I need a formula for a right-handed Orthographic and Perspective projection matrices
I'm doing a 3D graphics "untextured cubes on a blue screen" test using right-handed coordinates. However, they come out strangely clipped or distorted (in Orthographic, the left side of the display ends before the window does; in Perspective, it looks like the display stretches from back-left to forward-right).
Not sure what the problem actually is, but the projection matrices seem a good place to start.
The ones I'm using now:
// Went back to where I found it and found out this is a
// left-handed projection. Oops!
public static Matrix4x4 Orthographic(float width, float height,
float near, float far)
{
float farmnear = far - near;
return new Matrix4x4(
2 / width, 0, 0, 0,
0, 2 / height, 0, 0,
0, 0, 1 / farmnear, -near / farmnear,
0, 0, 0, 1
);
}
// Copied from a previous project.
public static Matrix4x4 PerspectiveFov(float fov, float aspect,
开发者_运维问答 float near, float far)
{
float yScale = 1.0F / (float)Math.Tan(fov / 2);
float xScale = yScale / aspect;
float farmnear = far - near;
return new Matrix4x4(
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, far / (farmnear), 1,
0, 0, -near * far / (farmnear), 1
);
}
Thanks
Solved - Thanks for all your help. It wasn't the projection matrices; it was a single mis-placed variable in the LookAt/View matrix. Everything displays correctly now that it's fixed.
public static Matrix4x4 LookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Vector3 zAxis = target; zAxis.Subtract(ref eye); zAxis.Normalize();
Vector3 xAxis = up; xAxis.Cross(zAxis); xAxis.Normalize();
Vector3 yAxis = zAxis; yAxis.Cross(xAxis);
return new Matrix4x4(
xAxis.X, yAxis.X, zAxis.Z, 0, // There.
xAxis.Y, yAxis.Y, zAxis.Y, 0,
xAxis.Z, yAxis.Z, zAxis.Z, 0,
-xAxis.Dot(eye), -yAxis.Dot(eye), -zAxis.Dot(eye), 1
);
}
Oops. :)
精彩评论