-
-
Notifications
You must be signed in to change notification settings - Fork 3.8k
[WIP] Docs: Add initial draft of Strands documentation (feedback wanted) #7940
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Changes from 3 commits
a3aeaa2
8e199d8
c9d07c1
06cf619
1d01ca8
e73b524
6b54ecd
1146190
36c4c2d
6e1311d
58d8e5d
483edcb
29fbe52
be56924
17992d7
ff81847
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -1638,3 +1638,141 @@ export default shadergenerator; | |
| if (typeof p5 !== 'undefined') { | ||
| p5.registerAddon(shadergenerator) | ||
| } | ||
|
|
||
|
|
||
|
|
||
| /* ------------------------------------------------------------- */ | ||
| /** | ||
| * @function getWorldInputs | ||
| * @experimental | ||
| * @description | ||
| * Registers a callback to modify the world-space properties of each vertex in a shader. This hook can be used inside <a href="#/p5/baseMaterialShader">baseMaterialShader()</a>.modify() and similar shader modify calls to customize vertex positions, normals, texture coordinates, and colors before rendering. "World space" refers to the coordinate system of the 3D scene, before any camera or projection transformations are applied. | ||
| * | ||
| * This hook is available in: | ||
| * - <a href="#/p5/baseMaterialShader">baseMaterialShader()</a> | ||
| * - <a href="#/p5/baseNormalShader">baseNormalShader()</a> | ||
| * - <a href="#/p5/baseColorShader">baseColorShader()</a> | ||
| * - <a href="#/p5/baseStrokeShader">baseStrokeShader()</a> | ||
| * | ||
| * @param {function} callback | ||
| * A callback function which receives a vertex object containing position (vec3), normal (vec3), texCoord (vec2), and color (vec4) properties. The function should return the modified vertex object. | ||
| * | ||
| * @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 * sin( | ||
| * millis() * 0.001 + inputs.position.x * 0.05 | ||
| * ); | ||
| * return inputs; | ||
| * }); | ||
| * }); | ||
| * } | ||
| * function draw() { | ||
| * background(255); | ||
| * shader(myShader); | ||
| * lights(); | ||
| * noStroke(); | ||
| * fill('red'); | ||
| * sphere(50); | ||
| * } | ||
| * </code> | ||
| * </div> | ||
| */ | ||
|
|
||
| /** | ||
| * @function combineColors | ||
| * @experimental | ||
| * @description | ||
| * Registers a callback to customize how color components are combined in the fragment shader. This hook can be used inside <a href="#/p5/baseMaterialShader">baseMaterialShader()</a>.modify() and similar shader modify calls to control the final color output of a material. The callback receives color components (baseColor, diffuse, ambientColor, ambient, specularColor, specular, emissive, opacity) and returns a vec4 for the final color. | ||
|
Contributor
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. Can we describe the input as being an object with the properties One other note is that when we refer to a name of a property/variable/etc in code, such as when listing properties here, we should put the names in backticks so they render as code (
Author
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. @davepagurek Thank you for your feedback! I’ve updated the documentation for |
||
| * | ||
| * This hook is available in: | ||
| * - <a href="#/p5/baseMaterialShader">baseMaterialShader()</a> | ||
|
davepagurek marked this conversation as resolved.
|
||
| * - <a href="#/p5/baseNormalShader">baseNormalShader()</a> | ||
| * - <a href="#/p5/baseColorShader">baseColorShader()</a> | ||
| * - <a href="#/p5/baseStrokeShader">baseStrokeShader()</a> | ||
| * | ||
| * @param {function} callback | ||
| * A callback function which receives color components (baseColor, diffuse, ambientColor, ambient, specularColor, specular, emissive, opacity) and returns a vec4 for the final color. | ||
| * | ||
| * @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 r = components.baseColor.r * components.diffuse.r + | ||
| * components.ambientColor.r * components.ambient.r + | ||
| * components.specularColor.r * components.specular.r + | ||
| * components.emissive.r + 0.2; | ||
| * let g = components.baseColor.g * components.diffuse.g + | ||
| * components.ambientColor.g * components.ambient.g + | ||
| * components.specularColor.g * components.specular.g + | ||
| * components.emissive.g; | ||
| * let b = components.baseColor.b * components.diffuse.b + | ||
| * components.ambientColor.b * components.ambient.b + | ||
| * components.specularColor.b * components.specular.b + | ||
| * components.emissive.b; | ||
| * let a = components.opacity; | ||
| * return vec4(r, g, b, a); | ||
| * }); | ||
| * }); | ||
| * } | ||
| * function draw() { | ||
| * background(255); | ||
| * shader(myShader); | ||
| * lights(); | ||
| * noStroke(); | ||
| * fill('red'); | ||
|
Collaborator
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. When you use
Author
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. Makes sense - I’ve replaced |
||
| * sphere(50); | ||
| * } | ||
| * </code> | ||
| * </div> | ||
| */ | ||
|
|
||
| /** | ||
| * @function getPointSize | ||
|
Contributor
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. Just a heads up -- currently the only public base shaders are: The point shader, while it has some hooks, is currently still private, as we may end up using the stroke shader to render points in the future.
Author
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. @davepagurek Thank you for the clarification regarding public base shaders. I’ve updated the documentation for
Contributor
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. I think
Author
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.
@davepagurek Thank you for clarifying! I have removed the documentation for |
||
| * @experimental | ||
| * @description | ||
| * Registers a callback to modify the size of points when rendering with a shader. This hook can be used inside <a href="#/p5/baseMaterialShader">baseMaterialShader()</a>.modify() or similar, when drawing points (e.g., with the point() function in WEBGL mode). The callback receives the current point size (number) and should return the new size (number). | ||
| * | ||
| * This hook is available in: | ||
| * - <a href="#/p5/baseMaterialShader">baseMaterialShader()</a> | ||
| * - <a href="#/p5/baseNormalShader">baseNormalShader()</a> | ||
| * - <a href="#/p5/baseColorShader">baseColorShader()</a> | ||
| * - <a href="#/p5/baseStrokeShader">baseStrokeShader()</a> | ||
| * | ||
| * @param {function} callback | ||
| * A callback function which receives and returns the point size. | ||
| * | ||
| * @example | ||
| * <div modernizr='webgl'> | ||
| * <code> | ||
| * let myShader; | ||
| * function setup() { | ||
| * createCanvas(200, 200, WEBGL); | ||
| * myShader = baseMaterialShader().modify(() => { | ||
| * getPointSize(size => { | ||
| * // Make points pulse in size over time | ||
| * return size * (1.0 + 0.5 * sin(millis() * 0.002)); | ||
| * }); | ||
| * }); | ||
| * } | ||
| * function draw() { | ||
| * background(255); | ||
| * shader(myShader); | ||
| * strokeWeight(20); | ||
| * stroke('blue'); | ||
| * point(0, 0); | ||
| * } | ||
| * </code> | ||
| * </div> | ||
| */ | ||
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Probably you could use
Functionwherever you used it in lowercaseThere was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I’ve updated
@param {function}to@param {Function}throughout for consistency.