Lignes + AXES

This commit is contained in:
Theo 2024-10-24 11:39:14 +02:00
parent 6a2b71cb4d
commit 1da24b1250

View File

@ -37,7 +37,7 @@
const HISTOGRAMME = 2;
let mode_affichage = HORIZONTAL;
let type_dessin = HISTOGRAMME;
let type_dessin = LIGNE_AXES;
function toVertices(index)
{
@ -85,14 +85,14 @@
// Unbind the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, null);
console.log(vertices);
//console.log(vertices);
return vertex_buffer;
}
/*=================== Shaders ====================*/
function setShader()
function setShader(red)
{
// Vertex shader source code
var vertCode =
@ -111,11 +111,19 @@
gl.compileShader(vertShader);
// Fragment shader source code
var fragCode =
var fragCode = "";
if(red == false)
{
var fragCode =
'void main(void) {' +
'gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);' +
'}';
}else{
var fragCode =
'void main(void) {' +
'gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);' +
'}';
}
// Create fragment shader object
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
@ -144,7 +152,8 @@
return shaderProgram;
}
var shaderProgram = setShader();
var shaderProgramRed = setShader(true);
var shaderProgram = setShader(false);
function draw(index)
{
@ -169,6 +178,79 @@
gl.drawArrays(gl.LINE_STRIP, 0, courbe[index][0]);
}
function axe(index, ax)
{
const size = courbe[index][0];
x_start = -1.0;
x_end = map(1, size, ax+1, -1, 1);
y_start = -1;
y_end = map(valmin[index], valmax[index], courbe[index][ax+1], -1, 1);
if(mode_affichage != SUPERPOSER)
{
y_start = map(0, nc, index, -1, 1);
var end = map(0, nc, index+1, -1, 1);
y_end = map(valmin[index], valmax[index], courbe[index][ax+1], y_start, end);
}
if(mode_affichage == VERTICAL)
{
[x_start, y_start] = [y_start, x_start];
[x_end, y_end] = [y_end, x_end];
}
var vertices = [
x_start, y_end, 0.0,
x_end, y_end, 0.0,
x_end, y_end, 0.0,
x_end, y_start, 0.0,
]
return vertices;
}
function drawAxes(index)
{
const size = courbe[index][0];
var vertices = [];
for(let i = 1; i < size; i++)
{
let v = axe(index, i);
vertices.push(...v);
}
console.log(vertices);
// Create an empty buffer object
var vertex_buffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Get the attribute location
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
// Point an attribute to the currently bound VBO
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
// Enable the attribute
gl.enableVertexAttribArray(coord);
// Set the view port
gl.viewport(0,0,canvas.width,canvas.height);
gl.useProgram(shaderProgramRed);
// Draw the triangle
gl.drawArrays(gl.LINES, 0, (courbe[index][0]-1) * 4);
gl.useProgram(shaderProgram);
}
function square(index, squ)
{
const size = courbe[index][0];
@ -208,8 +290,8 @@
{
var vertices = square(index, i);
console.log(i);
console.log(vertices);
//console.log(i);
//console.log(vertices);
indices = [0, 2, 1, 0, 3, 2];
@ -268,8 +350,12 @@
if(type_dessin == HISTOGRAMME)
{
drawHisto(i);
}else if(type_dessin == LIGNE){
}else{
draw(i);
if(type_dessin == LIGNE_AXES)
{
drawAxes(i);
}
}
}