Lignes + AXES
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index.html
104
index.html
@ -37,7 +37,7 @@
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const HISTOGRAMME = 2;
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let mode_affichage = HORIZONTAL;
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let type_dessin = HISTOGRAMME;
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let type_dessin = LIGNE_AXES;
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function toVertices(index)
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{
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@ -85,14 +85,14 @@
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// Unbind the buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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console.log(vertices);
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//console.log(vertices);
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return vertex_buffer;
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}
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/*=================== Shaders ====================*/
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function setShader()
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function setShader(red)
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{
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// Vertex shader source code
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var vertCode =
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@ -111,11 +111,19 @@
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gl.compileShader(vertShader);
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// Fragment shader source code
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var fragCode =
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var fragCode = "";
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if(red == false)
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{
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var fragCode =
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'void main(void) {' +
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'gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);' +
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'}';
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}else{
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var fragCode =
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'void main(void) {' +
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'gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);' +
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'}';
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}
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// Create fragment shader object
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var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
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@ -144,7 +152,8 @@
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return shaderProgram;
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}
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var shaderProgram = setShader();
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var shaderProgramRed = setShader(true);
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var shaderProgram = setShader(false);
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function draw(index)
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{
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@ -169,6 +178,79 @@
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gl.drawArrays(gl.LINE_STRIP, 0, courbe[index][0]);
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}
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function axe(index, ax)
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{
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const size = courbe[index][0];
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x_start = -1.0;
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x_end = map(1, size, ax+1, -1, 1);
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y_start = -1;
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y_end = map(valmin[index], valmax[index], courbe[index][ax+1], -1, 1);
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if(mode_affichage != SUPERPOSER)
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{
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y_start = map(0, nc, index, -1, 1);
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var end = map(0, nc, index+1, -1, 1);
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y_end = map(valmin[index], valmax[index], courbe[index][ax+1], y_start, end);
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}
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if(mode_affichage == VERTICAL)
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{
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[x_start, y_start] = [y_start, x_start];
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[x_end, y_end] = [y_end, x_end];
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}
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var vertices = [
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x_start, y_end, 0.0,
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x_end, y_end, 0.0,
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x_end, y_end, 0.0,
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x_end, y_start, 0.0,
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]
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return vertices;
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}
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function drawAxes(index)
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{
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const size = courbe[index][0];
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var vertices = [];
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for(let i = 1; i < size; i++)
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{
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let v = axe(index, i);
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vertices.push(...v);
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}
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console.log(vertices);
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// Create an empty buffer object
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var vertex_buffer = gl.createBuffer();
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// Bind appropriate array buffer to it
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gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
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// Pass the vertex data to the buffer
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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// Get the attribute location
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var coord = gl.getAttribLocation(shaderProgram, "coordinates");
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// Point an attribute to the currently bound VBO
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gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
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// Enable the attribute
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gl.enableVertexAttribArray(coord);
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// Set the view port
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gl.viewport(0,0,canvas.width,canvas.height);
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gl.useProgram(shaderProgramRed);
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// Draw the triangle
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gl.drawArrays(gl.LINES, 0, (courbe[index][0]-1) * 4);
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gl.useProgram(shaderProgram);
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}
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function square(index, squ)
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{
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const size = courbe[index][0];
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@ -208,8 +290,8 @@
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{
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var vertices = square(index, i);
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console.log(i);
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console.log(vertices);
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//console.log(i);
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//console.log(vertices);
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indices = [0, 2, 1, 0, 3, 2];
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@ -268,8 +350,12 @@
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if(type_dessin == HISTOGRAMME)
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{
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drawHisto(i);
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}else if(type_dessin == LIGNE){
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}else{
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draw(i);
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if(type_dessin == LIGNE_AXES)
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{
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drawAxes(i);
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}
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}
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}
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