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@@ -0,0 +1,1075 @@
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+/*
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+* Copyright 2021 elven cache. All rights reserved.
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+* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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+*/
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+
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+/*
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+* Implement SVGF style denoising as bgfx example. Goal is to explore various
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+* options and parameters, not produce an optimized, efficient denoiser.
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+*
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+* Starts with deferred rendering scene with very basic lighting. Lighting is
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+* masked out with a noise pattern to provide something to denoise. There are
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+* two options for the noise pattern. One is a fixed 2x2 dither pattern to
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+* stand-in for lighting at quarter resolution. The other is the common
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+* shadertoy random pattern as a stand-in for some fancier lighting without
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+* enough samples per pixel, like ray tracing.
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+*
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+* First a temporal denoising filter is applied. The temporal filter is only
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+* using normals to reject previous samples. The SVGF paper also describes using
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+* depth comparison to reject samples but that is not implemented here.
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+*
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+* Followed by some number of spatial filters. These are implemented like in the
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+* SVGF paper. As an alternative to the 5x5 Edge-Avoiding A-Trous filter, can
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+* select a 3x3 filter instead. The 3x3 filter takes fewer samples and covers a
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+* smaller area, but takes less time to compute. From a loosely eyeballed
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+* comparison, N 5x5 passes looks similar to N+1 3x3 passes. The wider spatial
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+* filters take a fair chunk of time to compute. I wonder if it would be a good
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+* idea to interleave the input texture before computing, after the first pass
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+* which skips zero pixels.
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+*
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+* I have not implemetened the variance guided part.
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+*
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+* There's also an optional TXAA pass to be applied after. I am not happy with
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+* its implementation yet, so it defaults to off here.
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+*/
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+
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+/*
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+* References:
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+* Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for
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+* Path-Traced Global Illumination. by Christoph Schied and more.
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+* - SVGF denoising algorithm
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+*
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+* Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
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+* by E. Kerzner and M. Salvi.
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+* - details about history comparison for temporal denoising filter
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+*
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+* Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination
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+* Filtering. by Holger Dammertz and more.
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+* - details about a-trous algorithm for spatial denoising filter
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+*/
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+
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+
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+#include <common.h>
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+#include <camera.h>
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+#include <bgfx_utils.h>
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+#include <imgui/imgui.h>
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+#include <bx/rng.h>
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+#include <bx/os.h>
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+
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+
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+namespace {
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+
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+#define DENOISE_MAX_PASSES 6
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+
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+// Gbuffer has multiple render targets
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+#define GBUFFER_RT_COLOR 0
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+#define GBUFFER_RT_NORMAL 1
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+#define GBUFFER_RT_VELOCITY 2
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+#define GBUFFER_RT_DEPTH 3
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+#define GBUFFER_RENDER_TARGETS 4
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+
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+#define MODEL_COUNT 100
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+
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+static const char * s_meshPaths[] =
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+{
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+ "meshes/column.bin",
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+ "meshes/tree.bin",
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+ "meshes/hollowcube.bin",
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+ "meshes/bunny.bin"
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+};
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+
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+static const float s_meshScale[] =
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+{
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+ 0.05f,
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+ 0.15f,
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+ 0.25f,
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+ 0.25f
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+};
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+
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+// Vertex decl for our screen space quad (used in deferred rendering)
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+struct PosTexCoord0Vertex
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+{
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+ float m_x;
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+ float m_y;
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+ float m_z;
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+ float m_u;
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+ float m_v;
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+
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+ static void init()
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+ {
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+ ms_layout
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+ .begin()
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+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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+ .end();
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+ }
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+
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+ static bgfx::VertexLayout ms_layout;
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+};
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+
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+bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
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+
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+struct Uniforms
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+{
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+ enum { NumVec4 = 13 };
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+
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+ void init() {
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+ u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
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+ };
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+
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+ void submit() const {
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+ bgfx::setUniform(u_params, m_params, NumVec4);
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+ }
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+
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+ void destroy() {
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+ bgfx::destroy(u_params);
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+ }
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+
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+ union
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+ {
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+ struct
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+ {
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+ /* 0 */ struct { float m_cameraJitterCurr[2]; float m_cameraJitterPrev[2]; };
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+ /* 1 */ struct { float m_feedbackMin; float m_feedbackMax; float m_unused1[2]; };
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+ /* 2 */ struct { float m_unused2; float m_applyMitchellFilter; float m_options[2]; };
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+ /* 3-6 */ struct { float m_worldToViewPrev[16]; };
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+ /* 7-10 */ struct { float m_viewToProjPrev[16]; };
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+ /* 11 */ struct { float m_frameOffsetForNoise; float m_noiseType; float m_unused11[2]; };
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+ /* 12 */ struct { float m_denoiseStep; float m_sigmaDepth; float m_sigmaNormal; float m_unused12; };
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+ };
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+
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+ float m_params[NumVec4 * 4];
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+ };
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+
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+ bgfx::UniformHandle u_params;
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+};
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+
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+struct RenderTarget
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+{
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+ void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
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+ {
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+ m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
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+ const bool destroyTextures = true;
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+ m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
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+ }
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+
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+ void destroy()
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+ {
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+ // also responsible for destroying texture
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+ bgfx::destroy(m_buffer);
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+ }
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+
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+ bgfx::TextureHandle m_texture;
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+ bgfx::FrameBufferHandle m_buffer;
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+};
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+
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+void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
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+{
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+ if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout))
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+ {
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+ bgfx::TransientVertexBuffer vb;
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+ bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
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+ PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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+
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+ const float minx = -_width;
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+ const float maxx = _width;
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+ const float miny = 0.0f;
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+ const float maxy = _height * 2.0f;
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+
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+ const float texelHalfW = _texelHalf / _textureWidth;
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+ const float texelHalfH = _texelHalf / _textureHeight;
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+ const float minu = -1.0f + texelHalfW;
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+ const float maxu = 1.0f + texelHalfW;
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+
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+ const float zz = 0.0f;
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+
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+ float minv = texelHalfH;
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+ float maxv = 2.0f + texelHalfH;
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+
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+ if (_originBottomLeft)
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+ {
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+ float temp = minv;
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+ minv = maxv;
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+ maxv = temp;
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+
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+ minv -= 1.0f;
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+ maxv -= 1.0f;
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+ }
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+
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+ vertex[0].m_x = minx;
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+ vertex[0].m_y = miny;
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+ vertex[0].m_z = zz;
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+ vertex[0].m_u = minu;
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+ vertex[0].m_v = minv;
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+
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+ vertex[1].m_x = maxx;
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+ vertex[1].m_y = miny;
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+ vertex[1].m_z = zz;
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+ vertex[1].m_u = maxu;
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+ vertex[1].m_v = minv;
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+
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+ vertex[2].m_x = maxx;
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+ vertex[2].m_y = maxy;
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+ vertex[2].m_z = zz;
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+ vertex[2].m_u = maxu;
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+ vertex[2].m_v = maxv;
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+
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+ bgfx::setVertexBuffer(0, &vb);
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+ }
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+}
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+
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+void vec2Set(float* _v, float _x, float _y)
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+{
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+ _v[0] = _x;
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+ _v[1] = _y;
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+}
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+
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+void vec4Set(float* _v, float _x, float _y, float _z, float _w)
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+{
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+ _v[0] = _x;
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+ _v[1] = _y;
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+ _v[2] = _z;
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+ _v[3] = _w;
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+}
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+
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+void mat4Set(float * _m, const float * _src)
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+{
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+ const uint32_t MAT4_FLOATS = 16;
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+ for (uint32_t ii = 0; ii < MAT4_FLOATS; ++ii) {
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+ _m[ii] = _src[ii];
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+ }
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+}
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+
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+class ExampleDenoise : public entry::AppI
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+{
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+public:
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+ ExampleDenoise(const char* _name, const char* _description)
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+ : entry::AppI(_name, _description)
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+ , m_currFrame(UINT32_MAX)
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+ , m_texelHalf(0.0f)
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+ {
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+ }
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+
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+ void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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+ {
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+ Args args(_argc, _argv);
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+
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+ m_width = _width;
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+ m_height = _height;
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+ m_debug = BGFX_DEBUG_NONE;
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+ m_reset = BGFX_RESET_VSYNC;
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+
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+ bgfx::Init init;
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+ init.type = args.m_type;
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+
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+ init.vendorId = args.m_pciId;
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+ init.resolution.width = m_width;
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+ init.resolution.height = m_height;
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+ init.resolution.reset = m_reset;
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+ bgfx::init(init);
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+
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+ // Enable debug text.
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+ bgfx::setDebug(m_debug);
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+
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+ // Create uniforms
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+ m_uniforms.init();
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+
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+ // Create texture sampler uniforms (used when we bind textures)
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+ s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); // Model's source albedo
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+ s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer, default color input
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+ s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer, Model's source normal
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+ s_velocity = bgfx::createUniform("s_velocity", bgfx::UniformType::Sampler); // Velocity gbuffer
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+ s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Depth gbuffer
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+ s_previousColor = bgfx::createUniform("s_previousColor", bgfx::UniformType::Sampler); // Previous frame's result
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+ s_previousNormal = bgfx::createUniform("s_previousNormal", bgfx::UniformType::Sampler); // Previous frame's gbuffer normal
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+
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+ // Create program from shaders.
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+ m_gbufferProgram = loadProgram("vs_denoise_gbuffer", "fs_denoise_gbuffer"); // Fill gbuffer
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+ m_combineProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_deferred_combine"); // Compute lighting from gbuffer
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+ m_copyProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_copy");
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+ m_denoiseTemporalProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_temporal");
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+ m_denoiseSpatialProgram3x3 = loadProgram("vs_denoise_screenquad", "fs_denoise_spatial_3x3");
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+ m_denoiseSpatialProgram5x5 = loadProgram("vs_denoise_screenquad", "fs_denoise_spatial_5x5");
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+ m_denoiseApplyLighting = loadProgram("vs_denoise_screenquad", "fs_denoise_apply_lighting");
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+ m_txaaProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_txaa");
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+
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+ // Load some meshes
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+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
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+ {
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+ m_meshes[ii] = meshLoad(s_meshPaths[ii]);
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+ }
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+
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+ // Randomly create some models
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+ bx::RngMwc mwc;
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+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
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+ {
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+ Model& model = m_models[ii];
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+
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+ model.mesh = mwc.gen() % BX_COUNTOF(s_meshPaths);
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+ model.position[0] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
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+ model.position[1] = 0;
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+ model.position[2] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
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+ }
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+
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+ // Load ground, just use the cube
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+ m_ground = meshLoad("meshes/cube.bin");
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+
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+ m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
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+ m_normalTexture = loadTexture("textures/fieldstone-n.dds");
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+
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+ m_recreateFrameBuffers = false;
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+ createFramebuffers();
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+
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+ // Vertex decl
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+ PosTexCoord0Vertex::init();
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+
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+ // Init camera
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+ cameraCreate();
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+ cameraSetPosition({ 0.0f, 1.5f, 0.0f });
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+ cameraSetVerticalAngle(-0.3f);
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+ m_fovY = 60.0f;
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+
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+ // Init "prev" matrices, will be same for first frame
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+ cameraGetViewMtx(m_view);
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+ bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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+ mat4Set(m_worldToViewPrev, m_view);
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+ mat4Set(m_viewToProjPrev, m_proj);
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+
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+ // Track whether previous results are valid
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+ m_havePrevious = false;
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+
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+ // Get renderer capabilities info.
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+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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+ m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
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+
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+ imguiCreate();
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+ }
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+
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+ int32_t shutdown() override
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+ {
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+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
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+ {
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+ meshUnload(m_meshes[ii]);
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+ }
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+ meshUnload(m_ground);
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+
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+ bgfx::destroy(m_normalTexture);
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+ bgfx::destroy(m_groundTexture);
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+
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+ bgfx::destroy(m_gbufferProgram);
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+ bgfx::destroy(m_combineProgram);
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+ bgfx::destroy(m_copyProgram);
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+ bgfx::destroy(m_denoiseTemporalProgram);
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+ bgfx::destroy(m_denoiseSpatialProgram3x3);
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+ bgfx::destroy(m_denoiseSpatialProgram5x5);
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+ bgfx::destroy(m_denoiseApplyLighting);
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+ bgfx::destroy(m_txaaProgram);
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+
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+ m_uniforms.destroy();
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+
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+ bgfx::destroy(s_albedo);
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+ bgfx::destroy(s_color);
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+ bgfx::destroy(s_normal);
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+ bgfx::destroy(s_velocity);
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+ bgfx::destroy(s_depth);
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+ bgfx::destroy(s_previousColor);
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+ bgfx::destroy(s_previousNormal);
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+
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+ destroyFramebuffers();
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+
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+ cameraDestroy();
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+
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+ imguiDestroy();
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+
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+ bgfx::shutdown();
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+
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+ return 0;
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+ }
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+
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+ bool update() override
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+ {
|
|
|
+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
|
|
|
+ {
|
|
|
+ // skip processing when minimized, otherwise crashing
|
|
|
+ if (0 == m_width || 0 == m_height)
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update frame timer
|
|
|
+ int64_t now = bx::getHPCounter();
|
|
|
+ static int64_t last = now;
|
|
|
+ const int64_t frameTime = now - last;
|
|
|
+ last = now;
|
|
|
+ const double freq = double(bx::getHPFrequency());
|
|
|
+ const float deltaTime = float(frameTime / freq);
|
|
|
+ const bgfx::Caps* caps = bgfx::getCaps();
|
|
|
+
|
|
|
+ if (m_size[0] != (int32_t)m_width
|
|
|
+ || m_size[1] != (int32_t)m_height
|
|
|
+ || m_recreateFrameBuffers)
|
|
|
+ {
|
|
|
+ destroyFramebuffers();
|
|
|
+ createFramebuffers();
|
|
|
+ m_recreateFrameBuffers = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update camera
|
|
|
+ cameraUpdate(deltaTime*0.15f, m_mouseState);
|
|
|
+
|
|
|
+ // Set up matrices for gbuffer
|
|
|
+ cameraGetViewMtx(m_view);
|
|
|
+
|
|
|
+ updateUniforms();
|
|
|
+
|
|
|
+ bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
|
|
|
+ bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false);
|
|
|
+
|
|
|
+ if (m_enableTxaa)
|
|
|
+ {
|
|
|
+ m_proj[2*4+0] += m_jitter[0] * (2.0f / m_size[0]);
|
|
|
+ m_proj[2*4+1] -= m_jitter[1] * (2.0f / m_size[1]);
|
|
|
+ }
|
|
|
+
|
|
|
+ bgfx::ViewId view = 0;
|
|
|
+
|
|
|
+ // Draw everything into gbuffer
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "gbuffer");
|
|
|
+ bgfx::setViewClear(view
|
|
|
+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
|
|
+ , 0
|
|
|
+ , 1.0f
|
|
|
+ , 0
|
|
|
+ );
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
|
|
|
+ bgfx::setViewTransform(view, m_view, m_proj);
|
|
|
+ // Make sure when we draw it goes into gbuffer and not backbuffer
|
|
|
+ bgfx::setViewFrameBuffer(view, m_gbuffer);
|
|
|
+
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_WRITE_Z
|
|
|
+ | BGFX_STATE_DEPTH_TEST_LESS
|
|
|
+ );
|
|
|
+
|
|
|
+ drawAllModels(view, m_gbufferProgram, m_uniforms);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+
|
|
|
+ float orthoProj[16];
|
|
|
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
|
|
|
+
|
|
|
+ // Shade gbuffer
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "combine");
|
|
|
+
|
|
|
+ // for some reason, previous draws texture lingering in transform stack
|
|
|
+ // need to clear out, otherwise this copy is garbled. this used to work
|
|
|
+ // and broke after updating, but i last updated like 2 years ago.
|
|
|
+ float identity[16];
|
|
|
+ bx::mtxIdentity(identity);
|
|
|
+ bgfx::setTransform(identity);
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_currentColor.m_buffer);
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
|
|
|
+ );
|
|
|
+ bgfx::setTexture(0, s_color, m_gbufferTex[GBUFFER_RT_COLOR]);
|
|
|
+ bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]);
|
|
|
+ m_uniforms.submit();
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_combineProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+
|
|
|
+ // update last texture written, to chain passes together
|
|
|
+ bgfx::TextureHandle lastTex = m_currentColor.m_texture;
|
|
|
+
|
|
|
+ // denoise temporal pass
|
|
|
+ if (m_useTemporalPass && m_havePrevious)
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "denoise temporal");
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_temporaryColor.m_buffer);
|
|
|
+ bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS);
|
|
|
+
|
|
|
+ // want color, prevColor
|
|
|
+ // normal, prevNormal
|
|
|
+ // depth, prevDepth to reject previous samples from accumulating - skipping depth for now
|
|
|
+
|
|
|
+ bgfx::setTexture(0, s_color, lastTex);
|
|
|
+ bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]);
|
|
|
+ bgfx::setTexture(2, s_velocity, m_gbufferTex[GBUFFER_RT_VELOCITY]);
|
|
|
+ bgfx::setTexture(3, s_previousColor, m_previousDenoise.m_texture);
|
|
|
+ bgfx::setTexture(4, s_previousNormal, m_previousNormal.m_texture);
|
|
|
+
|
|
|
+ m_uniforms.submit();
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_denoiseTemporalProgram);
|
|
|
+ ++view;
|
|
|
+
|
|
|
+ lastTex = m_temporaryColor.m_texture;
|
|
|
+ }
|
|
|
+
|
|
|
+ // denoise spatial passes
|
|
|
+ if (0 < m_denoisePasses)
|
|
|
+ {
|
|
|
+ // variable number of passes for denoise, alternate between two textures/buffers
|
|
|
+ bgfx::FrameBufferHandle destBuffer[DENOISE_MAX_PASSES] = {
|
|
|
+ m_previousDenoise.m_buffer,
|
|
|
+ m_currentColor.m_buffer,
|
|
|
+ m_temporaryColor.m_buffer,
|
|
|
+ m_currentColor.m_buffer,
|
|
|
+ m_temporaryColor.m_buffer,
|
|
|
+ m_currentColor.m_buffer
|
|
|
+ };
|
|
|
+
|
|
|
+ uint32_t denoisePasses = bx::min(DENOISE_MAX_PASSES, m_denoisePasses);
|
|
|
+ for (uint32_t i = 0; i < denoisePasses; ++i)
|
|
|
+ {
|
|
|
+ const char buffer[] = { 'd', 'e', 'n', 'o', 'i', 's', 'e', ' ', char('0'+i), 0 };
|
|
|
+ bgfx::setViewName(view, buffer);
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, destBuffer[i]);
|
|
|
+ bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS);
|
|
|
+ bgfx::setTexture(0, s_color, lastTex);
|
|
|
+ bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]);
|
|
|
+ bgfx::setTexture(2, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]);
|
|
|
+
|
|
|
+ // need to update some denoise uniforms per draw
|
|
|
+ float denoiseStepScale = bx::pow(2.0f, float(i));
|
|
|
+ m_uniforms.m_denoiseStep = denoiseStepScale;
|
|
|
+
|
|
|
+ m_uniforms.submit();
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::ProgramHandle spatialProgram = (0 == m_spatialSampleType)
|
|
|
+ ? m_denoiseSpatialProgram3x3
|
|
|
+ : m_denoiseSpatialProgram5x5;
|
|
|
+ bgfx::submit(view, spatialProgram);
|
|
|
+ ++view;
|
|
|
+
|
|
|
+ if (m_previousDenoise.m_buffer.idx == destBuffer[i].idx)
|
|
|
+ {
|
|
|
+ lastTex = m_previousDenoise.m_texture;
|
|
|
+ }
|
|
|
+ else if (m_temporaryColor.m_buffer.idx == destBuffer[i].idx)
|
|
|
+ {
|
|
|
+ lastTex = m_temporaryColor.m_texture;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lastTex = m_currentColor.m_texture;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // need color result for temporal denoise if not supplied by spatial pass
|
|
|
+ // (per SVGF paper, reuse previous frame's first spatial pass output as previous color
|
|
|
+ bgfx::setViewName(view, "copy color for temporal denoise");
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_previousDenoise.m_buffer);
|
|
|
+ bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS);
|
|
|
+ bgfx::setTexture(0, s_color, lastTex);
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_copyProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+
|
|
|
+ // apply lighting
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "apply lighting");
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+
|
|
|
+ bgfx::FrameBufferHandle destBuffer = (lastTex.idx == m_currentColor.m_texture.idx)
|
|
|
+ ? m_temporaryColor.m_buffer
|
|
|
+ : m_currentColor.m_buffer;
|
|
|
+ bgfx::setViewFrameBuffer(view, destBuffer);
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
|
|
|
+ );
|
|
|
+ bgfx::setTexture(0, s_color, lastTex);
|
|
|
+ bgfx::setTexture(1, s_albedo, m_gbufferTex[GBUFFER_RT_COLOR]);
|
|
|
+ m_uniforms.submit();
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_denoiseApplyLighting);
|
|
|
+ ++view;
|
|
|
+ lastTex = (m_temporaryColor.m_buffer.idx == destBuffer.idx)
|
|
|
+ ? m_temporaryColor.m_texture
|
|
|
+ : m_currentColor.m_texture;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (m_enableTxaa)
|
|
|
+ {
|
|
|
+ // Draw txaa to txaa buffer
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "temporal aa");
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_txaaColor.m_buffer);
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
|
|
|
+ );
|
|
|
+ bgfx::setTexture(0, s_color, lastTex);
|
|
|
+ bgfx::setTexture(1, s_previousColor, m_previousColor.m_texture);
|
|
|
+ bgfx::setTexture(2, s_velocity, m_gbufferTex[GBUFFER_RT_VELOCITY]);
|
|
|
+ bgfx::setTexture(3, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]);
|
|
|
+ m_uniforms.submit();
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_txaaProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy txaa result to previous
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "copy2previous");
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_previousColor.m_buffer);
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
|
|
|
+ );
|
|
|
+ bgfx::setTexture(0, s_color, m_txaaColor.m_texture);
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_copyProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy txaa result to swap chain
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "display");
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
|
|
|
+ );
|
|
|
+ bgfx::setTexture(0, s_color, m_txaaColor.m_texture);
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_copyProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Copy color result to swap chain
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "display");
|
|
|
+ bgfx::setViewClear(view
|
|
|
+ , BGFX_CLEAR_NONE
|
|
|
+ , 0
|
|
|
+ , 1.0f
|
|
|
+ , 0
|
|
|
+ );
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ );
|
|
|
+ bgfx::setTexture(0, s_color, lastTex);
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_copyProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // copy the normal buffer for next time
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "copy normals");
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_previousNormal.m_buffer);
|
|
|
+ bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS);
|
|
|
+ bgfx::setTexture(0, s_color, m_gbufferTex[GBUFFER_RT_NORMAL]);
|
|
|
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_copyProgram);
|
|
|
+ ++view;
|
|
|
+
|
|
|
+ // update previous status
|
|
|
+ m_havePrevious = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy matrices for next time
|
|
|
+ mat4Set(m_worldToViewPrev, m_view);
|
|
|
+ mat4Set(m_viewToProjPrev, m_proj);
|
|
|
+
|
|
|
+ // Draw UI
|
|
|
+ imguiBeginFrame(m_mouseState.m_mx
|
|
|
+ , m_mouseState.m_my
|
|
|
+ , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
|
|
|
+ | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
|
|
|
+ | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
|
|
|
+ , m_mouseState.m_mz
|
|
|
+ , uint16_t(m_width)
|
|
|
+ , uint16_t(m_height)
|
|
|
+ );
|
|
|
+
|
|
|
+ showExampleDialog(this);
|
|
|
+
|
|
|
+ ImGui::SetNextWindowPos(
|
|
|
+ ImVec2(m_width - m_width / 4.0f - 10.0f, 10.0f)
|
|
|
+ , ImGuiCond_FirstUseEver
|
|
|
+ );
|
|
|
+ ImGui::SetNextWindowSize(
|
|
|
+ ImVec2(m_width / 4.0f, m_height / 1.24f)
|
|
|
+ , ImGuiCond_FirstUseEver
|
|
|
+ );
|
|
|
+ ImGui::Begin("Settings"
|
|
|
+ , NULL
|
|
|
+ , 0
|
|
|
+ );
|
|
|
+
|
|
|
+ ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
|
|
+
|
|
|
+ {
|
|
|
+ ImGui::TextWrapped(
|
|
|
+ "In this demo, noise is added to results of deferred lighting. Then denoise is applied "
|
|
|
+ "before multiplying the lit result with gbuffer albedo. Optionally, temporal antialiasing "
|
|
|
+ "can be applied after that. (off by default, implementation blurry)");
|
|
|
+ ImGui::Separator();
|
|
|
+
|
|
|
+ ImGui::Text("noise controls:");
|
|
|
+ ImGui::Combo("pattern", &m_noiseType, "none\0dither\0random\0\0");
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ {
|
|
|
+ ImGui::BeginTooltip();
|
|
|
+ ImGui::Text("none");
|
|
|
+ ImGui::BulletText("compare denoised results to this");
|
|
|
+ ImGui::BulletText("brighter than noisy images, not losing any pixel's energy");
|
|
|
+ ImGui::Text("dither");
|
|
|
+ ImGui::BulletText("reject 3 out of 4 pixels in 2x2 pattern");
|
|
|
+ ImGui::BulletText("could represent lower resolution signal");
|
|
|
+ ImGui::Text("random");
|
|
|
+ ImGui::BulletText("reject about half pixels, using common shader random");
|
|
|
+ ImGui::BulletText("could represent monte carlo something or other");
|
|
|
+ ImGui::EndTooltip();
|
|
|
+ }
|
|
|
+
|
|
|
+ ImGui::Checkbox("dynamic noise", &m_dynamicNoise);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("update noise pattern each frame");
|
|
|
+ ImGui::Separator();
|
|
|
+ }
|
|
|
+
|
|
|
+ {
|
|
|
+ ImGui::Text("temporal denoise pass controls:");
|
|
|
+ ImGui::Checkbox("use temporal pass", &m_useTemporalPass);
|
|
|
+ ImGui::Separator();
|
|
|
+ }
|
|
|
+
|
|
|
+ {
|
|
|
+ ImGui::Text("spatial denoise pass controls:");
|
|
|
+ ImGui::SliderInt("spatial passes", &m_denoisePasses, 0, DENOISE_MAX_PASSES);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("set passes to 0 to turn off spatial denoise");
|
|
|
+
|
|
|
+ ImGui::Combo("spatial sample extent", &m_spatialSampleType, "three\0five\0\0");
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("select 3x3 or 5x5 filter kernal");
|
|
|
+
|
|
|
+ ImGui::SliderFloat("sigma z", &m_sigmaDepth, 0.0f, 0.1f, "%.5f");
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("lower sigma z, pickier blending across depth edges");
|
|
|
+
|
|
|
+ ImGui::SliderFloat("sigma n", &m_sigmaNormal, 1.0f, 256.0f);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("higher sigma n, pickier blending across normal edges");
|
|
|
+ ImGui::Separator();
|
|
|
+ }
|
|
|
+
|
|
|
+ if (ImGui::CollapsingHeader("TXAA options"))
|
|
|
+ {
|
|
|
+ ImGui::Checkbox("use TXAA", &m_enableTxaa);
|
|
|
+ ImGui::Checkbox("apply extra blur to current color", &m_applyMitchellFilter);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("reduces flicker/crawl on thin features, maybe too much!");
|
|
|
+
|
|
|
+ ImGui::SliderFloat("feedback min", &m_feedbackMin, 0.0f, 1.0f);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("minimum amount of previous frame to blend in");
|
|
|
+
|
|
|
+ ImGui::SliderFloat("feedback max", &m_feedbackMax, 0.0f, 1.0f);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ ImGui::SetTooltip("maximum amount of previous frame to blend in");
|
|
|
+
|
|
|
+ ImGui::Checkbox("debug TXAA with slow frame rate", &m_useTxaaSlow);
|
|
|
+ if (ImGui::IsItemHovered())
|
|
|
+ {
|
|
|
+ ImGui::BeginTooltip();
|
|
|
+ ImGui::Text("sleep 100ms per frame to highlight temporal artifacts");
|
|
|
+ ImGui::Text("high framerate compensates for flickering, masking issues");
|
|
|
+ ImGui::EndTooltip();
|
|
|
+ }
|
|
|
+ ImGui::Separator();
|
|
|
+ }
|
|
|
+
|
|
|
+ ImGui::End();
|
|
|
+
|
|
|
+ imguiEndFrame();
|
|
|
+
|
|
|
+ // Advance to next frame. Rendering thread will be kicked to
|
|
|
+ // process submitted rendering primitives.
|
|
|
+ m_currFrame = bgfx::frame();
|
|
|
+
|
|
|
+ // add artificial wait to emphasize txaa behavior
|
|
|
+ if (m_useTxaaSlow)
|
|
|
+ {
|
|
|
+ bx::sleep(100);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, const Uniforms & _uniforms)
|
|
|
+ {
|
|
|
+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
|
|
|
+ {
|
|
|
+ const Model& model = m_models[ii];
|
|
|
+
|
|
|
+ // Set up transform matrix for each model
|
|
|
+ const float scale = s_meshScale[model.mesh];
|
|
|
+ float mtx[16];
|
|
|
+ bx::mtxSRT(mtx
|
|
|
+ , scale
|
|
|
+ , scale
|
|
|
+ , scale
|
|
|
+ , 0.0f
|
|
|
+ , 0.0f
|
|
|
+ , 0.0f
|
|
|
+ , model.position[0]
|
|
|
+ , model.position[1]
|
|
|
+ , model.position[2]
|
|
|
+ );
|
|
|
+
|
|
|
+ // Submit mesh to gbuffer
|
|
|
+ bgfx::setTexture(0, s_albedo, m_groundTexture);
|
|
|
+ bgfx::setTexture(1, s_normal, m_normalTexture);
|
|
|
+ _uniforms.submit();
|
|
|
+
|
|
|
+ meshSubmit(m_meshes[model.mesh], _pass, _program, mtx);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw ground
|
|
|
+ float mtxScale[16];
|
|
|
+ const float scale = 10.0f;
|
|
|
+ bx::mtxScale(mtxScale, scale, scale, scale);
|
|
|
+
|
|
|
+ float mtxTranslate[16];
|
|
|
+ bx::mtxTranslate(mtxTranslate
|
|
|
+ , 0.0f
|
|
|
+ , -10.0f
|
|
|
+ , 0.0f
|
|
|
+ );
|
|
|
+
|
|
|
+ float mtx[16];
|
|
|
+ bx::mtxMul(mtx, mtxScale, mtxTranslate);
|
|
|
+ bgfx::setTexture(0, s_albedo, m_groundTexture);
|
|
|
+ bgfx::setTexture(1, s_normal, m_normalTexture);
|
|
|
+ _uniforms.submit();
|
|
|
+
|
|
|
+ meshSubmit(m_ground, _pass, _program, mtx);
|
|
|
+ }
|
|
|
+
|
|
|
+ void createFramebuffers()
|
|
|
+ {
|
|
|
+ m_size[0] = m_width;
|
|
|
+ m_size[1] = m_height;
|
|
|
+
|
|
|
+ const uint64_t bilinearFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT
|
|
|
+ | BGFX_SAMPLER_U_CLAMP
|
|
|
+ | BGFX_SAMPLER_V_CLAMP
|
|
|
+ ;
|
|
|
+
|
|
|
+ const uint64_t pointSampleFlags = bilinearFlags
|
|
|
+ | BGFX_SAMPLER_MIN_POINT
|
|
|
+ | BGFX_SAMPLER_MAG_POINT
|
|
|
+ | BGFX_SAMPLER_MIP_POINT
|
|
|
+ ;
|
|
|
+
|
|
|
+ m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags);
|
|
|
+ m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags);
|
|
|
+ m_gbufferTex[GBUFFER_RT_VELOCITY] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::RG16F, pointSampleFlags);
|
|
|
+ m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D24, pointSampleFlags);
|
|
|
+ m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
|
|
|
+
|
|
|
+ m_currentColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags);
|
|
|
+ m_previousColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags);
|
|
|
+ m_txaaColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags);
|
|
|
+ m_temporaryColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags);
|
|
|
+ m_previousNormal.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, pointSampleFlags);
|
|
|
+ m_previousDenoise.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags);
|
|
|
+ }
|
|
|
+
|
|
|
+ // all buffers set to destroy their textures
|
|
|
+ void destroyFramebuffers()
|
|
|
+ {
|
|
|
+ bgfx::destroy(m_gbuffer);
|
|
|
+
|
|
|
+ m_currentColor.destroy();
|
|
|
+ m_previousColor.destroy();
|
|
|
+ m_txaaColor.destroy();
|
|
|
+ m_temporaryColor.destroy();
|
|
|
+ m_previousNormal.destroy();
|
|
|
+ m_previousDenoise.destroy();
|
|
|
+ }
|
|
|
+
|
|
|
+ void updateUniforms()
|
|
|
+ {
|
|
|
+ {
|
|
|
+ uint32_t idx = m_currFrame % 8;
|
|
|
+ const float offsets[] = {
|
|
|
+ (1.0f/2.0f), (1.0f/3.0f),
|
|
|
+ (1.0f/4.0f), (2.0f/3.0f),
|
|
|
+ (3.0f/4.0f), (1.0f/9.0f),
|
|
|
+ (1.0f/8.0f), (4.0f/9.0f),
|
|
|
+ (5.0f/8.0f), (7.0f/9.0f),
|
|
|
+ (3.0f/8.0f), (2.0f/9.0f),
|
|
|
+ (7.0f/8.0f), (5.0f/9.0f),
|
|
|
+ (1.0f/16.0f), (8.0f/9.0f)
|
|
|
+ };
|
|
|
+
|
|
|
+ // Strange constant for jitterX is because 8 values from halton2
|
|
|
+ // sequence above do not average out to 0.5, 1/16 skews it to the
|
|
|
+ // left. Subtracting a smaller value to center the range of jitter
|
|
|
+ // around 0. Not necessary for jitterY. Not confident this makes sense...
|
|
|
+ const float jitterX = 1.0f * (offsets[2*idx] - (7.125f/16.0f));
|
|
|
+ const float jitterY = 1.0f * (offsets[2*idx+1] - 0.5f);
|
|
|
+
|
|
|
+ vec2Set(m_uniforms.m_cameraJitterCurr, jitterX, jitterY);
|
|
|
+ vec2Set(m_uniforms.m_cameraJitterPrev, m_jitter[0], m_jitter[1]);
|
|
|
+
|
|
|
+ m_jitter[0] = jitterX;
|
|
|
+ m_jitter[1] = jitterY;
|
|
|
+ }
|
|
|
+
|
|
|
+ m_uniforms.m_feedbackMin = m_feedbackMin;
|
|
|
+ m_uniforms.m_feedbackMax = m_feedbackMax;
|
|
|
+ m_uniforms.m_applyMitchellFilter = m_applyMitchellFilter ? 1.0f : 0.0f;
|
|
|
+
|
|
|
+ mat4Set(m_uniforms.m_worldToViewPrev, m_worldToViewPrev);
|
|
|
+ mat4Set(m_uniforms.m_viewToProjPrev, m_viewToProjPrev);
|
|
|
+
|
|
|
+ m_uniforms.m_frameOffsetForNoise = m_dynamicNoise
|
|
|
+ ? float(m_currFrame % 8)
|
|
|
+ : 0.0f;
|
|
|
+ m_uniforms.m_noiseType = float(m_noiseType);
|
|
|
+ m_uniforms.m_sigmaDepth = m_sigmaDepth;
|
|
|
+ m_uniforms.m_sigmaNormal = m_sigmaNormal;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ uint32_t m_width;
|
|
|
+ uint32_t m_height;
|
|
|
+ uint32_t m_debug;
|
|
|
+ uint32_t m_reset;
|
|
|
+
|
|
|
+ entry::MouseState m_mouseState;
|
|
|
+
|
|
|
+ // Resource handles
|
|
|
+ bgfx::ProgramHandle m_gbufferProgram;
|
|
|
+ bgfx::ProgramHandle m_combineProgram;
|
|
|
+ bgfx::ProgramHandle m_copyProgram;
|
|
|
+ bgfx::ProgramHandle m_denoiseTemporalProgram;
|
|
|
+ bgfx::ProgramHandle m_denoiseSpatialProgram3x3;
|
|
|
+ bgfx::ProgramHandle m_denoiseSpatialProgram5x5;
|
|
|
+ bgfx::ProgramHandle m_denoiseApplyLighting;
|
|
|
+ bgfx::ProgramHandle m_txaaProgram;
|
|
|
+
|
|
|
+ // Shader uniforms
|
|
|
+ Uniforms m_uniforms;
|
|
|
+
|
|
|
+ // Uniforms to indentify texture samplers
|
|
|
+ bgfx::UniformHandle s_albedo;
|
|
|
+ bgfx::UniformHandle s_color;
|
|
|
+ bgfx::UniformHandle s_normal;
|
|
|
+ bgfx::UniformHandle s_velocity;
|
|
|
+ bgfx::UniformHandle s_depth;
|
|
|
+ bgfx::UniformHandle s_previousColor;
|
|
|
+ bgfx::UniformHandle s_previousNormal;
|
|
|
+
|
|
|
+ bgfx::FrameBufferHandle m_gbuffer;
|
|
|
+ bgfx::TextureHandle m_gbufferTex[GBUFFER_RENDER_TARGETS];
|
|
|
+
|
|
|
+ RenderTarget m_currentColor;
|
|
|
+ RenderTarget m_previousColor;
|
|
|
+ RenderTarget m_txaaColor;
|
|
|
+ RenderTarget m_temporaryColor; // need another buffer to ping-pong results
|
|
|
+ RenderTarget m_previousNormal;
|
|
|
+ RenderTarget m_previousDenoise; // color output by first spatial denoise pass, input to next frame as previous color
|
|
|
+
|
|
|
+ struct Model
|
|
|
+ {
|
|
|
+ uint32_t mesh; // Index of mesh in m_meshes
|
|
|
+ float position[3];
|
|
|
+ };
|
|
|
+
|
|
|
+ Model m_models[MODEL_COUNT];
|
|
|
+ Mesh* m_meshes[BX_COUNTOF(s_meshPaths)];
|
|
|
+ Mesh* m_ground;
|
|
|
+ bgfx::TextureHandle m_groundTexture;
|
|
|
+ bgfx::TextureHandle m_normalTexture;
|
|
|
+
|
|
|
+ uint32_t m_currFrame;
|
|
|
+ float m_texelHalf = 0.0f;
|
|
|
+ float m_fovY = 60.0f;
|
|
|
+ bool m_recreateFrameBuffers = false;
|
|
|
+ bool m_havePrevious = false;
|
|
|
+
|
|
|
+ float m_view[16];
|
|
|
+ float m_proj[16];
|
|
|
+ float m_proj2[16];
|
|
|
+ float m_viewToProjPrev[16];
|
|
|
+ float m_worldToViewPrev[16];
|
|
|
+ float m_jitter[2];
|
|
|
+ int32_t m_size[2];
|
|
|
+
|
|
|
+ // UI parameters
|
|
|
+ int32_t m_noiseType = 2;
|
|
|
+ bool m_dynamicNoise = true;
|
|
|
+ bool m_useTemporalPass = true;
|
|
|
+ int32_t m_spatialSampleType = 1;
|
|
|
+ int32_t m_denoisePasses = 5;
|
|
|
+ float m_sigmaDepth = 0.05f;
|
|
|
+ float m_sigmaNormal = 128.0f;
|
|
|
+ bool m_enableTxaa = false;
|
|
|
+ float m_feedbackMin = 0.8f;
|
|
|
+ float m_feedbackMax = 0.95f;
|
|
|
+ bool m_applyMitchellFilter = true;
|
|
|
+ bool m_useTxaaSlow = false;
|
|
|
+};
|
|
|
+
|
|
|
+} // namespace
|
|
|
+
|
|
|
+ENTRY_IMPLEMENT_MAIN(ExampleDenoise, "xx-denoise", "Denoise.");
|