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[WIP] Docs: Add initial draft of Strands documentation (feedback wanted) #7940
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@@ -1638,3 +1638,141 @@ export default shadergenerator; | |
if (typeof p5 !== 'undefined') { | ||
p5.registerAddon(shadergenerator) | ||
} | ||
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/* ------------------------------------------------------------- */ | ||
/** | ||
* @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> | ||
*/ | ||
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/** | ||
* @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. | ||
* | ||
* This hook is available in: | ||
* - <a href="#/p5/baseMaterialShader">baseMaterialShader()</a> | ||
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. Looks great! |
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* - <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'); | ||
* sphere(50); | ||
* } | ||
* </code> | ||
* </div> | ||
*/ | ||
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/** | ||
* @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. |
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* @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
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Can we describe the input as being an object with the properties
baseColor
,diffuse
,ambientColor
, etc? I think it would be important to describe the size of each item (e.g. position/normal are vec3s, texture coordinates are vec2s, color is a vec4) -- although maybe rather than using terms likevec3
we could describe it as "a vector with three components" to avoid referencing thevec3
type, since there aren't user-facing docs for that yet. A bullet list might work if that's too much info to put in one sentence.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 (
baseColor
instead of baseColor.)