diff --git a/examples/43-denoise/denoise.cpp b/examples/43-denoise/denoise.cpp new file mode 100644 index 000000000..8d0680a82 --- /dev/null +++ b/examples/43-denoise/denoise.cpp @@ -0,0 +1,1075 @@ +/* +* 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. +*/ + +/* +* 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 +*/ + + +#include +#include +#include +#include +#include +#include + + +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 vec4Set(float* _v, float _x, float _y, float _z, float _w) +{ + _v[0] = _x; + _v[1] = _y; + _v[2] = _z; + _v[3] = _w; +} + +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.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); + + // Set up matrices for gbuffer + cameraGetViewMtx(m_view); + + updateUniforms(); + + bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth); + bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false); + + if (m_enableTxaa) + { + m_proj[2*4+0] += m_jitter[0] * (2.0f / m_size[0]); + m_proj[2*4+1] -= m_jitter[1] * (2.0f / m_size[1]); + } + + bgfx::ViewId view = 0; + + // Draw everything into gbuffer + { + bgfx::setViewName(view, "gbuffer"); + bgfx::setViewClear(view + , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH + , 0 + , 1.0f + , 0 + ); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1])); + bgfx::setViewTransform(view, m_view, m_proj); + // Make sure when we draw it goes into gbuffer and not backbuffer + bgfx::setViewFrameBuffer(view, m_gbuffer); + + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + | BGFX_STATE_WRITE_Z + | BGFX_STATE_DEPTH_TEST_LESS + ); + + drawAllModels(view, m_gbufferProgram, m_uniforms); + ++view; + } + + float orthoProj[16]; + bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth); + + // Shade gbuffer + { + bgfx::setViewName(view, "combine"); + + // for some reason, previous draws texture lingering in transform stack + // need to clear out, otherwise this copy is garbled. this used to work + // and broke after updating, but i last updated like 2 years ago. + float identity[16]; + bx::mtxIdentity(identity); + bgfx::setTransform(identity); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, m_currentColor.m_buffer); + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + | BGFX_STATE_DEPTH_TEST_ALWAYS + ); + bgfx::setTexture(0, s_color, m_gbufferTex[GBUFFER_RT_COLOR]); + bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]); + m_uniforms.submit(); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_combineProgram); + ++view; + } + + // update last texture written, to chain passes together + bgfx::TextureHandle lastTex = m_currentColor.m_texture; + + // denoise temporal pass + if (m_useTemporalPass && m_havePrevious) + { + bgfx::setViewName(view, "denoise temporal"); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, m_temporaryColor.m_buffer); + bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS); + + // want color, prevColor + // normal, prevNormal + // depth, prevDepth to reject previous samples from accumulating - skipping depth for now + + bgfx::setTexture(0, s_color, lastTex); + bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]); + bgfx::setTexture(2, s_velocity, m_gbufferTex[GBUFFER_RT_VELOCITY]); + bgfx::setTexture(3, s_previousColor, m_previousDenoise.m_texture); + bgfx::setTexture(4, s_previousNormal, m_previousNormal.m_texture); + + m_uniforms.submit(); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_denoiseTemporalProgram); + ++view; + + lastTex = m_temporaryColor.m_texture; + } + + // denoise spatial passes + if (0 < m_denoisePasses) + { + // variable number of passes for denoise, alternate between two textures/buffers + bgfx::FrameBufferHandle destBuffer[DENOISE_MAX_PASSES] = { + m_previousDenoise.m_buffer, + m_currentColor.m_buffer, + m_temporaryColor.m_buffer, + m_currentColor.m_buffer, + m_temporaryColor.m_buffer, + m_currentColor.m_buffer + }; + + uint32_t denoisePasses = bx::min(DENOISE_MAX_PASSES, m_denoisePasses); + for (uint32_t i = 0; i < denoisePasses; ++i) + { + const char buffer[] = { 'd', 'e', 'n', 'o', 'i', 's', 'e', ' ', char('0'+i), 0 }; + bgfx::setViewName(view, buffer); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, destBuffer[i]); + bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS); + bgfx::setTexture(0, s_color, lastTex); + bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]); + bgfx::setTexture(2, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]); + + // need to update some denoise uniforms per draw + float denoiseStepScale = bx::pow(2.0f, float(i)); + m_uniforms.m_denoiseStep = denoiseStepScale; + + m_uniforms.submit(); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::ProgramHandle spatialProgram = (0 == m_spatialSampleType) + ? m_denoiseSpatialProgram3x3 + : m_denoiseSpatialProgram5x5; + bgfx::submit(view, spatialProgram); + ++view; + + if (m_previousDenoise.m_buffer.idx == destBuffer[i].idx) + { + lastTex = m_previousDenoise.m_texture; + } + else if (m_temporaryColor.m_buffer.idx == destBuffer[i].idx) + { + lastTex = m_temporaryColor.m_texture; + } + else + { + lastTex = m_currentColor.m_texture; + } + } + } + else + { + // need color result for temporal denoise if not supplied by spatial pass + // (per SVGF paper, reuse previous frame's first spatial pass output as previous color + bgfx::setViewName(view, "copy color for temporal denoise"); + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, m_previousDenoise.m_buffer); + bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS); + bgfx::setTexture(0, s_color, lastTex); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_copyProgram); + ++view; + } + + // apply lighting + { + bgfx::setViewName(view, "apply lighting"); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + + bgfx::FrameBufferHandle destBuffer = (lastTex.idx == m_currentColor.m_texture.idx) + ? m_temporaryColor.m_buffer + : m_currentColor.m_buffer; + bgfx::setViewFrameBuffer(view, destBuffer); + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + | BGFX_STATE_DEPTH_TEST_ALWAYS + ); + bgfx::setTexture(0, s_color, lastTex); + bgfx::setTexture(1, s_albedo, m_gbufferTex[GBUFFER_RT_COLOR]); + m_uniforms.submit(); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_denoiseApplyLighting); + ++view; + lastTex = (m_temporaryColor.m_buffer.idx == destBuffer.idx) + ? m_temporaryColor.m_texture + : m_currentColor.m_texture; + } + + if (m_enableTxaa) + { + // Draw txaa to txaa buffer + { + bgfx::setViewName(view, "temporal aa"); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, m_txaaColor.m_buffer); + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + | BGFX_STATE_DEPTH_TEST_ALWAYS + ); + bgfx::setTexture(0, s_color, lastTex); + bgfx::setTexture(1, s_previousColor, m_previousColor.m_texture); + bgfx::setTexture(2, s_velocity, m_gbufferTex[GBUFFER_RT_VELOCITY]); + bgfx::setTexture(3, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]); + m_uniforms.submit(); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_txaaProgram); + ++view; + } + + // Copy txaa result to previous + { + bgfx::setViewName(view, "copy2previous"); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, m_previousColor.m_buffer); + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + | BGFX_STATE_DEPTH_TEST_ALWAYS + ); + bgfx::setTexture(0, s_color, m_txaaColor.m_texture); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_copyProgram); + ++view; + } + + // Copy txaa result to swap chain + { + bgfx::setViewName(view, "display"); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE); + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + | BGFX_STATE_DEPTH_TEST_ALWAYS + ); + bgfx::setTexture(0, s_color, m_txaaColor.m_texture); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_copyProgram); + ++view; + } + } + else + { + // Copy color result to swap chain + { + bgfx::setViewName(view, "display"); + bgfx::setViewClear(view + , BGFX_CLEAR_NONE + , 0 + , 1.0f + , 0 + ); + + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE); + bgfx::setState(0 + | BGFX_STATE_WRITE_RGB + | BGFX_STATE_WRITE_A + ); + bgfx::setTexture(0, s_color, lastTex); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_copyProgram); + ++view; + } + } + + // copy the normal buffer for next time + { + bgfx::setViewName(view, "copy normals"); + bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(view, NULL, orthoProj); + bgfx::setViewFrameBuffer(view, m_previousNormal.m_buffer); + bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS); + bgfx::setTexture(0, s_color, m_gbufferTex[GBUFFER_RT_NORMAL]); + screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft); + bgfx::submit(view, m_copyProgram); + ++view; + + // update previous status + m_havePrevious = true; + } + + // Copy matrices for next time + mat4Set(m_worldToViewPrev, m_view); + mat4Set(m_viewToProjPrev, m_proj); + + // Draw UI + imguiBeginFrame(m_mouseState.m_mx + , m_mouseState.m_my + , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) + | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) + | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) + , m_mouseState.m_mz + , uint16_t(m_width) + , uint16_t(m_height) + ); + + showExampleDialog(this); + + ImGui::SetNextWindowPos( + ImVec2(m_width - m_width / 4.0f - 10.0f, 10.0f) + , ImGuiCond_FirstUseEver + ); + ImGui::SetNextWindowSize( + ImVec2(m_width / 4.0f, m_height / 1.24f) + , ImGuiCond_FirstUseEver + ); + ImGui::Begin("Settings" + , NULL + , 0 + ); + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); + + { + ImGui::TextWrapped( + "In this demo, noise is added to results of deferred lighting. Then denoise is applied " + "before multiplying the lit result with gbuffer albedo. Optionally, temporal antialiasing " + "can be applied after that. (off by default, implementation blurry)"); + ImGui::Separator(); + + ImGui::Text("noise controls:"); + ImGui::Combo("pattern", &m_noiseType, "none\0dither\0random\0\0"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("none"); + ImGui::BulletText("compare denoised results to this"); + ImGui::BulletText("brighter than noisy images, not losing any pixel's energy"); + ImGui::Text("dither"); + ImGui::BulletText("reject 3 out of 4 pixels in 2x2 pattern"); + ImGui::BulletText("could represent lower resolution signal"); + ImGui::Text("random"); + ImGui::BulletText("reject about half pixels, using common shader random"); + ImGui::BulletText("could represent monte carlo something or other"); + ImGui::EndTooltip(); + } + + ImGui::Checkbox("dynamic noise", &m_dynamicNoise); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("update noise pattern each frame"); + ImGui::Separator(); + } + + { + ImGui::Text("temporal denoise pass controls:"); + ImGui::Checkbox("use temporal pass", &m_useTemporalPass); + ImGui::Separator(); + } + + { + ImGui::Text("spatial denoise pass controls:"); + ImGui::SliderInt("spatial passes", &m_denoisePasses, 0, DENOISE_MAX_PASSES); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("set passes to 0 to turn off spatial denoise"); + + ImGui::Combo("spatial sample extent", &m_spatialSampleType, "three\0five\0\0"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("select 3x3 or 5x5 filter kernal"); + + ImGui::SliderFloat("sigma z", &m_sigmaDepth, 0.0f, 0.1f, "%.5f"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("lower sigma z, pickier blending across depth edges"); + + ImGui::SliderFloat("sigma n", &m_sigmaNormal, 1.0f, 256.0f); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("higher sigma n, pickier blending across normal edges"); + ImGui::Separator(); + } + + if (ImGui::CollapsingHeader("TXAA options")) + { + ImGui::Checkbox("use TXAA", &m_enableTxaa); + ImGui::Checkbox("apply extra blur to current color", &m_applyMitchellFilter); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("reduces flicker/crawl on thin features, maybe too much!"); + + ImGui::SliderFloat("feedback min", &m_feedbackMin, 0.0f, 1.0f); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("minimum amount of previous frame to blend in"); + + ImGui::SliderFloat("feedback max", &m_feedbackMax, 0.0f, 1.0f); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("maximum amount of previous frame to blend in"); + + ImGui::Checkbox("debug TXAA with slow frame rate", &m_useTxaaSlow); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("sleep 100ms per frame to highlight temporal artifacts"); + ImGui::Text("high framerate compensates for flickering, masking issues"); + ImGui::EndTooltip(); + } + ImGui::Separator(); + } + + ImGui::End(); + + imguiEndFrame(); + + // Advance to next frame. Rendering thread will be kicked to + // process submitted rendering primitives. + m_currFrame = bgfx::frame(); + + // add artificial wait to emphasize txaa behavior + if (m_useTxaaSlow) + { + bx::sleep(100); + } + + return true; + } + + return false; + } + + void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, const Uniforms & _uniforms) + { + for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii) + { + const Model& model = m_models[ii]; + + // Set up transform matrix for each model + const float scale = s_meshScale[model.mesh]; + float mtx[16]; + bx::mtxSRT(mtx + , scale + , scale + , scale + , 0.0f + , 0.0f + , 0.0f + , model.position[0] + , model.position[1] + , model.position[2] + ); + + // Submit mesh to gbuffer + bgfx::setTexture(0, s_albedo, m_groundTexture); + bgfx::setTexture(1, s_normal, m_normalTexture); + _uniforms.submit(); + + meshSubmit(m_meshes[model.mesh], _pass, _program, mtx); + } + + // Draw ground + float mtxScale[16]; + const float scale = 10.0f; + bx::mtxScale(mtxScale, scale, scale, scale); + + float mtxTranslate[16]; + bx::mtxTranslate(mtxTranslate + , 0.0f + , -10.0f + , 0.0f + ); + + float mtx[16]; + bx::mtxMul(mtx, mtxScale, mtxTranslate); + bgfx::setTexture(0, s_albedo, m_groundTexture); + bgfx::setTexture(1, s_normal, m_normalTexture); + _uniforms.submit(); + + meshSubmit(m_ground, _pass, _program, mtx); + } + + void createFramebuffers() + { + m_size[0] = m_width; + m_size[1] = m_height; + + const uint64_t bilinearFlags = 0 + | BGFX_TEXTURE_RT + | BGFX_SAMPLER_U_CLAMP + | BGFX_SAMPLER_V_CLAMP + ; + + const uint64_t pointSampleFlags = bilinearFlags + | BGFX_SAMPLER_MIN_POINT + | BGFX_SAMPLER_MAG_POINT + | BGFX_SAMPLER_MIP_POINT + ; + + m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags); + m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags); + m_gbufferTex[GBUFFER_RT_VELOCITY] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::RG16F, pointSampleFlags); + m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D24, pointSampleFlags); + m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true); + + m_currentColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags); + m_previousColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags); + m_txaaColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags); + m_temporaryColor.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags); + m_previousNormal.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, pointSampleFlags); + m_previousDenoise.init(m_size[0], m_size[1], bgfx::TextureFormat::RG11B10F, bilinearFlags); + } + + // all buffers set to destroy their textures + void destroyFramebuffers() + { + bgfx::destroy(m_gbuffer); + + m_currentColor.destroy(); + m_previousColor.destroy(); + m_txaaColor.destroy(); + m_temporaryColor.destroy(); + m_previousNormal.destroy(); + m_previousDenoise.destroy(); + } + + void updateUniforms() + { + { + uint32_t idx = m_currFrame % 8; + const float offsets[] = { + (1.0f/2.0f), (1.0f/3.0f), + (1.0f/4.0f), (2.0f/3.0f), + (3.0f/4.0f), (1.0f/9.0f), + (1.0f/8.0f), (4.0f/9.0f), + (5.0f/8.0f), (7.0f/9.0f), + (3.0f/8.0f), (2.0f/9.0f), + (7.0f/8.0f), (5.0f/9.0f), + (1.0f/16.0f), (8.0f/9.0f) + }; + + // Strange constant for jitterX is because 8 values from halton2 + // sequence above do not average out to 0.5, 1/16 skews it to the + // left. Subtracting a smaller value to center the range of jitter + // around 0. Not necessary for jitterY. Not confident this makes sense... + const float jitterX = 1.0f * (offsets[2*idx] - (7.125f/16.0f)); + const float jitterY = 1.0f * (offsets[2*idx+1] - 0.5f); + + vec2Set(m_uniforms.m_cameraJitterCurr, jitterX, jitterY); + vec2Set(m_uniforms.m_cameraJitterPrev, m_jitter[0], m_jitter[1]); + + m_jitter[0] = jitterX; + m_jitter[1] = jitterY; + } + + m_uniforms.m_feedbackMin = m_feedbackMin; + m_uniforms.m_feedbackMax = m_feedbackMax; + m_uniforms.m_applyMitchellFilter = m_applyMitchellFilter ? 1.0f : 0.0f; + + mat4Set(m_uniforms.m_worldToViewPrev, m_worldToViewPrev); + mat4Set(m_uniforms.m_viewToProjPrev, m_viewToProjPrev); + + m_uniforms.m_frameOffsetForNoise = m_dynamicNoise + ? float(m_currFrame % 8) + : 0.0f; + m_uniforms.m_noiseType = float(m_noiseType); + m_uniforms.m_sigmaDepth = m_sigmaDepth; + m_uniforms.m_sigmaNormal = m_sigmaNormal; + } + + + uint32_t m_width; + uint32_t m_height; + uint32_t m_debug; + uint32_t m_reset; + + entry::MouseState m_mouseState; + + // Resource handles + bgfx::ProgramHandle m_gbufferProgram; + bgfx::ProgramHandle m_combineProgram; + bgfx::ProgramHandle m_copyProgram; + bgfx::ProgramHandle m_denoiseTemporalProgram; + bgfx::ProgramHandle m_denoiseSpatialProgram3x3; + bgfx::ProgramHandle m_denoiseSpatialProgram5x5; + bgfx::ProgramHandle m_denoiseApplyLighting; + bgfx::ProgramHandle m_txaaProgram; + + // Shader uniforms + Uniforms m_uniforms; + + // Uniforms to indentify texture samplers + bgfx::UniformHandle s_albedo; + bgfx::UniformHandle s_color; + bgfx::UniformHandle s_normal; + bgfx::UniformHandle s_velocity; + bgfx::UniformHandle s_depth; + bgfx::UniformHandle s_previousColor; + bgfx::UniformHandle s_previousNormal; + + bgfx::FrameBufferHandle m_gbuffer; + bgfx::TextureHandle m_gbufferTex[GBUFFER_RENDER_TARGETS]; + + RenderTarget m_currentColor; + RenderTarget m_previousColor; + RenderTarget m_txaaColor; + RenderTarget m_temporaryColor; // need another buffer to ping-pong results + RenderTarget m_previousNormal; + RenderTarget m_previousDenoise; // color output by first spatial denoise pass, input to next frame as previous color + + struct Model + { + uint32_t mesh; // Index of mesh in m_meshes + float position[3]; + }; + + Model m_models[MODEL_COUNT]; + Mesh* m_meshes[BX_COUNTOF(s_meshPaths)]; + Mesh* m_ground; + bgfx::TextureHandle m_groundTexture; + bgfx::TextureHandle m_normalTexture; + + uint32_t m_currFrame; + float m_texelHalf = 0.0f; + float m_fovY = 60.0f; + bool m_recreateFrameBuffers = false; + bool m_havePrevious = false; + + float m_view[16]; + float m_proj[16]; + float m_proj2[16]; + float m_viewToProjPrev[16]; + float m_worldToViewPrev[16]; + float m_jitter[2]; + int32_t m_size[2]; + + // UI parameters + int32_t m_noiseType = 2; + bool m_dynamicNoise = true; + bool m_useTemporalPass = true; + int32_t m_spatialSampleType = 1; + int32_t m_denoisePasses = 5; + float m_sigmaDepth = 0.05f; + float m_sigmaNormal = 128.0f; + bool m_enableTxaa = false; + float m_feedbackMin = 0.8f; + float m_feedbackMax = 0.95f; + bool m_applyMitchellFilter = true; + bool m_useTxaaSlow = false; +}; + +} // namespace + +ENTRY_IMPLEMENT_MAIN(ExampleDenoise, "43-denoise", "Denoise."); diff --git a/examples/43-denoise/fs_denoise_apply_lighting.sc b/examples/43-denoise/fs_denoise_apply_lighting.sc new file mode 100644 index 000000000..3b0b4427a --- /dev/null +++ b/examples/43-denoise/fs_denoise_apply_lighting.sc @@ -0,0 +1,25 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#include "../common/common.sh" +#include "parameters.sh" + +SAMPLER2D(s_color, 0); +SAMPLER2D(s_albedo, 1); + +void main() +{ + vec2 texCoord = v_texcoord0; + vec3 lightColor = texture2D(s_color, texCoord).xyz; + vec3 albedo = texture2D(s_albedo, texCoord).xyz; + albedo = toLinear(albedo); + + vec3 color = lightColor * albedo; + color = toGamma(color); + + gl_FragColor = vec4(color, 1.0); +} diff --git a/examples/43-denoise/fs_denoise_copy.sc b/examples/43-denoise/fs_denoise_copy.sc new file mode 100644 index 000000000..5cba19fea --- /dev/null +++ b/examples/43-denoise/fs_denoise_copy.sc @@ -0,0 +1,18 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#include "../common/common.sh" +#include "parameters.sh" + +SAMPLER2D(s_color, 0); + +void main() +{ + vec2 texCoord = v_texcoord0; + vec4 color = texture2D(s_color, texCoord); + gl_FragColor = color; +} diff --git a/examples/43-denoise/fs_denoise_deferred_combine.sc b/examples/43-denoise/fs_denoise_deferred_combine.sc new file mode 100644 index 000000000..51a39978d --- /dev/null +++ b/examples/43-denoise/fs_denoise_deferred_combine.sc @@ -0,0 +1,61 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#include "../common/common.sh" +#include "parameters.sh" +#include "normal_encoding.sh" + +SAMPLER2D(s_color, 0); +SAMPLER2D(s_normal, 1); + +float ShadertoyNoise (vec2 uv) { + return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123); +} + +int ModHelper (float a, float b) +{ + return int( a - (b*floor(a/b))); +} + +void main() +{ + vec2 texCoord = v_texcoord0; + + // mess with result so there's something to denosie + float sn = 1.0; + if (1.5 < u_noiseType) + { + sn = ShadertoyNoise(gl_FragCoord.xy + vec2(314.0, 159.0)*u_frameIdx); + sn = (sn < 0.5) ? 0.0 : 1.0; + } + else if (0.5 < u_noiseType) + { + // having trouble compiling for gles when using % or mod :( + int modCoordX = ModHelper(gl_FragCoord.x, 2.0); + int modCoordY = ModHelper(gl_FragCoord.y, 2.0); + int frameSelect = modCoordY * 2 + modCoordX; + int frameMod4 = ModHelper(u_frameIdx, 4.0); + sn = (frameSelect == frameMod4) ? 1.0 : 0.0; + } + + vec4 normalRoughness = texture2D(s_normal, texCoord).xyzw; + vec3 normal = NormalDecode(normalRoughness.xyz); + float roughness = 0.5; + + // need to get a valid view vector for any microfacet stuff :( + float gloss = 1.0-roughness; + float specPower = 1022.0 * gloss + 2.0; + + vec3 light = normalize(vec3(-0.2, 1.0, -0.2)); + float NdotL = saturate(dot(normal, light)); + float diff = NdotL*0.99 + 0.01; + float spec = 5.0 * pow(NdotL, specPower); + + float lightAmt = (diff + spec) * sn; + + gl_FragColor = vec4(vec3_splat(lightAmt), 1.0); +} diff --git a/examples/43-denoise/fs_denoise_gbuffer.sc b/examples/43-denoise/fs_denoise_gbuffer.sc new file mode 100644 index 000000000..8c86314aa --- /dev/null +++ b/examples/43-denoise/fs_denoise_gbuffer.sc @@ -0,0 +1,69 @@ +$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3 + +#include "../common/common.sh" +#include "parameters.sh" +#include "normal_encoding.sh" + +SAMPLER2D(s_albedo, 0); +SAMPLER2D(s_normal, 1); + +// http://www.thetenthplanet.de/archives/1180 +// "followup: normal mapping without precomputed tangents" +mat3 cotangentFrame(vec3 N, vec3 p, vec2 uv) +{ + // get edge vectors of the pixel triangle + vec3 dp1 = dFdx(p); + vec3 dp2 = dFdy(p); + vec2 duv1 = dFdx(uv); + vec2 duv2 = dFdy(uv); + + // solve the linear system + vec3 dp2perp = cross(dp2, N); + vec3 dp1perp = cross(N, dp1); + vec3 T = dp2perp * duv1.x + dp1perp * duv2.x; + vec3 B = dp2perp * duv1.y + dp1perp * duv2.y; + + // construct a scale-invariant frame + float invMax = inversesqrt(max(dot(T,T), dot(B,B))); + return mat3(T*invMax, B*invMax, N); +} + +void main() +{ + vec3 albedo = toLinear(texture2D(s_albedo, v_texcoord0).xyz); + + // get vertex normal + vec3 normal = normalize(v_normal); + + // get normal map normal, unpack, and calculate z + vec3 normalMap; + normalMap.xy = texture2D(s_normal, v_texcoord0).xy; + normalMap.xy = normalMap.xy * 2.0 - 1.0; + normalMap.z = sqrt(1.0 - dot(normalMap.xy, normalMap.xy)); + + // swap x and y, because the brick texture looks flipped, don't copy this... + normalMap.xy = normalMap.yx; + + // perturb geometry normal by normal map + vec3 pos = v_texcoord2.xyz; // contains world space pos + mat3 TBN = cotangentFrame(normal, pos, v_texcoord0); + vec3 bumpedNormal = normalize(instMul(TBN, normalMap)); + + // need some proxy for roughness value w/o roughness texture + // assume horizontal (blue) normal map is smooth, and then + // modulate with albedo for some higher frequency detail + float roughness = normalMap.z * mix(0.9, 1.0, albedo.y); + roughness = roughness * 0.6 + 0.2; + + // Calculate velocity as delta position from previous frame to this + vec2 previousNDC = v_texcoord1.xy * (1.0/v_texcoord1.w); + previousNDC.y *= -1.0; + previousNDC = previousNDC * 0.5 + 0.5; + vec2 velocity = gl_FragCoord.xy*u_viewTexel.xy - previousNDC; + + vec3 bufferNormal = NormalEncode(bumpedNormal); + + gl_FragData[0] = vec4(toGamma(albedo), 1.0); + gl_FragData[1] = vec4(bufferNormal, roughness); // Todo, better packing + gl_FragData[2] = vec4(velocity, 0.0, 0.0); +} diff --git a/examples/43-denoise/fs_denoise_spatial_3x3.sc b/examples/43-denoise/fs_denoise_spatial_3x3.sc new file mode 100644 index 000000000..1cf0075fe --- /dev/null +++ b/examples/43-denoise/fs_denoise_spatial_3x3.sc @@ -0,0 +1,12 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +// don't use 5x5 sample pattern for spatial denoise, use 3x3 instead +#define USE_SPATIAL_5X5 0 + +// includes main function to implement spatial pattern +#include "fs_denoise_spatial_implementation.sh" diff --git a/examples/43-denoise/fs_denoise_spatial_5x5.sc b/examples/43-denoise/fs_denoise_spatial_5x5.sc new file mode 100644 index 000000000..f9d36eb0a --- /dev/null +++ b/examples/43-denoise/fs_denoise_spatial_5x5.sc @@ -0,0 +1,12 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +// use 5x5 sample pattern for spatial denoise +#define USE_SPATIAL_5X5 1 + +// includes main function to implement spatial pattern +#include "fs_denoise_spatial_implementation.sh" diff --git a/examples/43-denoise/fs_denoise_spatial_implementation.sh b/examples/43-denoise/fs_denoise_spatial_implementation.sh new file mode 100644 index 000000000..8cfde98d9 --- /dev/null +++ b/examples/43-denoise/fs_denoise_spatial_implementation.sh @@ -0,0 +1,97 @@ +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#ifndef FS_DENOISE_SPATIAL_IMPLEMENTATION_SH +#define FS_DENOISE_SPATIAL_IMPLEMENTATION_SH + +#include "../common/common.sh" +#include "parameters.sh" +#include "normal_encoding.sh" + +SAMPLER2D(s_color, 0); // input color, signal to be denoised +SAMPLER2D(s_normal, 1); // scene's gbuffer normal, used for edge stopping function +SAMPLER2D(s_depth, 2); // scene's depth, used for edge stopping function + +void main() +{ + vec2 texCoord = v_texcoord0; + + // read center pixel + vec4 color = texture2D(s_color, texCoord); + vec3 normal = NormalDecode(texture2D(s_normal, texCoord).xyz); // * 2.0 - 1.0; + float depth = texture2D(s_depth, texCoord).x; + // want depth gradient for edge stopping function + float depthGradient = abs(dFdx(depth)) + abs(dFdy(depth)); + + float du = u_texCoordStep * u_viewTexel.x; + float dv = u_texCoordStep * u_viewTexel.y; + +#if USE_SPATIAL_5X5 + float gaussianWeights[5]; + gaussianWeights[0] = 1.0/16.0; + gaussianWeights[1] = 4.0/16.0; + gaussianWeights[2] = 6.0/16.0; + gaussianWeights[3] = 4.0/16.0; + gaussianWeights[4] = 1.0/16.0; + float initialWeight = (gaussianWeights[2]*gaussianWeights[2]); + int centerIdx = 2; + + vec4 accumulateColor = color * initialWeight; + float accumulateWeight = initialWeight; + + for (int yy = 0; yy < 5; ++yy) + { + for (int xx = 0; xx < 5; ++xx) + { +#else + float gaussianWeights[3]; + gaussianWeights[0] = 1.0/4.0; + gaussianWeights[1] = 2.0/4.0; + gaussianWeights[2] = 1.0/4.0; + float initialWeight = (gaussianWeights[1]*gaussianWeights[1]); + int centerIdx = 1; + + vec4 accumulateColor = color * initialWeight; + float accumulateWeight = initialWeight; + + for (int yy = 0; yy < 3; ++yy) + { + for (int xx = 0; xx < 3; ++xx) + { +#endif // USE_SPATIAL_5X5 + if ((centerIdx == xx) && (centerIdx == yy)) { + continue; + } + + float xOffset = float(xx) - float(centerIdx); + float yOffset = float(yy) - float(centerIdx); + vec2 sampleTexCoord = texCoord; + sampleTexCoord.x += xOffset * du; + sampleTexCoord.y += yOffset * dv; + + vec4 sampleColor = texture2D(s_color, sampleTexCoord); + vec3 sampleNormal = NormalDecode(texture2D(s_normal, sampleTexCoord).xyz); + float normalWeight = pow(saturate(dot(normal, sampleNormal)), u_sigmaNormal); + + float sampleDepth = texture2D(s_depth, sampleTexCoord).x; + float depthDelta = depth - sampleDepth; + float depthWeight = exp(-abs(depthDelta) / max(1e-5, u_sigmaDepth*u_sigmaDepth)); + + float weight = depthWeight * normalWeight; + + // apply gaussian + weight *= (gaussianWeights[xx]*gaussianWeights[yy]); + + accumulateColor += sampleColor * weight; + accumulateWeight += weight; + } + } + + accumulateColor /= max(accumulateWeight, 1e-5); + + gl_FragColor = accumulateColor; +} + +#endif // FS_DENOISE_SPATIAL_IMPLEMENTATION_SH diff --git a/examples/43-denoise/fs_denoise_temporal.sc b/examples/43-denoise/fs_denoise_temporal.sc new file mode 100644 index 000000000..dcd513bdf --- /dev/null +++ b/examples/43-denoise/fs_denoise_temporal.sc @@ -0,0 +1,96 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#include "../common/common.sh" +#include "parameters.sh" +#include "normal_encoding.sh" +#include "shared_functions.sh" + +SAMPLER2D(s_color, 0); +SAMPLER2D(s_normal, 1); +SAMPLER2D(s_velocity, 2); +SAMPLER2D(s_previousColor, 3); // previous color +SAMPLER2D(s_previousNormal, 4); // previous normal + +#define COS_PI_OVER_4 0.70710678118 + +void main() +{ + vec2 texCoord = v_texcoord0; + + // read center pixel + vec4 color = texture2D(s_color, texCoord); + vec3 normal = NormalDecode(texture2D(s_normal, texCoord).xyz); + + // offset to last pixel + vec2 velocity = texture2D(s_velocity, texCoord).xy; + vec2 texCoordPrev = GetTexCoordPreviousNoJitter(texCoord, velocity); + + // SVGF approach suggests sampling and test/rejecting 4 contributing + // samples individually and then doing custom bilinear filter of result + + // multiply texCoordPrev by dimensions to get nearest pixels, produces (X.5, Y.5) coordinate + // under no motion, so subtract half here to get correct weights for bilinear filter. + // not thrilled by this, feels like something is wrong. + vec2 screenPixelPrev = texCoordPrev * u_viewRect.zw - vec2_splat(0.5); + vec2 screenPixelMin = floor(screenPixelPrev); + vec2 screenPixelMix = fract(screenPixelPrev); + + float x0 = 1.0 - screenPixelMix.x; + float x1 = screenPixelMix.x; + float y0 = 1.0 - screenPixelMix.y; + float y1 = screenPixelMix.y; + + float coordWeights[4]; + coordWeights[0] = x0*y0; + coordWeights[1] = x1*y0; + coordWeights[2] = x0*y1; + coordWeights[3] = x1*y1; + + // adding a half texel here to correct the modification above, in addition to pixel offset + // to grab adjacent pixels for bilinear filter. not thrilled by this, feels like something is wrong. + vec2 coords[4]; + coords[0] = (screenPixelMin + vec2(0.5, 0.5)) * u_viewTexel.xy; + coords[1] = (screenPixelMin + vec2(1.5, 0.5)) * u_viewTexel.xy; + coords[2] = (screenPixelMin + vec2(0.5, 1.5)) * u_viewTexel.xy; + coords[3] = (screenPixelMin + vec2(1.5, 1.5)) * u_viewTexel.xy; + + // SVGF paper mentions comparing depths and normals to establish + // whether samples are similar enough to contribute, but does not + // describe how. References the following paper, which uses threshold + // of cos(PI/4) to accept/reject. + // https://software.intel.com/content/www/us/en/develop/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing.html + // this paper also discusses using depth derivatives to estimate overlapping depth range + + vec4 accumulatedColor = vec4_splat(0.0); + float accumulatedWeight = 0.0; + for (int i = 0; i < 4; ++i) + { + vec3 sampleNormal = NormalDecode(texture2D(s_previousNormal, coords[i]).xyz); + float normalSimilarity = dot(normal, sampleNormal); + float weight = (normalSimilarity < COS_PI_OVER_4) ? 0.0 : 1.0; + + vec4 sampleColor = texture2D(s_previousColor, coords[i]); + + weight *= coordWeights[i]; + accumulatedColor += sampleColor * weight; + accumulatedWeight += weight; + } + + if (0.0 < accumulatedWeight) + { + accumulatedColor *= (1.0 / accumulatedWeight); + color = mix(color, accumulatedColor, 0.8); + } + else + { + // debug colorize + //color.xyz *= vec3(0.5, 0.01, 0.65); + } + + gl_FragColor = color; +} diff --git a/examples/43-denoise/fs_denoise_txaa.sc b/examples/43-denoise/fs_denoise_txaa.sc new file mode 100644 index 000000000..e7fbb8e70 --- /dev/null +++ b/examples/43-denoise/fs_denoise_txaa.sc @@ -0,0 +1,208 @@ +$input v_texcoord0 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#include "../common/common.sh" +#include "parameters.sh" +#include "shared_functions.sh" + +#define APPLY_TXAA_IN_LINEAR 0 +#define DEBUG_HALF_SCREEN 0 + +SAMPLER2D(s_color, 0); // this frame's shaded color +SAMPLER2D(s_previousColor, 1); // previous frame's shaded color +SAMPLER2D(s_velocity, 2); // screenspace delta from previous to current frame +SAMPLER2D(s_depth, 3); // depth buffer + +vec3 FindNearestDepth(sampler2D _depthSampler, vec2 _texCoord) { + vec2 du = vec2(u_viewTexel.x, 0.0); + vec2 dv = vec2(u_viewTexel.y, 0.0); + + vec2 coord = _texCoord - du - dv; + vec3 tcd0 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord - dv; + vec3 tcd1 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord + du - dv; + vec3 tcd2 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord + du; + vec3 tcd3 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord; + vec3 tcd4 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord - du; + vec3 tcd5 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord - du + dv; + vec3 tcd6 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord + dv; + vec3 tcd7 = vec3(coord, texture2D(_depthSampler, coord).x); + coord = _texCoord + du + dv; + vec3 tcd8 = vec3(coord, texture2D(_depthSampler, coord).x); + + vec3 minTcd = tcd0; + if (tcd1.z < minTcd.z) minTcd = tcd1; + if (tcd2.z < minTcd.z) minTcd = tcd2; + if (tcd3.z < minTcd.z) minTcd = tcd3; + if (tcd4.z < minTcd.z) minTcd = tcd4; + if (tcd5.z < minTcd.z) minTcd = tcd5; + if (tcd6.z < minTcd.z) minTcd = tcd6; + if (tcd7.z < minTcd.z) minTcd = tcd7; + if (tcd8.z < minTcd.z) minTcd = tcd8; + + return minTcd; +} + +float Mitchell (float _b, float _c, float _x) { + + float v = 0.0; + float x = abs(_x); + float x2 = x*x; + float x3 = x2*x; + + if (x < 1.0) { + v = (12.0-9.0*_b-6.0*_c)*x3 + (-18.0+12.0*_b+6.0*_c)*x2 + (6.0-2.0*_b); + } + else if (x < 2.0) { + v = (-_b-6.0*_c)*x3 + (6.0*_b+30.0*_c)*x2 + (-12.0*_b-48.0*_c)*x + (8.0*_b+24.0*_c); + } + + return v*(1.0/6.0); +} + + +void main() +{ + vec2 texCoord = v_texcoord0; + vec3 colorCurr = texture2D(s_color, texCoord).xyz; + +#if DEBUG_HALF_SCREEN + if (texCoord.x > 0.5) { +#endif + + vec3 nearestCoordAndDepth = FindNearestDepth(s_depth, texCoord); + + vec2 velocity = texture2D(s_velocity, nearestCoordAndDepth.xy).xy; + vec2 texCoordPrev = GetTexCoordPrevious(texCoord, velocity); + + vec3 colorPrev = texture2D(s_previousColor, texCoordPrev).xyz; + + // Sample local neighborhood for variance clipping + vec2 du = vec2(u_viewTexel.x, 0.0); + vec2 dv = vec2(0.0, u_viewTexel.y); + + vec3 colorUL = texture2D(s_color, texCoord - du - dv).xyz; + vec3 colorUp = texture2D(s_color, texCoord - dv).xyz; + vec3 colorUR = texture2D(s_color, texCoord + du - dv).xyz; + vec3 colorRi = texture2D(s_color, texCoord + du ).xyz; + vec3 colorLe = texture2D(s_color, texCoord - du ).xyz; + vec3 colorDL = texture2D(s_color, texCoord - du + dv).xyz; + vec3 colorDo = texture2D(s_color, texCoord + dv).xyz; + vec3 colorDR = texture2D(s_color, texCoord + du + dv).xyz; + + // in an ideal world, lighting and such is in linear space, + // would possibly want to convert to gamma and apply txaa + // there. but this sample isn't storing intermediate results + // in linear space (or doing any reasonable lighting) so + // would possibly want to do the opposite. +#if APPLY_TXAA_IN_LINEAR + colorCurr = toLinear(colorCurr); + colorPrev = toLinear(colorPrev); + colorUL = toLinear(colorUL); + colorUp = toLinear(colorUp); + colorUR = toLinear(colorUR); + colorLe = toLinear(colorLe); + colorRi = toLinear(colorRi); + colorDL = toLinear(colorDL); + colorDo = toLinear(colorDo); + colorDR = toLinear(colorDR); +#endif + + // Compute variance box on color neighborhood, clip to box + float outVal = 0.0; + { + vec3 m1 = vec3_splat(0.0); + vec3 m2 = vec3_splat(0.0); + m1 += colorUL; m2 += colorUL*colorUL; + m1 += colorUp; m2 += colorUp*colorUp; + m1 += colorUR; m2 += colorUR*colorUR; + m1 += colorLe; m2 += colorLe*colorLe; + m1 += colorCurr; m2 += colorCurr*colorCurr; + m1 += colorRi; m2 += colorRi*colorRi; + m1 += colorDL; m2 += colorDL*colorDL; + m1 += colorDo; m2 += colorDo*colorDo; + m1 += colorDR; m2 += colorDR*colorDR; + m1 *= (1.0/9.0); + m2 *= (1.0/9.0); + + vec3 var = max(vec3_splat(0.0), m2 - m1*m1); + vec3 sigma = sqrt(var); + outVal = max(sigma.x, max(sigma.y, sigma.z)); + sigma *= 1.4; + vec3 colorMin = m1 - sigma; + vec3 colorMax = m1 + sigma; + + vec3 displacement = colorPrev - m1; + vec3 units = abs(displacement / sigma); + float maxUnit = max(max(units.x, units.y), max(units.z, 1.0)); + + colorPrev = m1 + displacement * (1.0/maxUnit); + } + + float lumaCurr = dot(colorCurr, vec3(0.3, 0.6, 0.1)); + float lumaPrev = dot(colorPrev, vec3(0.3, 0.6, 0.1)); + + // adjust feedback/blend amount depending on color difference + float r = abs(lumaCurr-lumaPrev) / max(max(lumaCurr, lumaPrev), 0.2); + r = 1.0-r; + r = r*r; + float feedback = mix(u_feedbackMin, u_feedbackMax, r); + + vec3 colorOut = mix(colorCurr, colorPrev, feedback); + + // optionally blur current color, since we've already taken + // the samples to build the variance window. could use more + // blur when feedback is lower, to replace temporal accumulation + // with spatial accumulation. or could use filter to sharpen. + if (u_applyMitchellFilter > 0.0) + { + // adjust filter coefficients depending on color difference + float b = mix(3.0/2.0, 1.0/3.0, r); + float c = mix(-1.0/4.0, 1.0/3.0, r); + + float m0 = Mitchell(b, c, 0.0); + float m1 = Mitchell(b, c, 1.0); + float m2 = Mitchell(b, c, sqrt(2.0)); + + vec3 colorFilter = m0 * colorCurr; + colorFilter += m1 * colorLe; + colorFilter += m1 * colorRi; + colorFilter += m1 * colorUp; + colorFilter += m1 * colorDo; + colorFilter += m2 * colorUL; + colorFilter += m2 * colorUR; + colorFilter += m2 * colorDL; + colorFilter += m2 * colorDR; + colorFilter *= 1.0/(m0 + 4.0*m1 + 4.0*m2); + + colorOut = mix(colorFilter, colorPrev, feedback); + } + + // in an ideal world, lighting and such is in linear space, + // would possibly want to convert to gamma and apply txaa + // there. but this sample isn't storing intermediate results + // in linear space (or doing any reasonable lighting) so + // would possibly want to do the opposite. +#if APPLY_TXAA_IN_LINEAR + colorCurr = toGamma(colorOut); +#else + colorCurr = colorOut; +#endif + + +#if DEBUG_HALF_SCREEN + } +#endif + + gl_FragColor = vec4(colorCurr, 1.0); +} diff --git a/examples/43-denoise/makefile b/examples/43-denoise/makefile new file mode 100644 index 000000000..ef9203197 --- /dev/null +++ b/examples/43-denoise/makefile @@ -0,0 +1,10 @@ +# +# Copyright 2011-2019 Branimir Karadzic. All rights reserved. +# License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +# + +BGFX_DIR=../.. +RUNTIME_DIR=$(BGFX_DIR)/examples/runtime +BUILD_DIR=../../.build + +include $(BGFX_DIR)/scripts/shader.mk diff --git a/examples/43-denoise/normal_encoding.sh b/examples/43-denoise/normal_encoding.sh new file mode 100644 index 000000000..98ff30f8b --- /dev/null +++ b/examples/43-denoise/normal_encoding.sh @@ -0,0 +1,92 @@ +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#ifndef NORMAL_ENCODING_SH +#define NORMAL_ENCODING_SH + +#define NE_USE_OCTAHEDRAL_REPRESENTATION 0 + +// From "A Survey of Efficient Representations for Independent Unit Vectors" +// http://jcgt.org/published/0003/02/01/paper.pdf + +// Convert an oct24 (2x12bit normal) to an rgb8 value for storing in texture +vec3 snorm12x2_to_unorm8x3 (vec2 f) { + + f = clamp(f, -1.0, 1.0);//min(max(f, vec2(-1.0)), vec2(1.0)); + vec2 u = floor(f * 2047.0 + 2047.5); + float t = floor(u.y / 256.0); + + // "This code assumes that rounding will occur during storage." + // -- Not certain but this appears to mainly apply to the x channel. + // From paper: x = u.x / 16.0 - 0.5 + // Instead round by +0.5 and floor. + return vec3(floor(u.x / 16.0), fract(u.x / 16.0) * 256.0 + t, u.y - t * 256.0) / 255.0; +} + +// Unpack oct24 (2x12bit normal) from an rgb8 value stored in texture (normal spec) +vec2 unorm8x3_to_snorm12x2 (vec3 u) { + + u *= 255.0; + u.y *= (1.0 / 16.0); + vec2 s = vec2(u.x * 16.0 + floor(u.y), fract(u.y) * (16.0 * 256.0) + u.z); + + s = s * (1.0 / 2047.0) - 1.0; + return min(max(s, -1.0), 1.0); +} + +// Built in sign test could return 0, don't want that +vec2 signNotZero (vec2 v) { + return vec2((v.x >= 0.0) ? 1.0 : -1.0, (v.y >= 0.0) ? 1.0 : -1.0); +} + +// Assume normalized input. Output is (-1, 1) for each component +vec2 float32x3_to_oct(vec3 v) { + + // Project the sphere onto the octahedron, and then onto the xy plane + vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z))); + + // Reflect the folds of the lower hemisphere over the diagonals + return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p; +} + +// Get a float3 normal from an oct representation +vec3 oct_to_float32x3 (vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + if (v.z < 0.0) { + v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy); + } + + return normalize(v); +} + +vec3 SignedNormalEncodeToOct (vec3 normal) { + + return snorm12x2_to_unorm8x3(float32x3_to_oct(normal)); +} + +vec3 SignedNormalDecodeFromOct (vec3 normal) { + + return oct_to_float32x3(unorm8x3_to_snorm12x2(normal)); +} + +vec3 NormalEncode (vec3 normal) +{ +#if NE_USE_OCTAHEDRAL_REPRESENTATION + return SignedNormalEncodeToOct(normal); +#else + return normal * 0.5 + 0.5; +#endif +} + +vec3 NormalDecode (vec3 normal) +{ +#if NE_USE_OCTAHEDRAL_REPRESENTATION + return SignedNormalDecodeFromOct(normal); +#else + return normal * 2.0 - 1.0; +#endif +} + +#endif // NORMAL_ENCODING_SH diff --git a/examples/43-denoise/parameters.sh b/examples/43-denoise/parameters.sh new file mode 100644 index 000000000..be248e744 --- /dev/null +++ b/examples/43-denoise/parameters.sh @@ -0,0 +1,32 @@ +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#ifndef PARAMETERS_SH +#define PARAMETERS_SH + +uniform vec4 u_params[13]; + +#define u_jitterCurr (u_params[0].xy) +#define u_jitterPrev (u_params[0].zw) +#define u_feedbackMin (u_params[1].x) +#define u_feedbackMax (u_params[1].y) +#define u_applyMitchellFilter (u_params[2].y) + +#define u_worldToViewPrev0 (u_params[3]) +#define u_worldToViewPrev1 (u_params[4]) +#define u_worldToViewPrev2 (u_params[5]) +#define u_worldToViewPrev3 (u_params[6]) +#define u_viewToProjPrev0 (u_params[7]) +#define u_viewToProjPrev1 (u_params[8]) +#define u_viewToProjPrev2 (u_params[9]) +#define u_viewToProjPrev3 (u_params[10]) + +#define u_frameIdx (u_params[11].x) +#define u_noiseType (u_params[11].y) // 0=none, 1=dither, 2=random +#define u_texCoordStep (u_params[12].x) +#define u_sigmaDepth (u_params[12].y) +#define u_sigmaNormal (u_params[12].z) + +#endif // PARAMETERS_SH diff --git a/examples/43-denoise/shared_functions.sh b/examples/43-denoise/shared_functions.sh new file mode 100644 index 000000000..5fd817856 --- /dev/null +++ b/examples/43-denoise/shared_functions.sh @@ -0,0 +1,25 @@ +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#ifndef SHARED_FUNCTIONS_SH +#define SHARED_FUNCTIONS_SH + +vec2 GetTexCoordPreviousNoJitter(vec2 texCoord, vec2 velocity) +{ + vec2 texCoordPrev = texCoord - velocity; + return texCoordPrev; +} + +vec2 GetTexCoordPrevious(vec2 texCoord, vec2 velocity) +{ + vec2 texCoordPrev = texCoord - velocity; + + vec2 jitterDelta = (u_jitterCurr-u_jitterPrev); + texCoordPrev += jitterDelta * u_viewTexel.xy; + + return texCoordPrev; +} + +#endif // SHARED_FUNCTIONS_SH diff --git a/examples/43-denoise/varying.def.sc b/examples/43-denoise/varying.def.sc new file mode 100644 index 000000000..4c827e4af --- /dev/null +++ b/examples/43-denoise/varying.def.sc @@ -0,0 +1,9 @@ +vec4 a_position : POSITION; +vec2 a_texcoord0 : TEXCOORD0; +vec3 a_normal : NORMAL; + +vec2 v_texcoord0 : TEXCOORD0; +vec4 v_texcoord1 : TEXCOORD1; +vec4 v_texcoord2 : TEXCOORD2; +vec4 v_texcoord3 : TEXCOORD3; +vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0); diff --git a/examples/43-denoise/vs_denoise_gbuffer.sc b/examples/43-denoise/vs_denoise_gbuffer.sc new file mode 100644 index 000000000..f7bd25427 --- /dev/null +++ b/examples/43-denoise/vs_denoise_gbuffer.sc @@ -0,0 +1,54 @@ +$input a_position, a_normal, a_texcoord0 +$output v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3 + +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +#include "../common/common.sh" +#include "parameters.sh" + +void main() +{ + // Calculate vertex position + vec3 pos = a_position.xyz; + gl_Position = mul(u_modelViewProj, vec4(pos, 1.0)); + + // Calculate previous frame's position + mat4 worldToViewPrev = mat4( + u_worldToViewPrev0, + u_worldToViewPrev1, + u_worldToViewPrev2, + u_worldToViewPrev3 + ); + mat4 viewToProjPrev = mat4( + u_viewToProjPrev0, + u_viewToProjPrev1, + u_viewToProjPrev2, + u_viewToProjPrev3 + ); + + vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz; + vec3 vspPos = instMul(worldToViewPrev, vec4(wsPos, 1.0)).xyz; + vec4 pspPos = instMul(viewToProjPrev, vec4(vspPos, 1.0)); + + // Calculate normal, unpack + vec3 osNormal = a_normal.xyz * 2.0 - 1.0; + + // Transform normal into world space + vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz; + + v_normal.xyz = normalize(wsNormal); + v_texcoord0 = a_texcoord0; + + // Store previous frame projection space position in extra texCoord attribute + v_texcoord1 = pspPos; + + // Store world space view vector in extra texCoord attribute + vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz; + vec3 view = normalize(wsCamPos - wsPos); + + v_texcoord2 = vec4(wsPos, 1.0); + v_texcoord3 = vec4(wsCamPos, 1.0); +} diff --git a/examples/43-denoise/vs_denoise_screenquad.sc b/examples/43-denoise/vs_denoise_screenquad.sc new file mode 100644 index 000000000..5b137dc5c --- /dev/null +++ b/examples/43-denoise/vs_denoise_screenquad.sc @@ -0,0 +1,10 @@ +$input a_position, a_texcoord0 +$output v_texcoord0 + +#include "../common/common.sh" + +void main() +{ + gl_Position = mul(u_modelViewProj, vec4(a_position.xyz, 1.0)); + v_texcoord0 = a_texcoord0; +} diff --git a/examples/runtime/shaders/dx11/fs_denoise_apply_lighting.bin b/examples/runtime/shaders/dx11/fs_denoise_apply_lighting.bin new file mode 100644 index 000000000..9b13db3bd Binary files /dev/null and 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b/examples/runtime/shaders/spirv/fs_denoise_txaa.bin differ diff --git a/examples/runtime/shaders/spirv/vs_denoise_gbuffer.bin b/examples/runtime/shaders/spirv/vs_denoise_gbuffer.bin new file mode 100644 index 000000000..436c6db43 Binary files /dev/null and b/examples/runtime/shaders/spirv/vs_denoise_gbuffer.bin differ diff --git a/examples/runtime/shaders/spirv/vs_denoise_screenquad.bin b/examples/runtime/shaders/spirv/vs_denoise_screenquad.bin new file mode 100644 index 000000000..da03129e9 Binary files /dev/null and b/examples/runtime/shaders/spirv/vs_denoise_screenquad.bin differ diff --git a/scripts/genie.lua b/scripts/genie.lua index 183a27435..b8f60cc6e 100644 --- a/scripts/genie.lua +++ b/scripts/genie.lua @@ -581,6 +581,7 @@ or _OPTIONS["with-combined-examples"] then , "40-svt" , "41-tess" , "42-bunnylod" + , "43-denoise" ) -- 17-drawstress requires multithreading, does not compile for singlethreaded wasm