Matrix.PerspectiveFovLH(Single,Single,Single,Single) Method (Microsoft.DirectX)
How Do I...?
- Set Up a Projection Matrix
Builds a left-handed perspective projection matrix based on a field of view.
Visual Basic Public Shared Function PerspectiveFovLH( _
ByVal fieldOfViewY As Single, _
ByVal aspectRatio As Single, _
ByVal znearPlane As Single, _
ByVal zfarPlane As Single _
) As Matrix
C# public static Matrix PerspectiveFovLH(
static Matrix PerspectiveFovLH(
JScript public static function PerspectiveFovLH(
fieldOfViewY : float,
aspectRatio : float,
znearPlane : float,
zfarPlane : float
) : Matrix;
Field of view in the y direction, in radians.
Aspect ratio, defined as the view space width divided by height.
Z-value of the near view plane.
Z-value of the far view plane.
This method uses the following formula to compute the returned matrix. The view space height is represented by
h, which is calculated from
h = cot(fieldOfViewY/2). The view space width is represented by
w, which is calculated from
h = w / aspectRatio.
w 0 0 0 0 h 0 0 0 0 zfarPlane/(zfarPlane-znearPlane) 1 0 0 -znearPlane*zfarPlane/(zfarPlane-znearPlane) 0
How Do I...?
Set Up a Projection Matrix
This example demonstrates how to set up the projection transformation matrix, which transforms 3-D camera or view space coordinates into 2-D screen coordinates.
See the following C# code example, the Projection transformation matrix is set to be equal to the left-handed (LH) PerspectiveFovLH matrix. Input arguments to PerspectiveFovLH are as follows.
- Field of view in radians: pi/4.
- Aspect ratio, or view-space height divided by width: 1, for a square window.
- Near clipping plane distance: 1 unit.
- Far clipping plane distance: 100 units.
[C#] using Microsoft.DirectX; Direct3D.Device device = null; // Create rendering device. // For the projection matrix, you set up a perspective transform (which // transforms geometry from 3-D view space to 2-D viewport space, with // a perspective divide making objects smaller in the distance). To build // a perspective transform, you need the field of view (1/4 pi is common), // the aspect ratio, and the near and far clipping planes (which define // the distances at which geometry should no longer be rendered). device.Transform.Projection = Matrix.PerspectiveFovLH( (float)Math.PI / 4, 1.0f, 1.0f, 100.0f );