Function perspective_LH_M11
Build a perspective projection matrix with left-hand NDC and [-1 .. 1] depth clipping
Mat4!T perspective_LH_M11(T)
(
in T fovx,
in T aspect,
in T near,
in T far
)
if (isFloatingPoint!T);
Parameters
Name | Description |
---|---|
fovx | horizontal field of view in degrees |
aspect | aspect ratio (width / height) |
near | position of the near plane |
far | position of the far plane |
Returns
a matrix that maps from eye space to clip space. To obtain NDC, the vector must be divided by w.
Example
const m = perspective_LH_M11!float(90, 2, 2, 4);
const vl = fvec(-2, -1, -2);
const vh = fvec(4, 2, -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, -1) ));
assert(approxUlp( toNdc(vh), fvec(1, 1, 1) ));
assert(approxUlp( toNdc(vc), fvec(0, 0, 1f/3f) ));