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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 /servers/rendering/renderer_scene_cull.cpp
parent36bd26dc75465d0b64441113bc4055b2cd06b516 (diff)
downloadredot-engine-ba832d83b2dafcdbb79b93b1e97fd518c12b97bf.tar.gz
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 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r--servers/rendering/renderer_scene_cull.cpp38
1 files changed, 33 insertions, 5 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 2cb4e16583..6f427272b5 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2433,12 +2433,17 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return animated_material_found;
}
-void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
+void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
#ifndef _3D_DISABLED
Camera *camera = camera_owner.get_or_null(p_camera);
ERR_FAIL_COND(!camera);
+ Vector2 jitter;
+ if (p_use_taa) {
+ jitter = taa_jitter_array[RSG::rasterizer->get_frame_number() % TAA_JITTER_COUNT] / p_viewport_size;
+ }
+
RendererSceneRender::CameraData camera_data;
// Setup Camera(s)
@@ -2479,7 +2484,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
} break;
}
- camera_data.set_camera(transform, projection, is_orthogonal, vaspect);
+ camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter);
} else {
// Setup our camera for our XR interface.
// We can support multiple views here each with their own camera
@@ -2501,7 +2506,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
}
if (view_count == 1) {
- camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect);
+ camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter);
} else if (view_count == 2) {
camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
} else {
@@ -3216,12 +3221,18 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
/* PROCESS GEOMETRY AND DRAW SCENE */
RID occluders_tex;
+ const RendererSceneRender::CameraData *prev_camera_data = p_camera_data;
if (p_viewport.is_valid()) {
occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
+ prev_camera_data = RSG::viewport->viewport_get_prev_camera_data(p_viewport);
}
RENDER_TIMESTAMP("Render 3D Scene");
- scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
+ scene_render->render_scene(p_render_buffers, p_camera_data, prev_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
+
+ if (p_viewport.is_valid()) {
+ RSG::viewport->viewport_set_prev_camera_data(p_viewport, p_camera_data);
+ }
for (uint32_t i = 0; i < max_shadows_used; i++) {
render_shadow_data[i].instances.clear();
@@ -3271,7 +3282,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
RendererSceneRender::CameraData camera_data;
camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
- scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
+ scene_render->render_scene(p_render_buffers, &camera_data, nullptr, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
#endif
}
@@ -3993,6 +4004,17 @@ void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
}
+float get_halton_value(int index, int base) {
+ float f = 1;
+ float r = 0;
+ while (index > 0) {
+ f = f / static_cast<float>(base);
+ r = r + f * (index % base);
+ index = index / base;
+ }
+ return r * 2.0f - 1.0f;
+};
+
RendererSceneCull::RendererSceneCull() {
render_pass = 1;
singleton = this;
@@ -4017,6 +4039,12 @@ RendererSceneCull::RendererSceneCull() {
thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
+ taa_jitter_array.resize(TAA_JITTER_COUNT);
+ for (int i = 0; i < TAA_JITTER_COUNT; i++) {
+ taa_jitter_array[i].x = get_halton_value(i, 2);
+ taa_jitter_array[i].y = get_halton_value(i, 3);
+ }
+
dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
}