Function frustum_LH_M11
Build a perspective projection matrix with left-hand NDC and [-1 .. 1] depth clipping
Parameters
Name | Description |
---|---|
l | X position of the left edge at the near plane |
r | X position of the right edge at the near plane |
b | Y position of the bottom edge at the near plane |
t | Y position of the top edge at the near plane |
n | distance from origin to near plane (in Z-) |
f | distance from origin to far plane (in Z-) |
Returns
a matrix that maps from eye space to clip space. To obtain NDC, the vector must be divided by w.
Example
const m = frustum_LH_01!float(-2, 2, -4, 4, 2, 4);
const vl = fvec(-2, -4, -2);
const vh = fvec(4, 8, -4);
const vc = fvec(0, 0, -3);
auto toNdc(in FVec3 v) {
const clip = m * fvec(v, 1);
return (clip / clip .w) .xyz;
}
import gfx .math .approx : approxUlp;
assert(approxUlp( toNdc(vl), fvec(-1, -1, 0) ));
assert(approxUlp( toNdc(vh), fvec(1, 1, 1) ));
assert(approxUlp( toNdc(vc), fvec(0, 0, 2f/3f) ));