-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
[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
base: dev-2.0
Are you sure you want to change the base?
Changes from 2 commits
a3aeaa2
8e199d8
c9d07c1
06cf619
1d01ca8
e73b524
6b54ecd
1146190
36c4c2d
6e1311d
58d8e5d
483edcb
29fbe52
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 +1638,159 @@ export default shadergenerator; | |||
if (typeof p5 !== 'undefined') { | ||||
p5.registerAddon(shadergenerator) | ||||
} | ||||
|
||||
|
||||
|
||||
/* ------------------------------------------------------------- */ | ||||
/** | ||||
* @typedef {Object} Vertex | ||||
* @property {{x: number, y: number, z: number}} position - The position of the vertex in world space. | ||||
* @property {{x: number, y: number, z: number}} normal - The normal vector at the vertex in world space. | ||||
* @property {{x: number, y: number}} texCoord - The texture coordinates (x, y) for the vertex. | ||||
* @property {{r: number, g: number, b: number, a: number}} color - The color at the vertex. | ||||
*/ | ||||
|
||||
/** | ||||
* @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 {@link p5.baseMaterialShader}.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: | ||||
* - {@link p5.baseMaterialShader} | ||||
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 although this is valid JSDoc, we don't yet support it in p5's jsdoc-to-reference pipeline. Currently we use Line 1207 in 0da0430
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. Hi @davepagurek , |
||||
* - {@link p5.baseNormalShader} | ||||
* - {@link p5.baseColorShader} | ||||
* - {@link p5.baseStrokeShader} | ||||
* | ||||
* @param {function(Vertex): Vertex} callback | ||||
* A callback function which receives and returns a Vertex struct. | ||||
* | ||||
* @see {@link p5.baseMaterialShader} | ||||
* @see {@link p5.Shader#modify} | ||||
* | ||||
* @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 {@link p5.baseMaterialShader}.modify() and similar shader modify calls to control the final color output of a material. The callback receives a ColorComponents struct 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(ColorComponents): { color: {r: number, g: number, b: number}, opacity: number }} callback | ||||
* A callback function which receives a ColorComponents struct and returns the final color and opacity. | ||||
* | ||||
* @see {@link p5.baseMaterialShader} | ||||
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. Similar to above, we probably don't support 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 , I've removed all |
||||
* @see {@link p5.Shader#modify} | ||||
* | ||||
* @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 = { | ||||
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. Although you can access 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. This also makes me wonder what the best way to document the 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 , I've corrected the combineColors example to return vec4(r, g, b, a) instead of object notation. The example now properly demonstrates the correct return format that will compile successfully.
Excellent point about the input object documentation. I've updated the parameter descriptions to clearly specify the available properties without using complex type annotations. For getWorldInputs, I've documented the vertex object properties inline, and for combineColors, I've listed all available color component properties in the description. |
||||
* 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> | ||||
*/ | ||||
|
||||
/** | ||||
* @function getPointSize | ||||
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. 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 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 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 {@link p5.baseMaterialShader}.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: | ||||
* - {@link p5.baseMaterialShader} | ||||
* - {@link p5.baseNormalShader} | ||||
* - {@link p5.baseColorShader} | ||||
* - {@link p5.baseStrokeShader} | ||||
* | ||||
* @param {function(size: number): number} callback | ||||
* A callback function which receives and returns the point size. | ||||
* | ||||
* @see {@link p5.baseMaterialShader} | ||||
* @see {@link p5.Shader#modify} | ||||
* | ||||
* @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.
I'm also not sure that typedef docs will show up in the reference, even though this does simplify the writing of the function parameter. If you test your branch on the p5.js-website repo, what does this look like? If it doesn't render, we may need to either document this object inline, or update the website to be able to support this syntax.
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.
@davepagurek Thank you for the guidance on the @typedef issue. I've removed it and documented the vertex object properties inline in the parameter description to ensure clarity and compatibility with the documentation pipeline.