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sml-projects/fcore/ndc.sml

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structure Ndc =
struct
(* ndc = normalised device coordinates *)
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fun ltrbToVertex (left, top, right, bottom) =
#[ left, bottom
, right, bottom
, left, top
, left, top
, right, bottom
, right, top
]
fun ltrbToVertexRgb (left, top, right, bottom, r, g, b) =
#[ left, bottom, r, g, b
, right, bottom, r, g, b
, left, top, r, g, b
, left, top, r, g, b
, right, bottom, r, g, b
, right, top, r, g, b
]
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fun fromPixelX (xpos, windowWidth, windowHeight) =
let
val halfWidth = Real32.fromInt (windowWidth div 2)
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val xpos = xpos - halfWidth
in
if windowWidth > windowHeight then
let
val difference = windowWidth - windowHeight
val offset = Real32.fromInt (difference div 2)
in
xpos / (halfWidth - offset)
end
else
xpos / halfWidth
end
fun fromPixelY (ypos, windowWidth, windowHeight) =
let
val halfHeight = Real32.fromInt (windowHeight div 2)
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val ypos = ~(ypos - halfHeight)
in
if windowHeight > windowWidth then
let
val difference = windowHeight - windowWidth
val offset = Real32.fromInt (difference div 2)
in
ypos / (halfHeight - offset)
end
else
ypos / halfHeight
end
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end