diff --git a/examples/43-denoise/denoise.cpp b/examples/43-denoise/denoise.cpp index 5f07249d8..e22715b83 100644 --- a/examples/43-denoise/denoise.cpp +++ b/examples/43-denoise/denoise.cpp @@ -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 #include @@ -56,7 +56,6 @@ #include #include - 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 diff --git a/examples/43-denoise/screenshot.png b/examples/43-denoise/screenshot.png new file mode 100644 index 000000000..08b95167c Binary files /dev/null and b/examples/43-denoise/screenshot.png differ