GLSL: Cleanup Clip Space vs. NDC Space naming #105070
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Reference: blender/blender#105070
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Throughout the GLSL codebase Clip Space and NDC Space are both refereed using the same prefix
ndc_
.But they aren't the same thing:
vec4 clip_point = winmat * vec4(vs_point, 1.0)
or more commonlyvec4 clip_point = point_world_to_ndc(vs_point)
)vec3 ndc_point = clip_point.xyz / clip_point.w
or more commonlyvec3 ndc_point = project_point(winmat, vs_point)
)All occurence of
ndc
should be checked and renamed appropriately as well as the functions likepoint_world_to_ndc
which does output clip space points.References:
https://en.wikipedia.org/wiki/Clip_coordinates
https://carmencincotti.com/2022-05-02/homogeneous-coordinates-clip-space-ndc/
this issue is open right ? Could you please explain to me in more detail what needs to be done here?
@Prakhar-Singh-Chouhan Yes, this issue is still opened.
The list of things to do is:
ndc_
and change them tohs_
(short for homogeneous space) if they are comming from a projection matrix multiplication without division.ndc
and change them tohomegeneous
if they are working with the homogeneous space.point_view_to_ndc
topoint_view_to_homogeneous
.point_world_to_ndc
topoint_world_to_homogeneous
.point_object_to_ndc
topoint_object_to_homogeneous
.gl_Location
is expected to be in homogeneous space.If you haven't started working on this yet, I wouldn't mind giving it a go.
@bonj I have already started to work on this issue