Skip to content
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

Added Example on p5.Framebuffer.get method #7166

Open
wants to merge 5 commits into
base: main
Choose a base branch
from
Open
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
31 changes: 31 additions & 0 deletions src/webgl/p5.Framebuffer.js
Original file line number Diff line number Diff line change
Expand Up @@ -1479,6 +1479,37 @@ class Framebuffer {
* @param {Number} w width of the subsection to be returned.
* @param {Number} h height of the subsection to be returned.
* @return {p5.Image} subsection as a <a href="#/p5.Image">p5.Image</a> object.
*
* @example
* <div>
* <code>
* // The `pixelColor` is logged to the console, returning red with full opacity.
*
* function setup() {
* createCanvas(400, 400, WEBGL);
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Oh sorry one last thing, 400x400 will be rather large for the reference, where examples are typically use 100x100 for pages like https://p5js.org/reference/p5/createFilterShader/. Could we maybe do the same here? There's also nothing wrong with a framebuffer larger than the main canvas, but it may be helpful for illustration purposes to also make myBuffer fit in that size too.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

No worries

*
* // Create an off-screen WebGL graphics buffer
* let myBuffer = createGraphics(200, 200, WEBGL);
Copy link
Contributor

@davepagurek davepagurek Aug 20, 2024

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Thanks for adding an example here! Right now this would be using the p5.Graphics get method instead of the p5.Framebuffer one. If we instead do this, I think this will be showing an example on the right class:

let myBuffer = createFramebuffer({ width: 200, height: 200 })
myBuffer.draw(() => {
  background(0)
  noStroke()
  // etc
})

myBuffer.loadPixels();
// ...and then the rest from here looks good!

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Thank you ! The code has been updated.

*
* // Draw a red box on the off-screen buffer
* myBuffer.background(0); // Set the background to black
* myBuffer.noStroke();
* myBuffer.fill(255, 0, 0); // Set the fill color to red
* myBuffer.push();
* myBuffer.translate(0, 0, 0);
* myBuffer.box(100); // Draw a red box at the center
* myBuffer.pop();
*
* // Get the color of a pixel at the center of the box (in 2D coordinates)
* myBuffer.loadPixels(); // Load the pixel data for myBuffer
* let pixelColor = myBuffer.get(100, 100); // Get the color at (100, 100)
* console.log('Pixel color at (100, 100):', pixelColor);
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If you run grunt yui:dev. For looking at the pixel color user needs to open dev tools.
Can we use text() for displaying the pixelColor on the canvas or maybe we could add a line to the description saying (this is what we get in console (in your words) maybe).

*
* // Display the off-screen buffer on the main canvas
* image(myBuffer, -width / 2, -height / 2); // Draw the buffer on the main canvas
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

we should use -width and -height instead of dividing them with 2.

* }
* </code>
* </div>
*/
/**
* @method get
Expand Down
Loading