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@@ -420,7 +420,7 @@ void Renderable3DComponent::RenderSecondaryScene(wiRenderTarget& mainRT, wiRende
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wiRenderer::GetDevice()->EventEnd();
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}
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if (wiRenderer::GetTemporalAAEnabled())
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if (wiRenderer::GetTemporalAAEnabled() && !wiRenderer::GetTemporalAADebugEnabled())
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{
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wiRenderer::GetDevice()->EventBegin("Temporal AA Resolve", threadID);
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wiProfiler::GetInstance().BeginRange("Temporal AA Resolve", wiProfiler::DOMAIN_GPU, threadID);
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@@ -333,6 +333,16 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
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temporalAACheckBox->SetCheck(wiRenderer::GetTemporalAAEnabled());
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rendererWindow->AddWidget(temporalAACheckBox);
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temporalAADebugCheckBox = new wiCheckBox("DEBUGJitter: ");
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temporalAADebugCheckBox->SetText("DEBUG: ");
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temporalAADebugCheckBox->SetTooltip("Disable blending of frame history. Camera Subpixel jitter will be visible.");
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temporalAADebugCheckBox->SetPos(XMFLOAT2(x + 100, y));
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temporalAADebugCheckBox->OnClick([](wiEventArgs args) {
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wiRenderer::SetTemporalAADebugEnabled(args.bValue);
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});
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temporalAADebugCheckBox->SetCheck(wiRenderer::GetTemporalAADebugEnabled());
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rendererWindow->AddWidget(temporalAADebugCheckBox);
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rendererWindow->Translate(XMFLOAT3(130, 20, 0));
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@@ -43,6 +43,7 @@ public:
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wiComboBox* shadowPropsCubeComboBox;
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wiComboBox* MSAAComboBox;
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wiCheckBox* temporalAACheckBox;
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wiCheckBox* temporalAADebugCheckBox;
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int GetPickType();
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};
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@@ -59,7 +59,7 @@ Texture2D* wiRenderer::enviroMap,*wiRenderer::colorGrading;
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float wiRenderer::GameSpeed=1,wiRenderer::overrideGameSpeed=1;
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bool wiRenderer::debugLightCulling = false;
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bool wiRenderer::occlusionCulling = true;
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bool wiRenderer::temporalAA = true;
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bool wiRenderer::temporalAA = true, wiRenderer::temporalAADEBUG = false;
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wiRenderer::VoxelizedSceneData wiRenderer::voxelSceneData = VoxelizedSceneData();
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int wiRenderer::visibleCount;
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wiRenderTarget wiRenderer::normalMapRT, wiRenderer::imagesRT, wiRenderer::imagesRTAdd;
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@@ -311,7 +311,7 @@ protected:
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static bool debugLightCulling;
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static bool occlusionCulling;
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static bool temporalAA;
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static bool temporalAA, temporalAADEBUG;
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struct VoxelizedSceneData
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{
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@@ -375,6 +375,8 @@ public:
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static bool GetOcclusionCullingEnabled() { return occlusionCulling; }
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static void SetTemporalAAEnabled(bool enabled) { temporalAA = enabled; }
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static bool GetTemporalAAEnabled() { return temporalAA; }
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static void SetTemporalAADebugEnabled(bool enabled) { temporalAADEBUG = enabled; }
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static bool GetTemporalAADebugEnabled() { return temporalAADEBUG; }
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static void SetVoxelRadianceEnabled(bool enabled) { voxelSceneData.enabled = enabled; }
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static bool GetVoxelRadianceEnabled() { return voxelSceneData.enabled; }
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static void SetVoxelRadianceSecondaryBounceEnabled(bool enabled) { voxelSceneData.secondaryBounceEnabled = enabled; }
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