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- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- /*
- * Implement SVGF style denoising as bgfx example. Goal is to explore various
- * options and parameters, not produce an optimized, efficient denoiser.
- *
- * Starts with deferred rendering scene with very basic lighting. Lighting is
- * masked out with a noise pattern to provide something to denoise. There are
- * two options for the noise pattern. One is a fixed 2x2 dither pattern to
- * stand-in for lighting at quarter resolution. The other is the common
- * shadertoy random pattern as a stand-in for some fancier lighting without
- * enough samples per pixel, like ray tracing.
- *
- * First a temporal denoising filter is applied. The temporal filter is only
- * using normals to reject previous samples. The SVGF paper also describes using
- * depth comparison to reject samples but that is not implemented here.
- *
- * Followed by some number of spatial filters. These are implemented like in the
- * SVGF paper. As an alternative to the 5x5 Edge-Avoiding A-Trous filter, can
- * select a 3x3 filter instead. The 3x3 filter takes fewer samples and covers a
- * smaller area, but takes less time to compute. From a loosely eyeballed
- * comparison, N 5x5 passes looks similar to N+1 3x3 passes. The wider spatial
- * filters take a fair chunk of time to compute. I wonder if it would be a good
- * idea to interleave the input texture before computing, after the first pass
- * which skips zero pixels.
- *
- * I have not implemetened the variance guided part.
- *
- * There's also an optional TXAA pass to be applied after. I am not happy with
- * its implementation yet, so it defaults to off here.
- */
- /*
- * Reference(s):
- *
- * - Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination.
- * https://web.archive.org/web/20170720213354/https://research.nvidia.com/sites/default/files/pubs/2017-07_Spatiotemporal-Variance-Guided-Filtering%3A/svgf_preprint.pdf
- *
- * - Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
- * https://web.archive.org/web/20200807211002/https://software.intel.com/content/www/us/en/develop/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing.html
- *
- * - Edge-Avoiding A-Trous Wavelet Transform for fast Global Illumination Filtering
- * https://web.archive.org/web/20130412085423/https://www.uni-ulm.de/fileadmin/website_uni_ulm/iui.inst.100/institut/Papers/atrousGIfilter.pdf
- *
- */
- #include <common.h>
- #include <camera.h>
- #include <bgfx_utils.h>
- #include <imgui/imgui.h>
- #include <bx/rng.h>
- #include <bx/os.h>
- namespace {
- #define DENOISE_MAX_PASSES 6
- // Gbuffer has multiple render targets
- #define GBUFFER_RT_COLOR 0
- #define GBUFFER_RT_NORMAL 1
- #define GBUFFER_RT_VELOCITY 2
- #define GBUFFER_RT_DEPTH 3
- #define GBUFFER_RENDER_TARGETS 4
- #define MODEL_COUNT 100
- static const char * s_meshPaths[] =
- {
- "meshes/column.bin",
- "meshes/tree.bin",
- "meshes/hollowcube.bin",
- "meshes/bunny.bin"
- };
- static const float s_meshScale[] =
- {
- 0.05f,
- 0.15f,
- 0.25f,
- 0.25f
- };
- // Vertex decl for our screen space quad (used in deferred rendering)
- struct PosTexCoord0Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- float m_u;
- float m_v;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- }
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
- struct Uniforms
- {
- enum { NumVec4 = 13 };
- void init() {
- u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
- };
- void submit() const {
- bgfx::setUniform(u_params, m_params, NumVec4);
- }
- void destroy() {
- bgfx::destroy(u_params);
- }
- union
- {
- struct
- {
- /* 0 */ struct { float m_cameraJitterCurr[2]; float m_cameraJitterPrev[2]; };
- /* 1 */ struct { float m_feedbackMin; float m_feedbackMax; float m_unused1[2]; };
- /* 2 */ struct { float m_unused2; float m_applyMitchellFilter; float m_options[2]; };
- /* 3-6 */ struct { float m_worldToViewPrev[16]; };
- /* 7-10 */ struct { float m_viewToProjPrev[16]; };
- /* 11 */ struct { float m_frameOffsetForNoise; float m_noiseType; float m_unused11[2]; };
- /* 12 */ struct { float m_denoiseStep; float m_sigmaDepth; float m_sigmaNormal; float m_unused12; };
- };
- float m_params[NumVec4 * 4];
- };
- bgfx::UniformHandle u_params;
- };
- struct RenderTarget
- {
- void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
- {
- m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
- const bool destroyTextures = true;
- m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
- }
- void destroy()
- {
- // also responsible for destroying texture
- bgfx::destroy(m_buffer);
- }
- bgfx::TextureHandle m_texture;
- bgfx::FrameBufferHandle m_buffer;
- };
- void screenSpaceQuad(bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
- {
- if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
- {
- bgfx::TransientVertexBuffer vb;
- bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
- PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
- const float minx = -_width;
- const float maxx = _width;
- const float miny = 0.0f;
- const float maxy = _height * 2.0f;
- const float minu = -1.0f;
- const float maxu = 1.0f;
- const float zz = 0.0f;
- float minv = 0.0f;
- float maxv = 2.0f;
- if (_originBottomLeft)
- {
- float temp = minv;
- minv = maxv;
- maxv = temp;
- minv -= 1.0f;
- maxv -= 1.0f;
- }
- vertex[0].m_x = minx;
- vertex[0].m_y = miny;
- vertex[0].m_z = zz;
- vertex[0].m_u = minu;
- vertex[0].m_v = minv;
- vertex[1].m_x = maxx;
- vertex[1].m_y = miny;
- vertex[1].m_z = zz;
- vertex[1].m_u = maxu;
- vertex[1].m_v = minv;
- vertex[2].m_x = maxx;
- vertex[2].m_y = maxy;
- vertex[2].m_z = zz;
- vertex[2].m_u = maxu;
- vertex[2].m_v = maxv;
- bgfx::setVertexBuffer(0, &vb);
- }
- }
- void vec2Set(float* _v, float _x, float _y)
- {
- _v[0] = _x;
- _v[1] = _y;
- }
- void mat4Set(float * _m, const float * _src)
- {
- const uint32_t MAT4_FLOATS = 16;
- for (uint32_t ii = 0; ii < MAT4_FLOATS; ++ii) {
- _m[ii] = _src[ii];
- }
- }
- class ExampleDenoise : public entry::AppI
- {
- public:
- ExampleDenoise(const char* _name, const char* _description)
- : entry::AppI(_name, _description)
- , m_currFrame(UINT32_MAX)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_width = _width;
- m_height = _height;
- m_debug = BGFX_DEBUG_NONE;
- m_reset = BGFX_RESET_VSYNC;
- bgfx::Init init;
- init.type = args.m_type;
- init.vendorId = args.m_pciId;
- init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
- init.platformData.ndt = entry::getNativeDisplayHandle();
- init.platformData.type = entry::getNativeWindowHandleType(entry::kDefaultWindowHandle);
- init.resolution.width = m_width;
- init.resolution.height = m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_debug);
- // Create uniforms
- m_uniforms.init();
- // Create texture sampler uniforms (used when we bind textures)
- s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); // Model's source albedo
- s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer, default color input
- s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer, Model's source normal
- s_velocity = bgfx::createUniform("s_velocity", bgfx::UniformType::Sampler); // Velocity gbuffer
- s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Depth gbuffer
- s_previousColor = bgfx::createUniform("s_previousColor", bgfx::UniformType::Sampler); // Previous frame's result
- s_previousNormal = bgfx::createUniform("s_previousNormal", bgfx::UniformType::Sampler); // Previous frame's gbuffer normal
- // Create program from shaders.
- m_gbufferProgram = loadProgram("vs_denoise_gbuffer", "fs_denoise_gbuffer"); // Fill gbuffer
- m_combineProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_deferred_combine"); // Compute lighting from gbuffer
- m_copyProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_copy");
- m_denoiseTemporalProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_temporal");
- m_denoiseSpatialProgram3x3 = loadProgram("vs_denoise_screenquad", "fs_denoise_spatial_3x3");
- m_denoiseSpatialProgram5x5 = loadProgram("vs_denoise_screenquad", "fs_denoise_spatial_5x5");
- m_denoiseApplyLighting = loadProgram("vs_denoise_screenquad", "fs_denoise_apply_lighting");
- m_txaaProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_txaa");
- // Load some meshes
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- m_meshes[ii] = meshLoad(s_meshPaths[ii]);
- }
- // Randomly create some models
- bx::RngMwc mwc;
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
- {
- Model& model = m_models[ii];
- model.mesh = mwc.gen() % BX_COUNTOF(s_meshPaths);
- model.position[0] = ( ( (mwc.gen() % 256) ) - 128.0f) / 20.0f;
- model.position[1] = 0;
- model.position[2] = ( ( (mwc.gen() % 256) ) - 128.0f) / 20.0f;
- }
- // Load ground, just use the cube
- m_ground = meshLoad("meshes/cube.bin");
- m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
- m_normalTexture = loadTexture("textures/fieldstone-n.dds");
- m_recreateFrameBuffers = false;
- createFramebuffers();
- // Vertex decl
- PosTexCoord0Vertex::init();
- // Init camera
- cameraCreate();
- cameraSetPosition({ 0.0f, 1.5f, 0.0f });
- cameraSetVerticalAngle(-0.3f);
- m_fovY = 60.0f;
- // Init "prev" matrices, will be same for first frame
- cameraGetViewMtx(m_view);
- bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
- mat4Set(m_worldToViewPrev, m_view);
- mat4Set(m_viewToProjPrev, m_proj);
- // Track whether previous results are valid
- m_havePrevious = false;
- imguiCreate();
- }
- int32_t shutdown() override
- {
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- meshUnload(m_meshes[ii]);
- }
- meshUnload(m_ground);
- bgfx::destroy(m_normalTexture);
- bgfx::destroy(m_groundTexture);
- bgfx::destroy(m_gbufferProgram);
- bgfx::destroy(m_combineProgram);
- bgfx::destroy(m_copyProgram);
- bgfx::destroy(m_denoiseTemporalProgram);
- bgfx::destroy(m_denoiseSpatialProgram3x3);
- bgfx::destroy(m_denoiseSpatialProgram5x5);
- bgfx::destroy(m_denoiseApplyLighting);
- bgfx::destroy(m_txaaProgram);
- m_uniforms.destroy();
- bgfx::destroy(s_albedo);
- bgfx::destroy(s_color);
- bgfx::destroy(s_normal);
- bgfx::destroy(s_velocity);
- bgfx::destroy(s_depth);
- bgfx::destroy(s_previousColor);
- bgfx::destroy(s_previousNormal);
- destroyFramebuffers();
- cameraDestroy();
- imguiDestroy();
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- 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, ImGui::MouseOverArea() );
- // 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(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(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[] =
- {
- m_previousDenoise.m_buffer,
- m_currentColor.m_buffer,
- m_temporaryColor.m_buffer,
- m_currentColor.m_buffer,
- m_temporaryColor.m_buffer,
- m_currentColor.m_buffer,
- };
- BX_STATIC_ASSERT(BX_COUNTOF(destBuffer) == DENOISE_MAX_PASSES);
- const uint32_t denoisePasses = bx::min(DENOISE_MAX_PASSES, m_denoisePasses);
- for (uint32_t ii = 0; ii < denoisePasses; ++ii)
- {
- char name[64];
- bx::snprintf(name, BX_COUNTOF(name), "Denoise %d/%d", ii, denoisePasses-1);
- bgfx::setViewName(view, name);
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height) );
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, destBuffer[ii]);
- 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
- const float denoiseStepScale = bx::pow(2.0f, float(ii) );
- m_uniforms.m_denoiseStep = denoiseStepScale;
- m_uniforms.submit();
- screenSpaceQuad(caps->originBottomLeft);
- const bgfx::ProgramHandle spatialProgram = (0 == m_spatialSampleType)
- ? m_denoiseSpatialProgram3x3
- : m_denoiseSpatialProgram5x5
- ;
- bgfx::submit(view, spatialProgram);
- ++view;
- if (m_previousDenoise.m_buffer.idx == destBuffer[ii].idx)
- {
- lastTex = m_previousDenoise.m_texture;
- }
- else if (m_temporaryColor.m_buffer.idx == destBuffer[ii].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(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(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(caps->originBottomLeft);
- bgfx::submit(view, m_txaaProgram);
- ++view;
- }
- // Copy txaa result to previous
- {
- bgfx::setViewName(view, "Copy to Previous");
- 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(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(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(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(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 kernel");
- }
- 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::D32F , pointSampleFlags);
- m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
- bgfx::TextureFormat::Enum format = bgfx::TextureFormat::RG11B10F;
- if (!bgfx::isTextureValid(1, false, 1, format, bilinearFlags))
- {
- format = bgfx::TextureFormat::RGBA16F;
- }
- m_currentColor .init(m_size[0], m_size[1], format, bilinearFlags);
- m_previousColor .init(m_size[0], m_size[1], format, bilinearFlags);
- m_txaaColor .init(m_size[0], m_size[1], format, bilinearFlags);
- m_temporaryColor .init(m_size[0], m_size[1], format, bilinearFlags);
- m_previousNormal .init(m_size[0], m_size[1], format, pointSampleFlags);
- m_previousDenoise.init(m_size[0], m_size[1], format, 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 identify 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_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;
- int32_t m_spatialSampleType = 1;
- int32_t m_denoisePasses = 5;
- float m_sigmaDepth = 0.05f;
- float m_sigmaNormal = 128.0f;
- float m_feedbackMin = 0.8f;
- float m_feedbackMax = 0.95f;
- bool m_dynamicNoise = true;
- bool m_useTemporalPass = true;
- bool m_enableTxaa = false;
- bool m_applyMitchellFilter = true;
- bool m_useTxaaSlow = false;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(ExampleDenoise, "43-denoise", "Denoise.");
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