WasmGPU.math.mat4.perspective¶
Summary¶
WasmGPU.math.mat4.perspective creates a perspective projection matrix from camera frustum parameters. Use it for pinhole-camera rendering in 3D scenes.
Syntax¶
WasmGPU.math.mat4.perspective(fovY: number, aspect: number, near: number, far: number): number[]
const result = wgpu.math.mat4.perspective(fovY, aspect, near, far);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
fovY |
number |
Yes | Vertical field of view in radians. |
aspect |
number |
Yes | Viewport aspect ratio (width / height). |
near |
number |
Yes | Near clipping plane distance; must be positive. |
far |
number |
Yes | Far clipping plane distance; must be greater than near. |
Returns¶
number[] - New 4x4 matrix as a 16-number column-major array.
Type Details¶
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const fovY = Math.PI / 3;
const aspect = canvas.width / canvas.height;
const near = 0.1;
const far = 100.0;
const result = wgpu.math.mat4.perspective(fovY, aspect, near, far);
console.log(result);