D3DXMatrixShadow function (D3DX10Math.h)

Note

The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.

Builds a matrix that flattens geometry into a plane.

Syntax

D3DXMATRIX* D3DXMatrixShadow(
  _Inout_       D3DXMATRIX  *pOut,
  _In_    const D3DXVECTOR4 *pLight,
  _In_    const D3DXPLANE   *pPlane
);

Parameters

pOut [in, out]

Type: D3DXMATRIX*

Pointer to the D3DXMATRIX structure that is the result of the operation.

pLight [in]

Type: const D3DXVECTOR4*

Pointer to a D3DXVECTOR4 describing the light's position.

pPlane [in]

Type: const D3DXPLANE*

Pointer to the source D3DXPLANE.

Return value

Type: D3DXMATRIX*

Pointer to a D3DXMATRIX structure that flattens geometry into a plane.

Remarks

The D3DXMatrixShadow function flattens geometry into a plane, as if casting a shadow from a light.

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixShadow function can be used as a parameter for another function.

This function uses the following formula to compute the returned matrix.

P = normalize(Plane);
L = Light;
d = dot(P, L)

P.a * L.x + d  P.a * L.y      P.a * L.z      P.a * L.w  
P.b * L.x      P.b * L.y + d  P.b * L.z      P.b * L.w  
P.c * L.x      P.c * L.y      P.c * L.z + d  P.c * L.w  
P.d * L.x      P.d * L.y      P.d * L.z      P.d * L.w + d

If the light's w-component is 0, the ray from the origin to the light represents a directional light. If it is 1, the light is a point light.

Requirements

Requirement Value
Header
D3DX10Math.h
Library
D3DX10.lib

See also

Math Functions