +40,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, view_offset[0] = Transform3D(); view_projection[0] = p_projection; + taa_jitter = p_taa_jitter; } void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_orthogonal, bool p_vaspect) { -- cgit v1.2.3