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Used unjittered projection matrix for a sharper and more stable TAA
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d0d974d4f5
commit
6ec9378739
7 changed files with 43 additions and 11 deletions
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@ -174,6 +174,11 @@ void Context::getStereoViews(mat4* eyeViews) const {
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}
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}
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void Context::setProjectionJitter(float jx, float jy) {
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_projectionJitter.x = jx;
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_projectionJitter.y = jy;
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}
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void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
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_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
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}
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@ -208,6 +208,8 @@ public:
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void setStereoViews(const mat4 eyeViews[2]);
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void getStereoProjections(mat4* eyeProjections) const;
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void getStereoViews(mat4* eyeViews) const;
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void setProjectionJitter(float jx, float jy);
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gpu::Vec2 getProjectionJitter() const { return _projectionJitter; }
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// Downloading the Framebuffer is a synchronous action that is not efficient.
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// It s here for convenience to easily capture a snapshot
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@ -254,6 +256,7 @@ protected:
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FramePointer _currentFrame;
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RangeTimerPointer _frameRangeTimer;
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StereoState _stereo;
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gpu::Vec2 _projectionJitter{ 0.0f, 0.0f };
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// Sampled at the end of every frame, the stats of all the counters
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mutable ContextStats _frameStats;
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@ -541,6 +541,7 @@ void JitterSample::run(const render::RenderContextPointer& renderContext) {
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args->_context->setStereoProjections(projMats);
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}
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args->_context->setProjectionJitter(jx, jy);
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}
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@ -38,9 +38,6 @@ void DeferredFrameTransform::update(RenderArgs* args) {
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args->getViewFrustum().evalProjectionMatrix(frameTransformBuffer.projectionMono);
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frameTransformBuffer.previousProjection[0] = frameTransformBuffer.projection[0];
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frameTransformBuffer.previousProjection[1] = frameTransformBuffer.projection[1];
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// Running in stereo ?
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bool isStereo = args->isStereo();
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if (!isStereo) {
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@ -48,7 +45,12 @@ void DeferredFrameTransform::update(RenderArgs* args) {
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frameTransformBuffer.stereoInfo = glm::vec4(0.0f, (float)args->_viewport.z, 0.0f, 0.0f);
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frameTransformBuffer.invpixelInfo = glm::vec4(1.0f / args->_viewport.z, 1.0f / args->_viewport.w, 0.0f, 0.0f);
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frameTransformBuffer.invProjection[0] = glm::inverse(frameTransformBuffer.projection[0]);
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} else {
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frameTransformBuffer.projectionUnjittered[0] = frameTransformBuffer.projection[0];
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frameTransformBuffer.projectionUnjittered[0][2][0] -= args->_context->getProjectionJitter().x;
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frameTransformBuffer.projectionUnjittered[0][2][1] -= args->_context->getProjectionJitter().y;
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frameTransformBuffer.invProjectionUnjittered[0] = glm::inverse(frameTransformBuffer.projectionUnjittered[0]);
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} else {
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mat4 projMats[2];
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mat4 eyeViews[2];
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@ -60,7 +62,12 @@ void DeferredFrameTransform::update(RenderArgs* args) {
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auto sideViewMat = projMats[i] * eyeViews[i];
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frameTransformBuffer.projection[i] = sideViewMat;
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frameTransformBuffer.invProjection[i] = glm::inverse(sideViewMat);
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}
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frameTransformBuffer.projectionUnjittered[i] = frameTransformBuffer.projection[i];
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frameTransformBuffer.projectionUnjittered[i][2][0] -= args->_context->getProjectionJitter().x;
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frameTransformBuffer.projectionUnjittered[i][2][1] -= args->_context->getProjectionJitter().y;
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frameTransformBuffer.invProjectionUnjittered[i] = glm::inverse(frameTransformBuffer.projectionUnjittered[i]);
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}
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frameTransformBuffer.stereoInfo = glm::vec4(1.0f, (float)(args->_viewport.z >> 1), 0.0f, 1.0f);
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frameTransformBuffer.invpixelInfo = glm::vec4(1.0f / (float)(args->_viewport.z >> 1), 1.0f / args->_viewport.w, 0.0f, 0.0f);
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@ -47,15 +47,16 @@ protected:
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glm::mat4 projection[2];
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// Inverse proj matrix or Left and Right proj matrix going from Mono Eye space to side clip space
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glm::mat4 invProjection[2];
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// Mono proj matrix or Left and Right proj matrix going from Mono Eye space to side clip space of
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// the previous frame
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glm::mat4 previousProjection[2];
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// THe mono projection for sure
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glm::mat4 projectionMono;
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// Inv View matrix from eye space (mono) to world space
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glm::mat4 invView;
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// View matrix from world space to eye space (mono)
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glm::mat4 view;
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// Mono proj matrix or Left and Right proj matrix going from Mono Eye space to side clip space without jittering
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glm::mat4 projectionUnjittered[2];
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// Inverse proj matrix or Left and Right proj matrix going from Mono Eye space to side clip space without jittering
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glm::mat4 invProjectionUnjittered[2];
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FrameTransform() {}
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};
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@ -32,10 +32,11 @@ struct DeferredFrameTransform {
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vec4 _stereoInfo;
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mat4 _projection[2];
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mat4 _invProjection[2];
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mat4 _previousProjection[2];
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mat4 _projectionMono;
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mat4 _viewInverse;
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mat4 _view;
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mat4 _projectionUnJittered[2];
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mat4 _invProjectionUnJittered[2];
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};
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uniform deferredFrameTransformBuffer {
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@ -63,6 +64,12 @@ mat4 getProjection(int side) {
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mat4 getProjectionMono() {
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return frameTransform._projectionMono;
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}
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mat4 getUnjitteredProjection(int side) {
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return frameTransform._projectionUnJittered[side];
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}
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mat4 getUnjitteredInvProjection(int side) {
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return frameTransform._invProjectionUnJittered[side];
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}
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// positive near distance of the projection
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float getProjectionNear() {
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@ -139,6 +146,14 @@ vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
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return eyePos.xyz / eyePos.w;
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}
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vec3 evalUnjitteredEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
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// compute the view space position using the depth
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vec3 clipPos;
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clipPos.xyz = vec3(texcoord.xy, Zdb) * 2.0 - 1.0;
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vec4 eyePos = frameTransform._invProjectionUnJittered[side] * vec4(clipPos.xyz, 1.0);
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return eyePos.xyz / eyePos.w;
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}
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vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
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float Zdb = evalZdbFromZeye(Zeye);
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return evalEyePositionFromZdb(side, Zdb, texcoord);
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@ -28,11 +28,11 @@ void main(void) {
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float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;
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// The position of the pixel fragment in Eye space then in world space
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vec3 eyePos = evalEyePositionFromZdb(stereoSide.x, Zdb, texcoordPos);
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vec3 eyePos = evalUnjitteredEyePositionFromZdb(stereoSide.x, Zdb, texcoordPos);
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vec3 worldPos = (getViewInverse() * vec4(eyePos, 1.0)).xyz;
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vec3 prevEyePos = (getPreviousView() * vec4(worldPos, 1.0)).xyz;
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vec4 prevClipPos = (frameTransform._projection[stereoSide.x] * vec4(prevEyePos, 1.0));
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vec4 prevClipPos = (getUnjitteredProjection(stereoSide.x) * vec4(prevEyePos, 1.0));
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vec2 prevUV = 0.5 * (prevClipPos.xy / prevClipPos.w) + vec2(0.5);
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//vec2 imageSize = getWidthHeight(0);
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