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[WIP] Docs: Add reference entries for p5.strands hooks (feedback wanted) #7920
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/** | ||
* @function getWorldInputs | ||
* @experimental | ||
* @description | ||
* Registers a callback to modify world-space vertex inputs for each vertex. | ||
* The callback receives an object with the following properties: | ||
* - position: { x, y, z } | ||
* - normal: { x, y, z } | ||
* - texCoord: { x, y } | ||
* - color: { r, g, b, a } | ||
* and should return a modified object with the same structure. | ||
* | ||
* This hook is available in: | ||
* - {@link p5.baseMaterialShader} | ||
* - {@link p5.baseNormalShader} | ||
* - {@link p5.baseColorShader} | ||
* - {@link p5.baseStrokeShader} | ||
* | ||
* @param {function(inputs: { position: {x: number, y: number, z: number}, normal: {x: number, y: number, z: number}, texCoord: {x: number, y: number}, color: {r: number, g: number, b: number, a: number} }): object} callback | ||
* A function that receives the current inputs and returns the modified inputs. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Maybe something like "a callback function which receives and returns a Vertex struct." |
||
* | ||
* @example | ||
* <div modernizr='webgl'> | ||
* <code> | ||
* let myShader; | ||
* function setup() { | ||
* createCanvas(200, 200, WEBGL); | ||
* myShader = baseMaterialShader().modify(() => { | ||
* getWorldInputs((inputs) => { | ||
* // Move the vertex up and down in a wave | ||
* inputs.position.y += 20 * Math.sin(millis() * 0.001 + inputs.position.x * 0.05); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. In this case, you have to use |
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* return inputs; | ||
* }); | ||
* }); | ||
* } | ||
* function draw() { | ||
* background(255); | ||
* shader(myShader); | ||
* lights(); | ||
* noStroke(); | ||
* fill('red'); | ||
* sphere(50); | ||
* } | ||
* </code> | ||
* </div> | ||
*/ | ||
|
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/** | ||
* @function combineColors | ||
* @experimental | ||
* @description | ||
* Registers a callback to customize how color components are combined in the fragment shader. | ||
* The callback receives an object with the following properties: | ||
* - baseColor: { r, g, b } | ||
* - opacity: number | ||
* - ambientColor: { r, g, b } | ||
* - specularColor: { r, g, b } | ||
* - diffuse: { r, g, b } | ||
* - ambient: { r, g, b } | ||
* - specular: { r, g, b } | ||
* - emissive: { r, g, b } | ||
* and should return an object with a `color` property ({ r, g, b }) and an `opacity` property (number). | ||
* | ||
* This hook is available in: | ||
* - {@link p5.baseMaterialShader} | ||
* - {@link p5.baseNormalShader} | ||
* - {@link p5.baseColorShader} | ||
* - {@link p5.baseStrokeShader} | ||
* | ||
* @param {function(components: { baseColor: {r: number, g: number, b: number}, opacity: number, ambientColor: {r: number, g: number, b: number}, specularColor: {r: number, g: number, b: number}, diffuse: {r: number, g: number, b: number}, ambient: {r: number, g: number, b: number}, specular: {r: number, g: number, b: number}, emissive: {r: number, g: number, b: number} }): { color: {r: number, g: number, b: number}, opacity: number }} callback | ||
* A function that receives the current color components and returns the final color and opacity. | ||
* | ||
* @example | ||
* <div modernizr='webgl'> | ||
* <code> | ||
* let myShader; | ||
* function setup() { | ||
* createCanvas(200, 200, WEBGL); | ||
* myShader = baseMaterialShader().modify(() => { | ||
* combineColors((components) => { | ||
* // Custom color combination: add a red tint | ||
* let color = { | ||
* r: components.baseColor.r * components.diffuse.r + | ||
* components.ambientColor.r * components.ambient.r + | ||
* components.specularColor.r * components.specular.r + | ||
* components.emissive.r + 0.2, | ||
* g: components.baseColor.g * components.diffuse.g + | ||
* components.ambientColor.g * components.ambient.g + | ||
* components.specularColor.g * components.specular.g + | ||
* components.emissive.g, | ||
* b: components.baseColor.b * components.diffuse.b + | ||
* components.ambientColor.b * components.ambient.b + | ||
* components.specularColor.b * components.specular.b + | ||
* components.emissive.b | ||
* }; | ||
* return { color, opacity: components.opacity }; | ||
* }); | ||
* }); | ||
* } | ||
* function draw() { | ||
* background(255); | ||
* shader(myShader); | ||
* lights(); | ||
* noStroke(); | ||
* fill('red'); | ||
* sphere(50); | ||
* } | ||
* </code> | ||
* </div> | ||
*/ | ||
|
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/** | ||
* @function getPointSize | ||
* @experimental | ||
* @description | ||
* Registers a callback to modify the size of each point in the point shader. | ||
* The callback receives the current point size (number) and should return the new size (number). | ||
* | ||
* This hook is available in: | ||
* - {@link p5.pointShader} | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Do we have a point shader? |
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* | ||
* @param {function(size: number): number} callback | ||
* A function that receives the current point size and returns the modified size. | ||
* | ||
* @example | ||
* <div modernizr='webgl'> | ||
* <code> | ||
* let myShader; | ||
* function setup() { | ||
* createCanvas(200, 200, WEBGL); | ||
* myShader = pointShader().modify(() => { | ||
* getPointSize((size) => { | ||
* // Make points pulse | ||
* return size * (1 + 0.5 * Math.sin(millis() * 0.001)); | ||
* }); | ||
* }); | ||
* } | ||
* function draw() { | ||
* background(255); | ||
* shader(myShader); | ||
* strokeWeight(10); | ||
* point(0, 0); | ||
* } | ||
* </code> | ||
* </div> | ||
*/ |
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Maybe 'vertex inputs for each vertex' is a bit redundant here. I would remove the 'for each vertex' part or reword slightly