Example #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Axis"/> class
        /// mostly with default values.
        /// </summary>
        /// <param name="TextInstance">The text instance.</param>
        public Axis(TextInstance TextInstance)
        {
            _majorTic = new MajorTic();
            _minorTic = new MinorTic();

            _zoomCorrection = Default.zoomCorrection;
            _zoomDiff       = Default.zoomDiff;

            _axisGap  = Default.AxisGap;
            _numSpace = Default.numSpace;
            _scale    = new Scale(this, TextInstance);

            _textInstance = TextInstance;
        }
Example #2
0
        /// <summary>
        /// Draws the major tics. First their Number and their
        /// Positions are calculated, then they are given to the
        /// VBO as vertices to then be drawn.
        /// </summary>
        /// <param name="nTics">The n tics.</param>
        /// <param name="pane">The pane.</param>
        /// <param name="chart">The chart.</param>
        internal void DrawMajorTics(int nTics, GraphPane pane, Chart chart)
        {
            double   dVal;
            float    pixVal;
            MajorTic tic      = _ownerAxis._majorTic;
            int      firstTic = (int)(_min / _majorStep + 0.99);
            int      k        = 0;

            _ticsArray = new Vector2[2 * nTics + 2];

            for (int i = firstTic; i < nTics + firstTic; i++)
            {
                dVal = _majorStep * i;
                // If we're before the start of the scale, just go to the next tic
                if (dVal < _min)
                {
                    continue;
                }
                // if we've already past the end of the scale, then we're done
                if (dVal > _max)
                {
                    break;
                }

                pixVal = LocalTransform(dVal);
                if (this._ownerAxis is XAxis)//Add two x/y-tupels to the array, one above, one below the axis
                {
                    _ticsArray[k].X     = -2 * pixVal / chart.Rect.Width + 1;
                    _ticsArray[k + 1].X = -2 * pixVal / chart.Rect.Width + 1;
                    _ticsArray[k].Y     = -1;
                    _ticsArray[k + 1].Y = 1;
                }
                else if (this._ownerAxis is YAxis)
                {
                    _ticsArray[k].X     = -1;
                    _ticsArray[k + 1].X = 1;
                    _ticsArray[k].Y     = -2 * pixVal / chart.Rect.Height + 1;
                    _ticsArray[k + 1].Y = -2 * pixVal / chart.Rect.Height + 1;
                }
                DrawTicValue(pane, chart, this._ownerAxis, pixVal, dVal);//at the position of every majorTic, draw a number
                k += 2;
            }

            if (this._ownerAxis is XAxis)
            {//the Viewports are directly put over the axis, so the _ticsArray has numbers rangig from -1 to 1 int one direction, just fitting the rectangle
                GL.Viewport((int)chart.Rect.X, (int)(chart.Rect.Y - tic.Size), (int)chart.Rect.Width, (int)(2 * tic.Size));
            }
            else if (this._ownerAxis is YAxis)
            {
                GL.Viewport((int)(chart.Rect.X - tic.Size - _ownerAxis._fixedSpace * (this._ownerAxis as YAxis).Index), (int)chart.Rect.Y, (int)(2 * tic.Size), (int)chart.Rect.Height);
                if ((this._ownerAxis as YAxis).Index != 0)
                {//Draw the vertical line for yAxes that dont border the pChart area and so dont have one by default.
                    _ticsArray[k].X     = 0;
                    _ticsArray[k + 1].X = 0;
                    _ticsArray[k].Y     = -1;
                    _ticsArray[k + 1].Y = 1;
                    k += 2;
                }
            }

            _linesShader.Use();//use Shader, bind VAO, bind VBO and give the tic values to the VBO
            GL.BindVertexArray(_VAO);

            GL.BindBuffer(BufferTarget.ArrayBuffer, _VBO);
            GL.BufferData <Vector2>(BufferTarget.ArrayBuffer, (IntPtr)(Vector2.SizeInBytes * _ticsArray.Length), _ticsArray, BufferUsageHint.StaticDraw);

            GL.VertexAttribPointer(_linesShader.VertexLocation, 2, VertexAttribPointerType.Float, false, Vector2.SizeInBytes, 0);

            GL.Uniform4(_linesShader.ColorLocation, Color.Black);//set uniform variables Color and Transformationmatrix
            GL.UniformMatrix4(_linesShader.MatrixLocation, false, ref _mat);

            GL.DrawArrays(PrimitiveType.Lines, 0, k);//draw the lines
            GL.BindVertexArray(0);
            _linesShader.StopUse();
        }