Merge remote-tracking branch 'origin/Denoising'

This commit is contained in:
TheRedShip
2025-02-09 17:12:04 +01:00
16 changed files with 270 additions and 46 deletions

View File

@ -78,6 +78,15 @@ struct GPUDebug
int box_treshold;
};
struct GPUDenoise
{
int enabled;
int pass;
float c_phi;
float p_phi;
float n_phi;
};
struct GPUBvh
{
alignas(16) glm::vec3 min;
@ -135,6 +144,7 @@ class Scene
GPUVolume &getVolume();
GPUDebug &getDebug();
GPUDenoise &getDenoise();
Camera *getCamera(void) const;
GPUMaterial getMaterial(int material_index);
@ -162,6 +172,7 @@ class Scene
GPUVolume _gpu_volume;
GPUDebug _gpu_debug;
GPUDenoise _gpu_denoise;
Camera *_camera;
};

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 18:10:10 by TheRed #+# #+# */
/* Updated: 2025/01/30 22:27:43 by tomoron ### ########.fr */
/* Updated: 2025/02/02 19:42:13 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -18,13 +18,15 @@
class Shader
{
public:
Shader(std::string vertexPath, std::string fragmentPath, std::string computePath);
Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath);
~Shader(void);
void attach(void);
void setupVertexBuffer();
void drawTriangles();
void flipOutputDenoising(bool pass);
// void setBool(const std::string &name, bool value) const;
void set_int(const std::string &name, int value) const;
void set_float(const std::string &name, float value) const;
@ -37,6 +39,10 @@ class Shader
GLuint getProgram(void) const;
GLuint getProgramCompute(void) const;
GLuint getProgramComputeDenoising(void) const;
GLuint getNormalTexture(void) const;
GLuint getPositionTexture(void) const;
std::vector<float> getOutputImage(void);
@ -46,13 +52,18 @@ class Shader
GLuint _program;
GLuint _program_compute;
GLuint _program_denoising;
GLuint _output_texture;
GLuint _accumulation_texture;
GLuint _denoising_texture;
GLuint _normal_texture;
GLuint _position_texture;
GLuint _vertex;
GLuint _fragment;
GLuint _compute;
GLuint _denoising;
size_t _size;

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@ -85,10 +85,10 @@ cy +10.00 +3.000 +15.00 1.5 4.8 +0.000 +1.000 +0.000 5
cy +10.00 +3.000 +25.00 1.5 4.8 +0.000 +1.000 +0.000 5
qu -35 0 -40 0 20 0 70 0 0 5
qu 35 0 -40 0 20 0 0 0 100 5
qu -35 0 -40 0 20 0 0 0 100 5
qu -50 +20 -50 100 0 0 0 0 100 5
qu -50 0 -50 100 0 0 0 0 100 5
qu -35 0 -40 0 20 0 70 0 0 0 5
qu 35 0 -40 0 20 0 0 0 100 0 5
qu -35 0 -40 0 20 0 0 0 100 0 5
qu -50 +20 -50 100 0 0 0 0 100 0 5
qu -50 0 -50 100 0 0 0 0 100 0 5
# qu -35 0 50 0 20 0 70 0 0 5
# qu -35 0 50 0 20 0 70 0 0 0 5

View File

@ -40,5 +40,5 @@ sp 2.4 1.5 -1 1.5 14
// light quad
qu -1 2.999 -1 0 0 2 2 0 0 0
qu -1 2.999 -1 0 0 2 2 0 0 0 0

View File

@ -3,7 +3,7 @@ CAM -7 10 6 -19.4 -50 0.081 9.417 80.368 10
MAT 255 255 255 2.0 0.0 0.0 //white light
sp -10 100 10 50 0
qu -2.5 15 -9 7 0 0 0 0 7 0
qu -2.5 15 -9 7 0 0 0 0 7 0 0
MAT 255 100 10 0.0 0.5 1.0

View File

@ -2,7 +2,7 @@ CAM 1.61759 3.23371 -7.26417 -4.0001 105.199 0 2.973 45.75
MAT 255 255 255 2.0 1.0 0.0 // 0 white light
# sp -3.5 2.7 0.5 0.2 0
qu -4 2.375 0 0 0.25 0 0 0 0.25 0
qu -4 2.375 0 0 0.25 0 0 0 0.25 0 0
MAT 250 250 250 0. 1.0 0.0 // 1 white
MAT 250 100 100 0. 1.0 0.0 // 2 red
@ -11,15 +11,15 @@ MAT 100 100 250 0. 1.0 0.0 // 3 blue
MAT 250 250 250 0. 1.0 0.05 // 1 white tomato
MAT 250 250 250 0. 1.3 0. DIE -1 // 1 white dielectric
qu 2.5 0 -2.5 0 5 0 0 0 5 1
qu -2.5 0 2.5 0 5 0 5 0 0 2
qu -2.5 0 -2.5 0 0 5 5 0 0 1
qu 2.5 0 -2.5 0 5 0 0 0 5 0 1
qu -2.5 0 2.5 0 5 0 5 0 0 0 2
qu -2.5 0 -2.5 0 0 5 5 0 0 0 1
qu -2.5 0 -2.5 0 2.375 0 0 0 5 3
qu -2.5 2.6275 -2.5 0 2.375 0 0 0 5 3
qu -2.5 0 -2.5 0 2.375 0 0 0 5 0 3
qu -2.5 2.6275 -2.5 0 2.375 0 0 0 5 0 3
qu -2.5 2 0.25 0 1 0 0 0 2.75 3
qu -2.5 2 -2.5 0 1 0 0 0 2.5 3
qu -2.5 2 0.25 0 1 0 0 0 2.75 0 3
qu -2.5 2 -2.5 0 1 0 0 0 2.5 0 3
sp 1.25 1 -1 1.5 4

View File

@ -8,12 +8,12 @@ MAT 255 255 255 5.0 0.0 0.0 //light
pl 0 0 0 0 1 0 1
sp -10 10 -9 1 2
# qu -10 5 -12 0 6 0 0 0 6 2
# qu -10 5 -12 0 6 0 0 0 6 0 2
qu 0 0 0 0 6 0 18 0 0 0
qu 0 0 -18 0 6 0 18 0 0 0
qu 18 0 -18 0 6 0 0 0 18 0
qu 0 6 -18 18 0 0 0 0 18 0
qu 0 0 0 0 6 0 18 0 0 0 0
qu 0 0 -18 0 6 0 18 0 0 0 0
qu 18 0 -18 0 6 0 0 0 18 0 0
qu 0 6 -18 18 0 0 0 0 18 0 0
cu 0.25 3 -0.25 0.5 6 0.5 0
cu 0.25 3 -1.25 0.5 6 0.5 0

View File

@ -7,21 +7,21 @@ MAT 255 255 255 1.0 0.0 0.0 //light
sp -5 5 0 1 2
# qu -5 0 -2.5 0 5 0 0 0 5 2
# qu -5 0 -2.5 0 5 0 0 0 5 0 2
pl 0 0 0 0 1 0 1
qu 2.5 0 -2.5 0 5 0 0 0 5 0
qu -2.5 0 -2.5 0 5 0 5 0 0 0
qu -2.5 0 2.5 0 5 0 5 0 0 0
qu -2.5 5 -2.5 0 0 5 5 0 0 0
qu 2.5 0 -2.5 0 5 0 0 0 5 0 0
qu -2.5 0 -2.5 0 5 0 5 0 0 0 0
qu -2.5 0 2.5 0 5 0 5 0 0 0 0
qu -2.5 5 -2.5 0 0 5 5 0 0 0 0
qu -2.5 0 -2.5 0 2.5 0 0 0 5 0
qu -2.5 3.5 -2.5 0 1.5 0 0 0 5 0
qu -2.5 0 -2.5 0 2.5 0 0 0 5 0 0
qu -2.5 3.5 -2.5 0 1.5 0 0 0 5 0 0
qu -2.5 2.5 0.5 0 1 0 0 0 2 0
qu -2.5 2.5 -2.5 0 1 0 0 0 2 0
qu -2.5 2.5 0.5 0 1 0 0 0 2 0 0
qu -2.5 2.5 -2.5 0 1 0 0 0 2 0 0

View File

@ -4,6 +4,9 @@ layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
layout(binding = 1, rgba32f) uniform image2D accumulation_image;
layout(binding = 3, rgba32f) uniform image2D normal_texture;
layout(binding = 4, rgba32f) uniform image2D position_texture;
struct GPUObject {
mat4 rotation;
@ -193,6 +196,12 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
break;
}
if (i == 0)
{
imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.normal), 1.0));
imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.position), 1.0));
}
float p = max(color.r, max(color.g, color.b));
if (randomValue(rng_state) >= p) break;
color /= max(p, 0.001);
@ -247,7 +256,7 @@ void main()
vec2 jitter = randomPointInCircle(rng_state) * 1;
vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;;
vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y;
Ray ray = initRay(uv, rng_state);

70
shaders/denoising.glsl Normal file
View File

@ -0,0 +1,70 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D read_texture;
layout(binding = 2, rgba32f) uniform image2D write_texture;
layout(binding = 3, rgba32f) uniform image2D position_texture;
layout(binding = 4, rgba32f) uniform image2D normal_texture;
uniform vec2 u_resolution;
uniform int u_pass;
uniform float u_c_phi;
uniform float u_p_phi;
uniform float u_n_phi;
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
int holes = int(pow(2, u_pass));
vec4 color_center = imageLoad(read_texture, pixel_coords);
vec3 position_center = imageLoad(position_texture, pixel_coords).xyz;
vec3 normal_center = imageLoad(normal_texture, pixel_coords).xyz;
float kernel[5] = float[5](1.0/16.0, 1.0/4.0, 3.0/8.0, 1.0/4.0, 1.0/16.0);
float totalWeight = 0.;
vec4 color = vec4(vec3(0.), 1.0);
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
ivec2 coords = pixel_coords + ivec2(x * holes, y * holes);
if (coords.x < 0. || coords.y < 0. || coords.x >= int(u_resolution.x) || coords.y >= int(u_resolution.y))
continue ;
// coords = clamp(coords, ivec2(-1.0), u_resolution);
vec4 color_sample = imageLoad(read_texture, coords);
vec3 position_sample = imageLoad(position_texture, coords).xyz;
vec3 normal_sample = imageLoad(normal_texture, coords).xyz;
// Calculate edge-stopping weights
// Color weight
float colorDist = distance(color_center, color_sample);
float w_c = exp(-colorDist / u_c_phi);
// Position weight
float posDist = distance(position_center, position_sample);
float w_p = exp(-posDist / u_p_phi);
// Normal weight
float normalDist = distance(normal_center, normal_sample);
float w_n = exp(-normalDist / u_n_phi);
float weight = kernel[x+2] * kernel[y+2] * w_c * w_p * w_n;
color += color_sample * weight;
totalWeight += weight;
}
}
imageStore(write_texture, pixel_coords, color / totalWeight);
}

View File

@ -2,7 +2,7 @@ hitInfo traceRay(inout Ray ray);
vec3 GetEnvironmentLight(Ray ray)
{
// return vec3(0.);
return vec3(0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1.;
@ -65,7 +65,7 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial
vec3 normal = normalize(crossQuad);
float cos_theta = max(0.0, dot(normal, -light_dir));
return mat.emission * mat.color / (light_dist);
return mat.emission * mat.color / (light_dist * light_dist) * pdf;
}
vec3 sampleLights(vec3 position, inout uint rng_state)
@ -134,6 +134,6 @@ void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inou
{
color *= mat.color;
light += mat.emission * mat.color;
}
// light += sampleLights(hit.position, rng_state);
}
}

View File

@ -21,7 +21,7 @@ int main(int argc, char **argv)
if (scene.fail())
return (1);
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl", "shaders/denoising.glsl");
// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
@ -141,6 +141,29 @@ int main(int argc, char **argv)
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
GPUDenoise denoise = scene.getDenoise();
if (denoise.enabled)
{
glUseProgram(shader.getProgramComputeDenoising());
glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_c_phi"), denoise.c_phi);
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_p_phi"), denoise.p_phi);
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_n_phi"), denoise.n_phi);
for (int pass = 0; pass < denoise.pass ; ++pass)
{
shader.flipOutputDenoising(pass % 2 == 0);
glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass);
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
shader.flipOutputDenoising(true);
}
glClear(GL_COLOR_BUFFER_BIT);
window.imGuiNewFrame();
@ -152,6 +175,9 @@ int main(int argc, char **argv)
window.display();
window.pollEvents();
glClearTexImage(shader.getNormalTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClearTexImage(shader.getPositionTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
ImGui_ImplOpenGL3_Shutdown();

View File

@ -33,6 +33,11 @@ Scene::Scene(std::string &name)
_gpu_debug.triangle_treshold = 1;
_gpu_debug.box_treshold = 1;
_gpu_denoise.enabled = 0;
_gpu_denoise.pass = 0;
_gpu_denoise.c_phi = 0.1f;
_gpu_denoise.p_phi = 0.1f;
_gpu_denoise.n_phi = 0.1f;
if (!file.is_open())
{
@ -366,6 +371,11 @@ GPUDebug &Scene::getDebug()
return (_gpu_debug);
}
GPUDenoise &Scene::getDenoise()
{
return (_gpu_denoise);
}
std::vector<GPUBvhData> &Scene::getBvhData()
{
return (_gpu_bvh_data);

View File

@ -61,11 +61,12 @@ void printWithLineNumbers(const char *str)
std::cout << lineNumber++ << ": " << line << std::endl;
}
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath)
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath)
{
const char *vertexCode = loadFileWithIncludes(vertexPath);
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
const char *denoisingCode = loadFileWithIncludes(denoisingPath);
// printWithLineNumbers(computeCode);
@ -89,6 +90,13 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
glCompileShader(_compute);
checkCompileErrors(_compute);
_denoising = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_denoising, 1, &denoisingCode, NULL);
glCompileShader(_denoising);
checkCompileErrors(_denoising);
}
Shader::~Shader(void)
@ -98,15 +106,14 @@ Shader::~Shader(void)
glDeleteShader(_compute);
glDeleteProgram(_program);
glDeleteProgram(_program_compute);
glDeleteProgram(_denoising);
}
void Shader::attach(void)
{
_program = glCreateProgram();
_program_compute = glCreateProgram();
glProgramParameteri(_program_compute, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glProgramParameteri(_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
_program_denoising = glCreateProgram();
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
@ -114,10 +121,14 @@ void Shader::attach(void)
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);
glAttachShader(_program_denoising, _denoising);
glLinkProgram(_program);
glLinkProgram(_program_compute);
glLinkProgram(_program_denoising);
glGenTextures(1, &_output_texture);
glBindTexture(GL_TEXTURE_2D, _output_texture);
@ -126,7 +137,7 @@ void Shader::attach(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_accumulation_texture);
glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
@ -136,6 +147,33 @@ void Shader::attach(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(1, _accumulation_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_denoising_texture);
glBindTexture(GL_TEXTURE_2D, _denoising_texture);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_normal_texture);
glBindTexture(GL_TEXTURE_2D, _normal_texture);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(3, _normal_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_position_texture);
glBindTexture(GL_TEXTURE_2D, _position_texture);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(4, _position_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
}
void Shader::checkCompileErrors(GLuint shader)
@ -187,6 +225,20 @@ void Shader::drawTriangles()
glDrawArrays(GL_TRIANGLES, 0, _size * 3);
}
void Shader::flipOutputDenoising(bool pass)
{
if (pass)
{
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
else
{
glBindImageTexture(0, _denoising_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
}
void Shader::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
@ -245,6 +297,21 @@ GLuint Shader::getProgramCompute(void) const
return (_program_compute);
}
GLuint Shader::getProgramComputeDenoising(void) const
{
return (_program_denoising);
}
GLuint Shader::getNormalTexture(void) const
{
return (_normal_texture);
}
GLuint Shader::getPositionTexture(void) const
{
return (_position_texture);
}
std::vector<float> Shader::getOutputImage(void)
{
std::vector<float> res(WIDTH * HEIGHT * 4);

View File

@ -272,17 +272,37 @@ void Window::imGuiRender()
has_changed = true;
}
if (ImGui::CollapsingHeader("Denoiser"))
{
ImGui::PushID(0);
ImGui::Checkbox("Enable", (bool *)(&_scene->getDenoise().enabled));
ImGui::Separator();
if (ImGui::SliderInt("Pass", &_scene->getDenoise().pass, 0, 8))
_scene->getDenoise().pass = (_scene->getDenoise().pass / 2) * 2; // make sure it's even
ImGui::SliderFloat("Color diff", &_scene->getDenoise().c_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Position diff", &_scene->getDenoise().p_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Normal diff", &_scene->getDenoise().n_phi, 0.0f, 1.0f);
ImGui::PopID();
}
if (ImGui::CollapsingHeader("Debug"))
{
ImGui::PushID(0);
has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled));
ImGui::Separator();
has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
ImGui::PopID();
}
_renderer->renderImgui();;
_renderer->renderImgui();
ImGui::End();