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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(float _textureWidth, float _textureHeight, float _texelHalf, 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 texelHalfW = _texelHalf / _textureWidth;
+ const float texelHalfH = _texelHalf / _textureHeight;
+ const float minu = -1.0f + texelHalfW;
+ const float maxu = 1.0f + texelHalfW;
+
+ const float zz = 0.0f;
+
+ float minv = texelHalfH;
+ float maxv = 2.0f + texelHalfH;
+
+ 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)
+ , m_texelHalf(0.0f)
+ {
+ }
+
+ 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;
+
+ // Get renderer capabilities info.
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
+ m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
+
+ 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(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[] =
+ {
+ 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(float(m_width), float(m_height), m_texelHalf, 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(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, "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(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 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_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;
+ 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.");