FINI
This commit is contained in:
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1da24b1250
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358
index.html
358
index.html
@ -3,362 +3,6 @@
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<body>
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<canvas width = "300" height = "300" id = "my_Canvas"></canvas>
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<script>
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// Mapping function
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function map(smin, smax, val, omin, omax) {
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const percent = (val - smin) / (smax - smin);
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return (omax - omin) * percent + omin;
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}
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/*======= Creating a canvas =========*/
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var canvas = document.getElementById('my_Canvas');
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var gl = canvas.getContext('webgl');
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/*======= Filling values =========*/
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var nc = 3; // Number of curves
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var courbe = [
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[5, 0.1, 0.4, 0.7, 0.9, 1.0], // Example data
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[5, 0.2, 0.3, 0.6, 0.8, 0.95],
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[5, 0.05, 0.15, 0.5, 0.75, 0.85],
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];
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var valmin = [0.1, 0.2, 0.05];
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var valmax = [1.0, 0.95, 0.85];
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// Drawing modes
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const HORIZONTAL = 0;
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const VERTICAL = 1;
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const SUPERPOSER = 2;
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// Drawing types
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const LIGNE = 0;
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const LIGNE_AXES = 1;
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const HISTOGRAMME = 2;
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let mode_affichage = HORIZONTAL;
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let type_dessin = LIGNE_AXES;
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function toVertices(index)
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{
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const size = courbe[index][0];
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var vertices = new Array(size*3).fill(0);
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let j = 0;
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for (let i = 1; i <= size; i++) {
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vertices[j] = map(1, size, i, -1, 1);
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if(mode_affichage == SUPERPOSER)
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{
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vertices[j+1] = map(valmin[index], valmax[index], courbe[index][i], -1, 1);
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}else
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{
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var start = map(0, nc, index, -1, 1);
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var end = map(0, nc, index+1, -1, 1);
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vertices[j+1] = map(valmin[index], valmax[index], courbe[index][i], start, end);
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if(mode_affichage == VERTICAL)
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{
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[vertices[j], vertices[j+1]] = [vertices[j+1], vertices[j]];
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}
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}
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vertices[j+2] = 0;
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j += 3;
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}
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return vertices;
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}
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function getCurveVertices(index)
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{
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const size = courbe[index][0];
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var vertices = toVertices(index);
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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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// Unbind the buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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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(red)
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{
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// Vertex shader source code
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var vertCode =
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'attribute vec3 coordinates;' +
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'void main(void) {' +
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' gl_Position = vec4(coordinates, 1.0);' +
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'}';
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// Create a vertex shader object
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var vertShader = gl.createShader(gl.VERTEX_SHADER);
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// Attach vertex shader source code
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gl.shaderSource(vertShader, vertCode);
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// Compile the vertex shader
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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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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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// Attach fragment shader source code
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gl.shaderSource(fragShader, fragCode);
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// Compile the fragmentt shader
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gl.compileShader(fragShader);
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// Create a shader program object to store
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// the combined shader program
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var shaderProgram = gl.createProgram();
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// Attach a vertex shader
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gl.attachShader(shaderProgram, vertShader);
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// Attach a fragment shader
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gl.attachShader(shaderProgram, fragShader);
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// Link both the programs
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gl.linkProgram(shaderProgram);
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// Use the combined shader program object
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gl.useProgram(shaderProgram);
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return shaderProgram;
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}
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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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var vertex_buffer = getCurveVertices(index);
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// Bind vertex buffer object
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gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
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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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// Draw the triangle
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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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x_start = map(1, size, squ, -1, 1);
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x_end = map(1, size, squ+1, -1, 1);
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y_start = -1;
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y_end = map(valmin[index], valmax[index], courbe[index][squ], -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][squ], 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_start, 0,
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x_end, y_start, 0,
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x_end, y_end, 0,
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x_start, y_end, 0
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]
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return vertices;
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}
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function drawHisto(index)
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{
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const size = courbe[index][0];
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for(let i = 1; i < size; i++)
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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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indices = [0, 2, 1, 0, 3, 2];
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// Create an empty buffer object to store vertex buffer
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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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// Unbind the buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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// Create an empty buffer object to store Index buffer
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var Index_Buffer = gl.createBuffer();
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// Bind appropriate array buffer to it
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
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// Pass the vertex data to the buffer
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
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// Unbind the buffer
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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// Bind vertex buffer object
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gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
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// Bind index buffer object
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
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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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// Draw the triangle
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gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
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}
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}
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gl.clearColor(0, 0, 0, 0.5);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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for(var i = 0; i < nc; i++)
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{
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if(type_dessin == HISTOGRAMME)
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{
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drawHisto(i);
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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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</script>
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<script src="main.js"></script>
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</body>
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</html>
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main.js
433
main.js
@ -1,11 +1,24 @@
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// Global variables
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const MAXC = 20;
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const MAXV = 100;
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let courbe = new Array(MAXC).fill().map(() => new Array(MAXV).fill(0));
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let valmin = new Array(MAXC).fill(0);
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let valmax = new Array(MAXC).fill(0);
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let nc = 0;
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// Mapping function
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function map(smin, smax, val, omin, omax) {
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const percent = (val - smin) / (smax - smin);
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return (omax - omin) * percent + omin;
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}
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/*======= Creating a canvas =========*/
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var canvas = document.getElementById('my_Canvas');
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var gl = canvas.getContext('webgl');
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/*======= Filling values =========*/
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var nc = 3; // Number of curves
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var courbe = [
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[5, 0.1, 0.4, 0.7, 0.9, 1.0], // Example data
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[5, 0.2, 0.3, 0.6, 0.8, 0.95],
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[5, 0.05, 0.15, 0.5, 0.75, 0.85],
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];
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var valmin = [0.1, 0.2, 0.05];
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var valmax = [1.0, 0.95, 0.85];
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// Drawing modes
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const HORIZONTAL = 0;
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@ -18,138 +31,324 @@ const LIGNE_AXES = 1;
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const HISTOGRAMME = 2;
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let mode_affichage = HORIZONTAL;
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let type_dessin = LIGNE;
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let type_dessin = LIGNE_AXES;
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// WebGL setup
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function initWebGL() {
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const canvas = document.getElementById("glCanvas");
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const gl = canvas.getContext("webgl");
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function toVertices(index)
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{
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const size = courbe[index][0];
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var vertices = new Array(size*3).fill(0);
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if (!gl) {
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console.error("Unable to initialize WebGL.");
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return null;
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let j = 0;
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for (let i = 1; i <= size; i++) {
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vertices[j] = map(1, size, i, -1, 1);
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if(mode_affichage == SUPERPOSER)
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{
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vertices[j+1] = map(valmin[index], valmax[index], courbe[index][i], -1, 1);
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}else
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{
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var start = map(0, nc, index, -1, 1);
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var end = map(0, nc, index+1, -1, 1);
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vertices[j+1] = map(valmin[index], valmax[index], courbe[index][i], start, end);
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if(mode_affichage == VERTICAL)
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{
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[vertices[j], vertices[j+1]] = [vertices[j+1], vertices[j]];
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}
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}
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return gl;
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}
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// Mapping function
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function map(smin, smax, val, omin, omax) {
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const percent = (val - smin) / (smax - smin);
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return (omax - omin) * percent + omin;
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}
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// Draw axes
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function drawAxes(gl, x1, x2, y1, y2) {
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gl.lineWidth(1);
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gl.strokeStyle = "#FF8080";
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gl.beginPath();
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gl.moveTo(x1, y2);
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gl.lineTo(x2, y2);
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gl.lineTo(x2, y1);
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gl.stroke();
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}
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// Draw curve
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function drawCurve(gl, index, hgx, hgy, bdx, bdy) {
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if (index >= nc) {
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console.error("Invalid curve index");
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return;
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vertices[j+2] = 0;
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j += 3;
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}
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return vertices;
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}
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gl.strokeStyle = "#FFFFFF"; // Set line color to white
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function getCurveVertices(index)
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{
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const size = courbe[index][0];
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var vertices = toVertices(index);
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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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// Unbind the buffer
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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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(red)
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{
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// Vertex shader source code
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var vertCode =
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'attribute vec3 coordinates;' +
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'void main(void) {' +
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' gl_Position = vec4(coordinates, 1.0);' +
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'}';
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// Create a vertex shader object
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var vertShader = gl.createShader(gl.VERTEX_SHADER);
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// Attach vertex shader source code
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gl.shaderSource(vertShader, vertCode);
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// Compile the vertex shader
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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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||||
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);
|
||||
|
||||
// Attach fragment shader source code
|
||||
gl.shaderSource(fragShader, fragCode);
|
||||
|
||||
// Compile the fragmentt shader
|
||||
gl.compileShader(fragShader);
|
||||
|
||||
// Create a shader program object to store
|
||||
// the combined shader program
|
||||
var shaderProgram = gl.createProgram();
|
||||
|
||||
// Attach a vertex shader
|
||||
gl.attachShader(shaderProgram, vertShader);
|
||||
|
||||
// Attach a fragment shader
|
||||
gl.attachShader(shaderProgram, fragShader);
|
||||
|
||||
// Link both the programs
|
||||
gl.linkProgram(shaderProgram);
|
||||
|
||||
// Use the combined shader program object
|
||||
gl.useProgram(shaderProgram);
|
||||
|
||||
return shaderProgram;
|
||||
}
|
||||
|
||||
var shaderProgramRed = setShader(true);
|
||||
var shaderProgram = setShader(false);
|
||||
|
||||
function draw(index)
|
||||
{
|
||||
var vertex_buffer = getCurveVertices(index);
|
||||
|
||||
// Bind vertex buffer object
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
|
||||
|
||||
// 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);
|
||||
|
||||
// Draw the triangle
|
||||
gl.drawArrays(gl.LINE_STRIP, 0, courbe[index][0]);
|
||||
}
|
||||
|
||||
function axe(index, ax)
|
||||
{
|
||||
const size = courbe[index][0];
|
||||
|
||||
gl.beginPath();
|
||||
for (let i = 1; i <= size; i++) {
|
||||
let posX = map(0, size - 1, i - 1, hgx, bdx);
|
||||
let posY = map(valmin[index], valmax[index], courbe[index][i], bdy, hgy);
|
||||
x_start = -1.0;
|
||||
x_end = map(1, size, ax+1, -1, 1);
|
||||
|
||||
if (mode_affichage === VERTICAL) {
|
||||
// Swap x and y for vertical mode
|
||||
[posX, posY] = [posY, posX];
|
||||
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 (i === 1) {
|
||||
gl.moveTo(posX, posY);
|
||||
} else {
|
||||
gl.lineTo(posX, posY);
|
||||
if(mode_affichage == VERTICAL)
|
||||
{
|
||||
[x_start, y_start] = [y_start, x_start];
|
||||
[x_end, y_end] = [y_end, x_end];
|
||||
}
|
||||
}
|
||||
gl.stroke();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Draw histogram
|
||||
function drawHistogram(gl, index, hgx, hgy, bdx, bdy) {
|
||||
if (index >= nc) {
|
||||
console.error("Invalid curve index");
|
||||
return;
|
||||
}
|
||||
|
||||
gl.fillStyle = "#FFFFFF"; // Set fill color to white
|
||||
|
||||
function drawAxes(index)
|
||||
{
|
||||
const size = courbe[index][0];
|
||||
for (let i = 1; i <= size; i++) {
|
||||
let gauche = map(0, size, i - 1, hgx, bdx);
|
||||
let droite = map(0, size, i, hgx, bdx);
|
||||
let haut = map(valmin[index], valmax[index], courbe[index][i], bdy, hgy);
|
||||
let bas = bdy;
|
||||
|
||||
if (mode_affichage === VERTICAL) {
|
||||
[gauche, haut] = [haut, droite];
|
||||
[droite, bas] = [bas, gauche];
|
||||
var vertices = [];
|
||||
for(let i = 1; i < size; i++)
|
||||
{
|
||||
let v = axe(index, i);
|
||||
vertices.push(...v);
|
||||
}
|
||||
|
||||
gl.fillRect(gauche, haut, droite - gauche, bas - haut);
|
||||
}
|
||||
//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);
|
||||
}
|
||||
|
||||
// Display function (main rendering function)
|
||||
function display(gl) {
|
||||
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
function square(index, squ)
|
||||
{
|
||||
const size = courbe[index][0];
|
||||
|
||||
if (mode_affichage === HORIZONTAL) {
|
||||
for (let i = 0; i < nc; i++) {
|
||||
console.log(i);
|
||||
let haut = map(0, nc, i, 1.0, -1.0);
|
||||
let bas = map(0, nc, i + 1, 1.0, -1.0);
|
||||
if (type_dessin === LIGNE || type_dessin === LIGNE_AXES) {
|
||||
console.log("drawCurve");
|
||||
drawCurve(gl, i, -1.0, haut, 1.0, bas);
|
||||
console.log("drawCurve");
|
||||
} else if (type_dessin === HISTOGRAMME) {
|
||||
drawHistogram(gl, i, -1.0, haut, 1.0, bas);
|
||||
x_start = map(1, size, squ, -1, 1);
|
||||
x_end = map(1, size, squ+1, -1, 1);
|
||||
|
||||
y_start = -1;
|
||||
y_end = map(valmin[index], valmax[index], courbe[index][squ], -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][squ], 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_start, 0,
|
||||
x_end, y_start, 0,
|
||||
x_end, y_end, 0,
|
||||
x_start, y_end, 0
|
||||
]
|
||||
|
||||
return vertices;
|
||||
}
|
||||
|
||||
function drawHisto(index)
|
||||
{
|
||||
const size = courbe[index][0];
|
||||
for(let i = 1; i < size; i++)
|
||||
{
|
||||
var vertices = square(index, i);
|
||||
|
||||
//console.log(i);
|
||||
//console.log(vertices);
|
||||
|
||||
indices = [0, 2, 1, 0, 3, 2];
|
||||
|
||||
// Create an empty buffer object to store vertex buffer
|
||||
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);
|
||||
|
||||
// Unbind the buffer
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, null);
|
||||
|
||||
// Create an empty buffer object to store Index buffer
|
||||
var Index_Buffer = gl.createBuffer();
|
||||
|
||||
// Bind appropriate array buffer to it
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
|
||||
|
||||
// Pass the vertex data to the buffer
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
|
||||
|
||||
// Unbind the buffer
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
|
||||
// Bind vertex buffer object
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
|
||||
|
||||
// Bind index buffer object
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
|
||||
|
||||
// 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);
|
||||
|
||||
// Draw the triangle
|
||||
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
gl.clearColor(0, 0, 0, 0.5);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
for(var i = 0; i < nc; i++)
|
||||
{
|
||||
if(type_dessin == HISTOGRAMME)
|
||||
{
|
||||
drawHisto(i);
|
||||
}else{
|
||||
draw(i);
|
||||
if(type_dessin == LIGNE_AXES)
|
||||
{
|
||||
drawAxes(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Load the data from file (simulated in JavaScript)
|
||||
function loadFile() {
|
||||
nc = 3; // Number of curves
|
||||
courbe = [
|
||||
[5, 0.1, 0.4, 0.7, 0.9, 1.0], // Example data
|
||||
[5, 0.2, 0.3, 0.6, 0.8, 0.95],
|
||||
[5, 0.05, 0.15, 0.5, 0.75, 0.85],
|
||||
];
|
||||
valmin = [0.1, 0.2, 0.05];
|
||||
valmax = [1.0, 0.95, 0.85];
|
||||
}
|
||||
|
||||
// Initialize everything and run
|
||||
function main() {
|
||||
const gl = initWebGL();
|
||||
if (!gl) return;
|
||||
|
||||
loadFile(); // Load example data
|
||||
|
||||
console.log(courbe);
|
||||
console.log(nc);
|
||||
|
||||
display(gl); // Render the curves
|
||||
}
|
||||
|
||||
// Run the WebGL program
|
||||
window.onload = main;
|
||||
|
Loading…
Reference in New Issue
Block a user