Clément Foucault fclem
  • I'm pixel pusher.

  • Joined on 2014-07-09
Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:07 +02:00
Eevee-Next: World Reflective Light

Maybe derive it from MAX_RESOLUTION ? log2(MAX_RESOLUTION) + 1

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:06 +02:00
Eevee-Next: World Reflective Light

Style: No uppercase

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:06 +02:00
Eevee-Next: World Reflective Light

I don't know if this is covered by the next patch, but this should become an option.

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:05 +02:00
Eevee-Next: World Reflective Light

Prefer always syncing it inside World::sync() just like the other world pipeline is doing inst_.pipelines.world.sync(gpumat);.

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:05 +02:00
Eevee-Next: World Reflective Light

Add comment saying these are required in order to reuse the background shader and avoid another shader variation.

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:04 +02:00
Eevee-Next: World Reflective Light

You shouldn't have 3 sync functions. Kind of related to my other comments: Prefer syncing one view agnostic render pass and always sync it from World::sync().

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:04 +02:00
Eevee-Next: World Reflective Light

This struct shouldn't be contained by the pipeline. The pipeline should only contain the pass and be view agnostic.

Clément Foucault commented on pull request blender/blender#108149 2023-06-29 10:50:04 +02:00
Eevee-Next: World Reflective Light

Maybe we could rename this to BackgroundPipeline and use WorldPipeline for world rendering. Could do that in another PR.

Clément Foucault commented on issue blender/blender#93220 2023-06-28 10:40:05 +02:00
EEVEE-Next

@jimix85 No, light linking isn't planned to be implemented in EEVEE-Next first release and isn't listed here. It might be implemented at some point but I can't say when. But it is already…

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:30 +02:00
EEVEE Next: Volumes

Rename to volume_view_z_to_froxel_z, fits module prefix.

Clément Foucault suggested changes for blender/blender#107176 2023-06-27 18:45:30 +02:00
EEVEE Next: Volumes
Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:29 +02:00
EEVEE Next: Volumes

If a file requires a specific resource (here volumes_info_buf), make it clear at the top the file. (see eevee_light_eval_lib.glsl for example)

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:29 +02:00
EEVEE Next: Volumes

volume_phase_function_henyey_greenstein

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:28 +02:00
EEVEE Next: Volumes

I would call it volume_ndc_to_froxel.

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:28 +02:00
EEVEE Next: Volumes

volume_phase_function_isotropic

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:28 +02:00
EEVEE Next: Volumes

This one doesn't make much sense since it is only called once. Merge it into ndc_to_volume.

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:27 +02:00
EEVEE Next: Volumes

We shouldn't need any of this with the shared GLSL/C++ code. Maybe it's a leftover comment?

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:27 +02:00
EEVEE Next: Volumes

Uneeded like the others framebuffers in this file.

Clément Foucault commented on pull request blender/blender#107176 2023-06-27 18:45:26 +02:00
EEVEE Next: Volumes

Code-style: Avoid ps as name. Use more descriptive name like object_volume_pass.