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/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
import * as constants from './constants';
import { Framebuffer } from '../webgl/p5.Framebuffer';
let renderers;
function rendering(p5, fn){
// Extend additional renderers object to p5 class, new renderer can be similarly attached
if (!p5.renderers) {
p5.renderers = {};
}
renderers = p5.renderers;
/**
* Creates a canvas element on the web page.
*
* `createCanvas()` creates the main drawing canvas for a sketch. It should
* only be called once at the beginning of <a href="#/p5/setup">setup()</a>.
* Calling `createCanvas()` more than once causes unpredictable behavior.
*
* The first two parameters, `width` and `height`, are optional. They set the
* dimensions of the canvas and the values of the
* <a href="#/p5/width">width</a> and <a href="#/p5/height">height</a> system
* variables. For example, calling `createCanvas(900, 500)` creates a canvas
* that's 900×500 pixels. By default, `width` and `height` are both 100.
*
* The third parameter is also optional. If either of the constants `P2D` or
* `WEBGL` is passed, as in `createCanvas(900, 500, WEBGL)`, then it will set
* the sketch's rendering mode. If an existing
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement" target="_blank">HTMLCanvasElement</a>
* is passed, as in `createCanvas(900, 500, myCanvas)`, then it will be used
* by the sketch. To use `WEBGPU` mode, make sure you have the WebGPU mode addon included.
*
* The fourth parameter is also optional. If an existing
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement" target="_blank">HTMLCanvasElement</a>
* is passed, as in `createCanvas(900, 500, WEBGL, myCanvas)`, then it will be
* used by the sketch.
*
* Note: In WebGL mode, the canvas will use a WebGL2 context if it's supported
* by the browser. Check the <a href="#/p5/webglVersion">webglVersion</a>
* system variable to check what version is being used, or call
* `setAttributes({ version: 1 })` to create a WebGL1 context.
*
* @method createCanvas
* @param {Number} [width] width of the canvas. Defaults to 100.
* @param {Number} [height] height of the canvas. Defaults to 100.
* @param {(P2D|WEBGL|P2DHDR|WEBGPU)} [renderer] either P2D, WEBGL, or WEBGPU. Defaults to `P2D`.
* @param {HTMLCanvasElement} [canvas] existing canvas element that should be used for the sketch.
* @return {p5.Renderer} new `p5.Renderer` that holds the canvas.
*
* @example
* function setup() {
* createCanvas(100, 100);
*
* background(200);
*
* // Draw a diagonal line.
* line(0, 0, width, height);
*
* describe('A diagonal line drawn from top-left to bottom-right on a gray background.');
* }
*
* @example
* function setup() {
* createCanvas(100, 50);
*
* background(200);
*
* // Draw a diagonal line.
* line(0, 0, width, height);
*
* describe('A diagonal line drawn from top-left to bottom-right on a gray background.');
* }
*
* @example
* // Use WebGL mode.
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* background(200);
*
* // Draw a diagonal line.
* line(-width / 2, -height / 2, width / 2, height / 2);
*
* describe('A diagonal line drawn from top-left to bottom-right on a gray background.');
* }
*
* @example
* function setup() {
* // Create a p5.Render object.
* let cnv = createCanvas(50, 50);
*
* // Position the canvas.
* cnv.position(10, 20);
*
* background(200);
*
* // Draw a diagonal line.
* line(0, 0, width, height);
*
* describe('A diagonal line drawn from top-left to bottom-right on a gray background.');
* }
*/
/**
* @method createCanvas
* @param {Number} [width]
* @param {Number} [height]
* @param {HTMLCanvasElement} [canvas]
* @return {p5.Renderer}
*/
fn.createCanvas = function (w, h, renderer, ...args) {
// p5._validateParameters('createCanvas', arguments);
//optional: renderer, otherwise defaults to p2d
let selectedRenderer = constants.P2D;
// Check third argument whether it is renderer constants
if(Reflect.ownKeys(renderers).includes(renderer)){
selectedRenderer = renderer;
}else{
args.unshift(renderer);
}
// Init our graphics renderer
if(this._renderer) this._renderer.remove();
this._renderer = new renderers[selectedRenderer](this, w, h, true, ...args);
this._defaultGraphicsCreated = true;
this._elements.push(this._renderer);
this._renderer._applyDefaults();
// Make the renderer own `pixels`
if (!Object.hasOwn(this, 'pixels')) {
Object.defineProperty(this, 'pixels', {
get(){
return this._renderer?.pixels;
}
});
}
if (this._renderer.contextReady) {
return this._renderer.contextReady.then(() => this._renderer);
} else {
return this._renderer;
}
};
/**
* Resizes the canvas to a given width and height.
*
* `resizeCanvas()` immediately clears the canvas and calls
* <a href="#/p5/redraw">redraw()</a>. It's common to call `resizeCanvas()`
* within the body of <a href="#/p5/windowResized">windowResized()</a> like
* so:
*
* ```js
* function windowResized() {
* resizeCanvas(windowWidth, windowHeight);
* }
* ```
*
* The first two parameters, `width` and `height`, set the dimensions of the
* canvas. They also the values of the <a href="#/p5/width">width</a> and
* <a href="#/p5/height">height</a> system variables. For example, calling
* `resizeCanvas(300, 500)` resizes the canvas to 300×500 pixels, then sets
* <a href="#/p5/width">width</a> to 300 and
* <a href="#/p5/height">height</a> 500.
*
* The third parameter, `noRedraw`, is optional. If `true` is passed, as in
* `resizeCanvas(300, 500, true)`, then the canvas will be canvas to 300×500
* pixels but the <a href="#/p5/redraw">redraw()</a> function won't be called
* immediately. By default, <a href="#/p5/redraw">redraw()</a> is called
* immediately when `resizeCanvas()` finishes executing.
*
* @method resizeCanvas
* @param {Number} width width of the canvas.
* @param {Number} height height of the canvas.
* @param {Boolean} [noRedraw] whether to delay calling
* <a href="#/p5/redraw">redraw()</a>. Defaults
* to `false`.
*
* @example
* // Double-click to resize the canvas.
*
* function setup() {
* createCanvas(100, 100);
*
* describe(
* 'A white circle drawn on a gray background. The canvas shrinks by half the first time the user double-clicks.'
* );
* }
*
* function draw() {
* background(200);
*
* // Draw a circle at the center of the canvas.
* circle(width / 2, height / 2, 20);
* }
*
* // Resize the canvas when the user double-clicks.
* function doubleClicked() {
* resizeCanvas(50, 50);
* }
*
* @example
* // Resize the web browser to change the canvas size.
*
* function setup() {
* createCanvas(windowWidth, windowHeight);
*
* describe('A white circle drawn on a gray background.');
* }
*
* function draw() {
* background(200);
*
* // Draw a circle at the center of the canvas.
* circle(width / 2, height / 2, 20);
* }
*
* // Always resize the canvas to fill the browser window.
* function windowResized() {
* resizeCanvas(windowWidth, windowHeight);
* }
*/
fn.resizeCanvas = function (w, h, noRedraw) {
// p5._validateParameters('resizeCanvas', arguments);
if (this._renderer) {
// Make sure width and height are updated before the renderer resizes so
// that framebuffers updated from the resize read the correct size
this._renderer.resize(w, h);
if (!noRedraw) {
this.redraw();
}
}
//accessible Outputs
if (this._addAccsOutput()) {
this._updateAccsOutput();
}
};
/**
* Removes the default canvas.
*
* By default, a 100×100 pixels canvas is created without needing to call
* <a href="#/p5/createCanvas">createCanvas()</a>. `noCanvas()` removes the
* default canvas for sketches that don't need it.
*
* @method noCanvas
*
* @example
* function setup() {
* noCanvas();
* }
*/
fn.noCanvas = function () {
if (this.canvas) {
this.canvas.parentNode.removeChild(this.canvas);
}
};
/**
* Creates a <a href="#/p5.Graphics">p5.Graphics</a> object.
*
* `createGraphics()` creates an offscreen drawing canvas (graphics buffer)
* and returns it as a <a href="#/p5.Graphics">p5.Graphics</a> object. Drawing
* to a separate graphics buffer can be helpful for performance and for
* organizing code.
*
* The first two parameters, `width` and `height`, are optional. They set the
* dimensions of the <a href="#/p5.Graphics">p5.Graphics</a> object. For
* example, calling `createGraphics(900, 500)` creates a graphics buffer
* that's 900×500 pixels.
*
* The third parameter is also optional. If either of the constants `P2D` or
* `WEBGL` is passed, as in `createGraphics(900, 500, WEBGL)`, then it will set
* the <a href="#/p5.Graphics">p5.Graphics</a> object's rendering mode. If an
* existing
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement" target="_blank">HTMLCanvasElement</a>
* is passed, as in `createGraphics(900, 500, myCanvas)`, then it will be used
* by the graphics buffer.
*
* The fourth parameter is also optional. If an existing
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement" target="_blank">HTMLCanvasElement</a>
* is passed, as in `createGraphics(900, 500, WEBGL, myCanvas)`, then it will be
* used by the graphics buffer.
*
* Note: In WebGL mode, the <a href="#/p5.Graphics">p5.Graphics</a> object
* will use a WebGL2 context if it's supported by the browser. Check the
* <a href="#/p5/webglVersion">webglVersion</a> system variable to check what
* version is being used, or call `setAttributes({ version: 1 })` to create a
* WebGL1 context.
*
* @method createGraphics
* @param {Number} width width of the graphics buffer.
* @param {Number} height height of the graphics buffer.
* @param {(P2D|WEBGL)} [renderer] either P2D or WEBGL. Defaults to P2D.
* @param {HTMLCanvasElement} [canvas] existing canvas element that should be
* used for the graphics buffer..
* @return {p5.Graphics} new graphics buffer.
*
* @example
* // Double-click to draw the contents of the graphics buffer.
*
* let pg;
*
* function setup() {
* createCanvas(100, 100);
*
* background(200);
*
* // Create the p5.Graphics object.
* pg = createGraphics(50, 50);
*
* // Draw to the graphics buffer.
* pg.background(100);
* pg.circle(pg.width / 2, pg.height / 2, 20);
*
* describe('A gray square. A smaller, darker square with a white circle at its center appears when the user double-clicks.');
* }
*
* // Display the graphics buffer when the user double-clicks.
* function doubleClicked() {
* if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
* image(pg, 25, 25);
* }
* }
*
* @example
* // Double-click to draw the contents of the graphics buffer.
*
* let pg;
*
* function setup() {
* createCanvas(100, 100);
*
* background(200);
*
* // Create the p5.Graphics object in WebGL mode.
* pg = createGraphics(50, 50, WEBGL);
*
* // Draw to the graphics buffer.
* pg.background(100);
* pg.lights();
* pg.noStroke();
* pg.rotateX(QUARTER_PI);
* pg.rotateY(QUARTER_PI);
* pg.torus(15, 5);
*
* describe('A gray square. A smaller, darker square with a white torus at its center appears when the user double-clicks.');
* }
*
* // Display the graphics buffer when the user double-clicks.
* function doubleClicked() {
* if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
* image(pg, 25, 25);
* }
* }
*/
/**
* @method createGraphics
* @param {Number} width
* @param {Number} height
* @param {HTMLCanvasElement} [canvas]
* @return {p5.Graphics}
*/
fn.createGraphics = function (w, h, ...args) {
/**
* args[0] is expected to be renderer
* args[1] is expected to be canvas
*/
if (args[0] instanceof HTMLCanvasElement) {
args[1] = args[0];
args[0] = constants.P2D;
}
// p5._validateParameters('createGraphics', arguments);
return new p5.Graphics(w, h, args[0], this, args[1]);
};
/**
* Creates and a new <a href="#/p5.Framebuffer">p5.Framebuffer</a> object.
*
* <a href="#/p5.Framebuffer">p5.Framebuffer</a> objects are separate drawing
* surfaces that can be used as textures in WebGL mode. They're similar to
* <a href="#/p5.Graphics">p5.Graphics</a> objects and generally run much
* faster when used as textures.
*
* The parameter, `options`, is optional. An object can be passed to configure
* the <a href="#/p5.Framebuffer">p5.Framebuffer</a> object. The available
* properties are:
*
* - `format`: data format of the texture, either `UNSIGNED_BYTE`, `FLOAT`, or `HALF_FLOAT`. Default is `UNSIGNED_BYTE`.
* - `channels`: whether to store `RGB` or `RGBA` color channels. Default is to match the main canvas which is `RGBA`.
* - `depth`: whether to include a depth buffer. Default is `true`.
* - `depthFormat`: data format of depth information, either `UNSIGNED_INT` or `FLOAT`. Default is `FLOAT`.
* - `stencil`: whether to include a stencil buffer for masking. `depth` must be `true` for this feature to work. Defaults to the value of `depth` which is `true`.
* - `antialias`: whether to perform anti-aliasing. If set to `true`, as in `{ antialias: true }`, 2 samples will be used by default. The number of samples can also be set, as in `{ antialias: 4 }`. Default is to match <a href="#/p5/setAttributes">setAttributes()</a> which is `false` (`true` in Safari).
* - `width`: width of the <a href="#/p5.Framebuffer">p5.Framebuffer</a> object. Default is to always match the main canvas width.
* - `height`: height of the <a href="#/p5.Framebuffer">p5.Framebuffer</a> object. Default is to always match the main canvas height.
* - `density`: pixel density of the <a href="#/p5.Framebuffer">p5.Framebuffer</a> object. Default is to always match the main canvas pixel density.
* - `textureFiltering`: how to read values from the <a href="#/p5.Framebuffer">p5.Framebuffer</a> object. Either `LINEAR` (nearby pixels will be interpolated) or `NEAREST` (no interpolation). Generally, use `LINEAR` when using the texture as an image and `NEAREST` if reading the texture as data. Default is `LINEAR`.
*
* If the `width`, `height`, or `density` attributes are set, they won't automatically match the main canvas and must be changed manually.
*
* Note: `createFramebuffer()` can only be used in WebGL mode.
*
* @method createFramebuffer
* @param {Object} [options] configuration options.
* @param {UNSIGNED_BYTE|FLOAT|HALF_FLOAT} [options.format=UNSIGNED_BYTE] The data format of the texture.
* @param {RGB|RGBA} [options.channels=RGBA] What color channels to include in the texture.
* @param {Boolean} [options.depth=true] Whether to store depth information in the framebuffer.
* @param {UNSIGNED_INT|FLOAT} [options.depthFormat=FLOAT] The format to store depth values in.
* @param {Boolean} [options.stencil=true] Whether to include a stencil buffer (required for clipping.)
* @param {Boolean|Number} [options.antialias] Whether to antialias when drawing to this framebuffer. Either a boolean, or the number of antialias samples to use.
* @param {Number} [options.width] The width of the framebuffer. By default, it will match the main canvas.
* @param {Number} [options.height] The height of the framebuffer. By default, it will match the main canvas.
* @param {Number} [options.density] The pixel density of the framebuffer. By default, it will match the main canvas.
* @param {LINEAR|NEAREST} [options.textureFiltering=LINEAR] The strategy used when reading values in the framebuffer in between pixels.
* @return {p5.Framebuffer} new framebuffer.
*
* @example
* let myBuffer;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* // Create a p5.Framebuffer object.
* myBuffer = createFramebuffer();
*
* describe('A grid of white toruses rotating against a dark gray background.');
* }
*
* function draw() {
* background(50);
*
* // Start drawing to the p5.Framebuffer object.
* myBuffer.begin();
*
* // Clear the drawing surface.
* clear();
*
* // Turn on the lights.
* lights();
*
* // Rotate the coordinate system.
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
*
* // Style the torus.
* noStroke();
*
* // Draw the torus.
* torus(20);
*
* // Stop drawing to the p5.Framebuffer object.
* myBuffer.end();
*
* // Iterate from left to right.
* for (let x = -50; x < 50; x += 25) {
* // Iterate from top to bottom.
* for (let y = -50; y < 50; y += 25) {
* // Draw the p5.Framebuffer object to the canvas.
* image(myBuffer, x, y, 25, 25);
* }
* }
* }
*
* @example
* let myBuffer;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* // Create an options object.
* let options = { width: 25, height: 25 };
*
* // Create a p5.Framebuffer object.
* // Use options for configuration.
* myBuffer = createFramebuffer(options);
*
* describe('A grid of white toruses rotating against a dark gray background.');
* }
*
* function draw() {
* background(50);
*
* // Start drawing to the p5.Framebuffer object.
* myBuffer.begin();
*
* // Clear the drawing surface.
* clear();
*
* // Turn on the lights.
* lights();
*
* // Rotate the coordinate system.
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
*
* // Style the torus.
* noStroke();
*
* // Draw the torus.
* torus(5, 2.5);
*
* // Stop drawing to the p5.Framebuffer object.
* myBuffer.end();
*
* // Iterate from left to right.
* for (let x = -50; x < 50; x += 25) {
* // Iterate from top to bottom.
* for (let y = -50; y < 50; y += 25) {
* // Draw the p5.Framebuffer object to the canvas.
* image(myBuffer, x, y);
* }
* }
* }
*/
fn.createFramebuffer = function (options) {
return new Framebuffer(this._renderer, options);
};
/**
* Clears the depth buffer in WebGL mode.
*
* `clearDepth()` clears information about how far objects are from the camera
* in 3D space. This information is stored in an object called the
* *depth buffer*. Clearing the depth buffer ensures new objects aren't drawn
* behind old ones. Doing so can be useful for feedback effects in which the
* previous frame serves as the background for the current frame.
*
* The parameter, `depth`, is optional. If a number is passed, as in
* `clearDepth(0.5)`, it determines the range of objects to clear from the
* depth buffer. 0 doesn't clear any depth information, 0.5 clears depth
* information halfway between the near and far clipping planes, and 1 clears
* depth information all the way to the far clipping plane. By default,
* `depth` is 1.
*
* Note: `clearDepth()` can only be used in WebGL mode.
*
* @method clearDepth
* @param {Number} [depth] amount of the depth buffer to clear between 0
* (none) and 1 (far clipping plane). Defaults to 1.
*
* @example
* let previous;
* let current;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* // Create the p5.Framebuffer objects.
* previous = createFramebuffer({ format: FLOAT });
* current = createFramebuffer({ format: FLOAT });
*
* describe(
* 'A multicolor box drifts from side to side on a white background. It leaves a trail that fades over time.'
* );
* }
*
* function draw() {
* // Swap the previous p5.Framebuffer and the
* // current one so it can be used as a texture.
* [previous, current] = [current, previous];
*
* // Start drawing to the current p5.Framebuffer.
* current.begin();
*
* // Paint the background.
* background(255);
*
* // Draw the previous p5.Framebuffer.
* // Clear the depth buffer so the previous
* // frame doesn't block the current one.
* push();
* tint(255, 250);
* image(previous, -50, -50);
* clearDepth();
* pop();
*
* // Draw the box on top of the previous frame.
* push();
* let x = 25 * sin(frameCount * 0.01);
* let y = 25 * sin(frameCount * 0.02);
* translate(x, y, 0);
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* normalMaterial();
* box(12);
* pop();
*
* // Stop drawing to the current p5.Framebuffer.
* current.end();
*
* // Display the current p5.Framebuffer.
* image(current, -50, -50);
* }
*/
fn.clearDepth = function (depth) {
this._assert3d('clearDepth');
this._renderer.clearDepth(depth);
};
/**
* A system variable that provides direct access to the sketch's
* `<canvas>` element.
*
* The `<canvas>` element provides many specialized features that aren't
* included in the p5.js library. The `drawingContext` system variable
* provides access to these features by exposing the sketch's
* <a href="https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D">CanvasRenderingContext2D</a>
* object.
*
* @property {CanvasRenderingContext2D|WebGLRenderingContext|WebGL2RenderingContext} drawingContext
*
* @example
* function setup() {
* createCanvas(100, 100);
*
* background(200);
*
* // Style the circle using shadows.
* drawingContext.shadowOffsetX = 5;
* drawingContext.shadowOffsetY = -5;
* drawingContext.shadowBlur = 10;
* drawingContext.shadowColor = 'black';
*
* // Draw the circle.
* circle(50, 50, 40);
*
* describe("A white circle on a gray background. The circle's edges are shadowy.");
* }
*
* @example
* function setup() {
* createCanvas(100, 100);
*
* background('skyblue');
*
* // Style the circle using a color gradient.
* let myGradient = drawingContext.createRadialGradient(50, 50, 3, 50, 50, 40);
* myGradient.addColorStop(0, 'yellow');
* myGradient.addColorStop(0.6, 'orangered');
* myGradient.addColorStop(1, 'yellow');
* drawingContext.fillStyle = myGradient;
* drawingContext.strokeStyle = 'rgba(0, 0, 0, 0)';
*
* // Draw the circle.
* circle(50, 50, 40);
*
* describe('A fiery sun drawn on a light blue background.');
* }
*/
}
export default rendering;
export { renderers };
if(typeof p5 !== 'undefined'){
rendering(p5, p5.prototype);
}