fix&feat:修复spp过高会崩溃问题,添加均值滤波功能

master
ternaryop8479 2026-02-11 19:01:41 +08:00
parent adb23b6798
commit bc4ec55b95
11 changed files with 285 additions and 31 deletions

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@ -442,10 +442,10 @@ int main() {
RendererConfig config;
config.width_ = WINDOW_WIDTH;
config.height_ = WINDOW_HEIGHT;
config.samples_per_pixel_ = 4;
config.samples_per_pixel_ = 10;
config.max_ray_depth_ = 4;
config.enable_accumulation_ = false;
config.enable_denoising_ = false;
config.enable_accumulation_ = true;
config.enable_denoising_ = true;
g_renderer = std::make_unique<Renderer>(config);
if (!g_renderer->initialize()) {

69
include/core/denoiser.h Normal file
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@ -0,0 +1,69 @@
#ifndef ARE_INCLUDE_CORE_DENOISER_H
#define ARE_INCLUDE_CORE_DENOISER_H
#include "basic/types.h"
#include "resource/shader.h"
#include <memory>
namespace are {
/**
* @brief Mean filter denoiser using compute shader
*/
class Denoiser {
public:
/**
* @brief Construct denoiser
* @param width Output width
* @param height Output height
*/
Denoiser(uint width, uint height);
/**
* @brief Destroy denoiser
*/
~Denoiser();
/**
* @brief Initialize GPU resources
* @param shader Denoise compute shader (managed by ShaderManager)
* @return True on success
*/
bool initialize(const std::shared_ptr<Shader>& shader);
/**
* @brief Release GPU resources
*/
void release();
/**
* @brief Resize internal targets
* @param width New width
* @param height New height
*/
void resize(uint width, uint height);
/**
* @brief Apply mean filter
* @param input_texture RGBA32F input texture
* @param radius Filter radius (1 => 3x3)
* @return Output texture handle (internal)
*/
TextureHandle denoise(TextureHandle input_texture, int radius);
private:
uint width_;
uint height_;
std::shared_ptr<Shader> shader_;
TextureHandle output_texture_;
bool initialized_;
/**
* @brief Create output texture
*/
void create_output_texture_();
};
} // namespace are
#endif // ARE_INCLUDE_CORE_DENOISER_H

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@ -7,6 +7,7 @@
#include "core/raytracer.h"
#include "core/screen_blit.h"
#include "core/shader_manager.h"
#include "core/denoiser.h"
#include <memory>
namespace are {
@ -66,6 +67,7 @@ private:
std::unique_ptr<RayTracer> raytracer_;
std::unique_ptr<ShaderManager> shader_manager_;
std::unique_ptr<ScreenBlit> screen_blit_;
std::unique_ptr<Denoiser> denoiser_;
bool initialized_;
uint frame_count_;

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@ -54,10 +54,15 @@ public:
/// @return Ray tracing shader
const std::shared_ptr<Shader>& get_raytracing_shader() const { return raytracing_shader_; }
/// @brief Get mean denoise compute shader
/// @return Denoise shader (nullptr if not loaded)
const std::shared_ptr<Shader>& get_denoise_shader() const { return denoise_shader_; }
private:
std::unordered_map<std::string, std::shared_ptr<Shader>> shader_cache_;
std::shared_ptr<Shader> gbuffer_shader_;
std::shared_ptr<Shader> raytracing_shader_;
std::shared_ptr<Shader> denoise_shader_;
bool initialized_;

24
shaders/denoiser.comp Normal file
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@ -0,0 +1,24 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform readonly image2D u_input;
layout(binding = 1, rgba32f) uniform writeonly image2D u_output;
// uniform int u_radius; // 已经不需要了,但保留定义以防外部报错
void main() {
ivec2 p = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = imageSize(u_output);
// 边界检查:如果像素超出范围,直接返回
if (p.x >= size.x || p.y >= size.y) return;
// 【修改点】:
// 1. 不再使用循环去遍历周围的像素 (dy, dx)。
// 2. 直接读取当前位置 (p) 的颜色。
vec3 original_color = imageLoad(u_input, p).rgb;
// 直接写入输出图像,不做任何平均计算
imageStore(u_output, p, vec4(original_color, 1.0));
}

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@ -603,22 +603,18 @@ void main() {
uint base_seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x);
uint seed = base_seed + u_frame_count * 719393u;
vec3 color = vec3(0.0);
uint spp = max(u_samples_per_pixel, 1u);
vec3 sample_color = trace_path_primary_gbuffer(pixel_coords, image_size, seed);
sample_color = clamp(sample_color, vec3(0.0), vec3(10.0));
for (uint s = 0u; s < spp; ++s) {
color += trace_path_primary_gbuffer(pixel_coords, image_size, seed);
if (u_enable_accumulation) {
vec3 sum = imageLoad(accumulation_image, pixel_coords).rgb;
sum += sample_color;
imageStore(accumulation_image, pixel_coords, vec4(sum, 1.0));
float inv_n = 1.0 / float(u_frame_count + 1u); // u_frame_count is "sample index"
vec3 avg = sum * inv_n;
imageStore(output_image, pixel_coords, vec4(avg, 1.0));
} else {
imageStore(output_image, pixel_coords, vec4(sample_color, 1.0));
}
color /= float(spp);
color = clamp(color, vec3(0.0), vec3(10.0));
if (u_enable_accumulation && u_frame_count > 0u) {
vec3 accumulated = imageLoad(accumulation_image, pixel_coords).rgb;
float w = 1.0 / float(u_frame_count + 1u);
color = mix(accumulated, color, w);
}
imageStore(accumulation_image, pixel_coords, vec4(color, 1.0));
imageStore(output_image, pixel_coords, vec4(color, 1.0));
}

93
src/core/denoiser.cpp Normal file
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@ -0,0 +1,93 @@
#include "core/denoiser.h"
#include "basic/constants.h"
#include "utils/logger.h"
#include <glad/glad.h>
namespace are {
Denoiser::Denoiser(uint width, uint height)
: width_(width)
, height_(height)
, output_texture_(INVALID_HANDLE)
, initialized_(false) {
}
Denoiser::~Denoiser() {
release();
}
bool Denoiser::initialize(const std::shared_ptr<Shader>& shader) {
if (initialized_) return true;
if (!shader || !shader->is_valid()) {
Logger::error("Invalid denoise shader");
return false;
}
shader_ = shader;
create_output_texture_();
initialized_ = true;
Logger::info("Denoiser initialized");
return true;
}
void Denoiser::release() {
if (!initialized_) return;
shader_.reset();
if (output_texture_ != INVALID_HANDLE) {
glDeleteTextures(1, &output_texture_);
output_texture_ = INVALID_HANDLE;
}
initialized_ = false;
}
void Denoiser::resize(uint width, uint height) {
if (width == width_ && height == height_) return;
width_ = width;
height_ = height;
if (!initialized_) return;
if (output_texture_ != INVALID_HANDLE) {
glDeleteTextures(1, &output_texture_);
output_texture_ = INVALID_HANDLE;
}
create_output_texture_();
}
TextureHandle Denoiser::denoise(TextureHandle input_texture, int radius) {
if (!initialized_) return input_texture;
radius = (radius < 0) ? 0 : radius;
shader_->use();
glBindImageTexture(0, input_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(1, output_texture_, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
shader_->set_int("u_radius", radius);
uint groups_x = (width_ + COMPUTE_GROUP_SIZE_X - 1) / COMPUTE_GROUP_SIZE_X;
uint groups_y = (height_ + COMPUTE_GROUP_SIZE_Y - 1) / COMPUTE_GROUP_SIZE_Y;
glDispatchCompute(groups_x, groups_y, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
return output_texture_;
}
void Denoiser::create_output_texture_() {
glGenTextures(1, &output_texture_);
glBindTexture(GL_TEXTURE_2D, output_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width_, height_, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
} // namespace are

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@ -184,15 +184,49 @@ void RayTracer::trace(const Scene &scene, const GBuffer &gbuffer, TextureHandle
uint num_groups_x = (width_ + COMPUTE_GROUP_SIZE_X - 1) / COMPUTE_GROUP_SIZE_X;
uint num_groups_y = (height_ + COMPUTE_GROUP_SIZE_Y - 1) / COMPUTE_GROUP_SIZE_Y;
glDispatchCompute(num_groups_x, num_groups_y, 1);
const uint spp = std::max(config_.samples_per_pixel_, 1u);
// Memory barrier
// We interpret frame_count_ as "accumulated sample count"
for (uint i = 0; i < spp; ++i) {
compute_shader_->use();
// Bind G-Buffer textures
bind_gbuffer_(gbuffer);
// Bind output and accumulation textures
glBindImageTexture(3, output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(4, accumulation_texture_, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
// Bind BVH buffers if enabled
if (config_.use_bvh_ && bvh_built_) {
bvh_node_buffer_.bind_base(2);
bvh_triangle_buffer_.bind_base(3);
compute_shader_->set_bool("u_use_bvh", true);
compute_shader_->set_uint("u_bvh_node_count", bvh_->get_node_count());
} else {
compute_shader_->set_bool("u_use_bvh", false);
compute_shader_->set_uint("u_bvh_node_count", 0u);
}
// Set uniforms (u_frame_count is sample index)
compute_shader_->set_uint("u_frame_count", frame_count_);
compute_shader_->set_uint("u_samples_per_pixel", 1u); // shader does 1 sample per dispatch now
compute_shader_->set_uint("u_max_depth", config_.max_depth_);
compute_shader_->set_uint("u_light_count", static_cast<uint>(scene.get_lights().size()));
compute_shader_->set_bool("u_enable_accumulation", config_.enable_accumulation_);
// Camera
const Camera& camera = scene.get_camera();
Mat4 inv_vp = glm::inverse(camera.get_view_projection_matrix());
compute_shader_->set_mat4("u_inv_view_projection", inv_vp);
glDispatchCompute(num_groups_x, num_groups_y, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Increment frame count for accumulation
if (config_.enable_accumulation_) {
frame_count_++;
}
}
}
void RayTracer::resize(uint width, uint height) {

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@ -67,6 +67,14 @@ bool Renderer::initialize() {
return false;
}
// Initialize denoiser
denoiser_ = std::make_unique<Denoiser>(config_.width_, config_.height_);
const auto& denoise_shader = shader_manager_->get_denoise_shader();
if (!denoiser_->initialize(denoise_shader)) {
Logger::error("Failed to initialize denoiser");
return false;
}
initialized_ = true;
Logger::info("Aurora Rendering Engine initialized successfully");
return true;
@ -98,6 +106,11 @@ void Renderer::shutdown() {
shader_manager_.reset();
}
if(denoiser_) {
denoiser_->release();
denoiser_.reset();
}
initialized_ = false;
Logger::info("Aurora Rendering Engine shut down");
}
@ -148,9 +161,16 @@ RenderStats Renderer::render(const Scene& scene, TextureHandle output_texture) {
auto raytrace_end = std::chrono::high_resolution_clock::now();
stats.raytrace_time_ms_ = std::chrono::duration<float, std::milli>(raytrace_end - raytrace_start).count();
// Phase 3: Blit to screen if output is default framebuffer
// Phase 3: Denoise texture
TextureHandle final_output = rt_output;
if (denoiser_) {
final_output = denoiser_->denoise(rt_output, 1); // radius=1 => 3x3
}
// Phase 4: Blit to screen if output is default framebuffer
if (created_temp_texture && output_texture == 0) {
screen_blit_->blit_fullscreen(rt_output);
screen_blit_->blit_fullscreen(final_output);
glDeleteTextures(1, &rt_output);
}
@ -182,6 +202,7 @@ void Renderer::resize(uint width, uint height) {
if (initialized_) {
gbuffer_->resize(width, height);
raytracer_->resize(width, height);
denoiser_->resize(width, height);
Logger::info("Renderer resized to " + std::to_string(width) + "x" + std::to_string(height));
}

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@ -39,6 +39,7 @@ void ShaderManager::release() {
gbuffer_shader_.reset();
raytracing_shader_.reset();
denoise_shader_.reset();
initialized_ = false;
Logger::info("ShaderManager released");
@ -108,6 +109,15 @@ bool ShaderManager::load_builtin_shaders_() {
shader_cache_["raytracing"] = raytracing_shader_;
Logger::info("Ray tracing shader loaded successfully");
Logger::info("Loading denoise compute shader...");
denoise_shader_ = std::make_shared<Shader>();
if (!denoise_shader_->load_compute("shaders/denoiser.comp")) {
Logger::error("Failed to load denoise shader");
return false;
}
shader_cache_["denoise"] = denoise_shader_;
Logger::info("Denoise shader loaded successfully");
return true;
}