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Image Light Feature - GSOC 2023 #6255
Image Light Feature - GSOC 2023 #6255
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Maybe we can be a bit more specific here and say that this is what
_setImageLightUniforms
looks at to see if it needs to send uniforms to the fill shaderThere was a problem hiding this comment.
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Maybe we can rephrase this into sentences so it's a bit easier to read? Also, for each map, we should say what the keys and values are. E.g. for this one, it maps a
p5.Image
used byimageLight()
to ap5.Graphics
containing the combined light it sends to each direction.There was a problem hiding this comment.
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This one maps the input
p5.Image
to ap5.MipmapTexture
. Worth mentioning that we use a mipmap texture because it can contain light from multiple roughness levels.There was a problem hiding this comment.
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Slight update to this: we don't set it to true, we set it to a
p5.Image
. Instead of checking if it's true, we check if it's not nullThere was a problem hiding this comment.
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Do we still need this line?
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I think we renamed
blurryTexture
todiffusedTextures
. Also we can mention that we only create it if it does not already exist.There was a problem hiding this comment.
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Maybe we can rename this to
getDiffusedTexture
for consistency?There was a problem hiding this comment.
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I think we can take out this one
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We could mention that it's OK that it's small because it's going to be really blurry and smooth anyway
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This can also be removed
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Similar to above, this only creates it if it doesn't already exist
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Maybe worth mentioning that they're different roughness levels too. The rougher it is, the smaller the size, because rougher surfaces are blurrier/less detailed
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This one probably doesn't need a comment, since it doesn't add much over the code itself
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This is just for debugging, right? We can probably remove this if block now
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Another spot where we can rename to
diffusedTextures
for consistencyThere was a problem hiding this comment.
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I think we can take this note out now
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I think we can take this one out too