horizontal field of view in degrees
aspect ratio (width / height)
position of the near plane
position of the far plane
a matrix that maps from eye space to clip space. To obtain NDC, the vector must be divided by w.
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) ));
Build a perspective projection matrix with left-hand NDC and [-1 .. 1] depth clipping