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Jin02 avatar Jin02 commented on June 15, 2024

g_tGBufferAlbedo_occlusion
이런 이름도 다 바꾸자

g_t 이런 수식어는 전부제거하고 앞을 대문자로 설정하자.
예를들면,
g_tGBufferAlbedo_occlusion -> GBufferAledo_occlusion 이런 식으로..
그렇게 고치면 될 듯 싶다.

Depth와 BlendedDepth 이걸
GBufferDepth, GBufferBlendedDepth 이걸로 변경해야함

완료

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Jin02 avatar Jin02 commented on June 15, 2024

PhysicallyBased_GBuffer_Common - 완성이 덜 됬다.

현재 GBuffer가

  1. albedo(3), occlusion(1)
  2. motion(2), height(1), metallic(1)
  3. normal(3), roughness(1)
  4. emission(3), specularity(1)

이다.
여기서, 현재 구현자체 시작을 못한건 motion이다.

그리고.. 여기서 materialID를 가진 버퍼 하나를 만들어 내야한다.
height를 없애고 materialID를 넣는게 좋을 듯 싶다.
motion.xy가 unorm 형식이라고 해도 크게(?) 영향을 끼칠 것 같진 않고 materialID는 1byte면 충분하다. 그리고.. metallic도 2byte나 먹을 필요가 없기에 변경하면 될 것 같다.

heightMap은 displacement mapping에 쓰려고 해둔거다.
그래서 굳이 저렇게 뺄 이유가 없다. 다른 단계에서 저걸 읽어와서 쓰겠지.

처리 완료
#24 와 연관된다.

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Jin02 avatar Jin02 commented on June 15, 2024

BRDF.h 에서 fresnel0은?

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Jin02 avatar Jin02 commented on June 15, 2024

아, 작업은 #16_0 에서 작업한다.
Voxelization 방식을 새롭게 바꿔야해서 이런식으로 가려고 한다.

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Jin02 avatar Jin02 commented on June 15, 2024

굳이.. 1번 작업이 필요하긴 할까?
그냥 이거 때문에 이슈 열어놓는 것 보단 나중에 언급하는게 좋다고 생각한다.

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Jin02 avatar Jin02 commented on June 15, 2024

This issue was moved to TeamSOC/SOCEngine#19

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