43-denoise: Style cleanup. Added screenshot.

This commit is contained in:
Бранимир Караџић 2021-01-02 11:12:45 -08:00
parent 27de3100b7
commit cbccb2386a
2 changed files with 209 additions and 154 deletions

View File

@ -1,53 +1,53 @@
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
/*
* 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.
*/
* 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.
*/
/*
* References:
* Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for
* Path-Traced Global Illumination. by Christoph Schied and more.
* - SVGF denoising algorithm
*
* Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
* by E. Kerzner and M. Salvi.
* - details about history comparison for temporal denoising filter
*
* Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination
* Filtering. by Holger Dammertz and more.
* - details about a-trous algorithm for spatial denoising filter
*/
* Reference(s):
*
* Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for
* Path-Traced Global Illumination. by Christoph Schied and more.
* SVGF denoising algorithm
*
* Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
* by E. Kerzner and M. Salvi.
* details about history comparison for temporal denoising filter
*
* Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination
* Filtering. by Holger Dammertz and more.
* details about a-trous algorithm for spatial denoising filter
*/
#include <common.h>
#include <camera.h>
@ -56,7 +56,6 @@
#include <bx/rng.h>
#include <bx/os.h>
namespace {
#define DENOISE_MAX_PASSES 6
@ -165,7 +164,7 @@ struct RenderTarget
void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
{
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout))
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
@ -246,18 +245,18 @@ public:
{
Args args(_argc, _argv);
m_width = _width;
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = m_width;
init.vendorId = args.m_pciId;
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
init.resolution.reset = m_reset;
bgfx::init(init);
// Enable debug text.
@ -267,23 +266,23 @@ public:
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_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_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");
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)
@ -298,9 +297,9 @@ public:
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[0] = ( ( (mwc.gen() % 256) ) - 128.0f) / 20.0f;
model.position[1] = 0;
model.position[2] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
model.position[2] = ( ( (mwc.gen() % 256) ) - 128.0f) / 20.0f;
}
// Load ground, just use the cube
@ -343,6 +342,7 @@ public:
{
meshUnload(m_meshes[ii]);
}
meshUnload(m_ground);
bgfx::destroy(m_normalTexture);
@ -380,10 +380,11 @@ public:
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
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)
if (0 == m_width
|| 0 == m_height)
{
return true;
}
@ -393,7 +394,7 @@ public:
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency());
const double freq = double(bx::getHPFrequency() );
const float deltaTime = float(frameTime / freq);
const bgfx::Caps* caps = bgfx::getCaps();
@ -427,15 +428,15 @@ public:
// Draw everything into gbuffer
{
bgfx::setViewName(view, "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::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);
@ -456,7 +457,7 @@ public:
// Shade gbuffer
{
bgfx::setViewName(view, "combine");
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
@ -465,9 +466,10 @@ public:
bx::mtxIdentity(identity);
bgfx::setTransform(identity);
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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
@ -475,9 +477,13 @@ public:
);
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;
}
@ -487,9 +493,9 @@ public:
// denoise temporal pass
if (m_useTemporalPass && m_havePrevious)
{
bgfx::setViewName(view, "denoise temporal");
bgfx::setViewName(view, "Denoise Temporal");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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);
@ -505,8 +511,11 @@ public:
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;
@ -516,46 +525,54 @@ public:
if (0 < m_denoisePasses)
{
// variable number of passes for denoise, alternate between two textures/buffers
bgfx::FrameBufferHandle destBuffer[DENOISE_MAX_PASSES] = {
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
m_currentColor.m_buffer,
};
BX_STATIC_ASSERT(BX_COUNTOF(destBuffer) == DENOISE_MAX_PASSES);
uint32_t denoisePasses = bx::min(DENOISE_MAX_PASSES, m_denoisePasses);
for (uint32_t i = 0; i < denoisePasses; ++i)
const uint32_t denoisePasses = bx::min(DENOISE_MAX_PASSES, m_denoisePasses);
for (uint32_t ii = 0; ii < denoisePasses; ++ii)
{
const char buffer[] = { 'd', 'e', 'n', 'o', 'i', 's', 'e', ' ', char('0'+i), 0 };
bgfx::setViewName(view, buffer);
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::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewTransform(view, NULL, orthoProj);
bgfx::setViewFrameBuffer(view, destBuffer[i]);
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(0, s_color, lastTex);
bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]);
bgfx::setTexture(2, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]);
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));
const float denoiseStepScale = bx::pow(2.0f, float(ii) );
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)
const bgfx::ProgramHandle spatialProgram = (0 == m_spatialSampleType)
? m_denoiseSpatialProgram3x3
: m_denoiseSpatialProgram5x5;
: m_denoiseSpatialProgram5x5
;
bgfx::submit(view, spatialProgram);
++view;
if (m_previousDenoise.m_buffer.idx == destBuffer[i].idx)
if (m_previousDenoise.m_buffer.idx == destBuffer[ii].idx)
{
lastTex = m_previousDenoise.m_texture;
}
else if (m_temporaryColor.m_buffer.idx == destBuffer[i].idx)
else if (m_temporaryColor.m_buffer.idx == destBuffer[ii].idx)
{
lastTex = m_temporaryColor.m_texture;
}
@ -569,27 +586,30 @@ public:
{
// 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::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::setViewName(view, "Apply Lighting");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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;
: m_currentColor.m_buffer
;
bgfx::setViewFrameBuffer(view, destBuffer);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
@ -599,23 +619,27 @@ public:
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;
: m_currentColor.m_texture
;
}
if (m_enableTxaa)
{
// Draw txaa to txaa buffer
{
bgfx::setViewName(view, "temporal aa");
bgfx::setViewName(view, "Temporal AA");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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
@ -626,16 +650,18 @@ public:
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::setViewName(view, "Copy to Previous");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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
@ -644,16 +670,18 @@ public:
| 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::setViewName(view, "Display");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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
@ -662,8 +690,10 @@ public:
| 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;
}
}
@ -671,15 +701,15 @@ public:
{
// Copy color result to swap chain
{
bgfx::setViewName(view, "display");
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::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
@ -687,22 +717,26 @@ public:
| 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::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
@ -750,7 +784,7 @@ public:
ImGui::Text("noise controls:");
ImGui::Combo("pattern", &m_noiseType, "none\0dither\0random\0\0");
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{
ImGui::BeginTooltip();
ImGui::Text("none");
@ -766,8 +800,11 @@ public:
}
ImGui::Checkbox("dynamic noise", &m_dynamicNoise);
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("update noise pattern each frame");
}
ImGui::Separator();
}
@ -780,46 +817,62 @@ public:
{
ImGui::Text("spatial denoise pass controls:");
ImGui::SliderInt("spatial passes", &m_denoisePasses, 0, DENOISE_MAX_PASSES);
if (ImGui::IsItemHovered())
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())
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())
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())
if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("higher sigma n, pickier blending across normal edges");
}
ImGui::Separator();
}
if (ImGui::CollapsingHeader("TXAA options"))
if (ImGui::CollapsingHeader("TXAA options") )
{
ImGui::Checkbox("use TXAA", &m_enableTxaa);
ImGui::Checkbox("apply extra blur to current color", &m_applyMitchellFilter);
if (ImGui::IsItemHovered())
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())
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())
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())
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();
}
@ -941,22 +994,23 @@ public:
{
{
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)
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 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);
@ -975,7 +1029,8 @@ public:
m_uniforms.m_frameOffsetForNoise = m_dynamicNoise
? float(m_currFrame % 8)
: 0.0f;
: 0.0f
;
m_uniforms.m_noiseType = float(m_noiseType);
m_uniforms.m_sigmaDepth = m_sigmaDepth;
m_uniforms.m_sigmaNormal = m_sigmaNormal;
@ -1034,32 +1089,32 @@ public:
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_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];
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;
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

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