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p5.js JSDoc Tests
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/** | |
* @module Rendering | |
* @requires constants | |
*/ | |
/** | |
* An object that one can draw to and then read as a texture. While similar | |
* to a p5.Graphics, using a p5.Framebuffer as a texture will generally run | |
* much faster, as it lives within the same WebGL context as the canvas it | |
* is created on. It only works in WebGL mode. | |
* | |
* @class Framebuffer | |
* @alias p5.Framebuffer | |
* @constructor | |
* @param {p5.Graphics|p5} target A p5 global instance or p5.Graphics | |
* @param {Object} [settings] A settings object | |
* @property {Number[]} pixels | |
*/ | |
export class Framebuffer { | |
constructor() { | |
/** | |
* A <a href='https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference | |
* /Global_Objects/Uint8ClampedArray' target='_blank'>Uint8ClampedArray</a> | |
* containing the values for all the pixels in the Framebuffer. | |
* | |
* Like the <a href="#/p5/pixels">main canvas pixels property</a>, call | |
* <a href="#/p5.Framebuffer/loadPixels">loadPixels()</a> before reading | |
* it, and call <a href="#/p5.Framebuffer.updatePixels">updatePixels()</a> | |
* afterwards to update its data. | |
* | |
* Note that updating pixels via this property will be slower than | |
* <a href="#/p5.Framebuffer/begin">drawing to the framebuffer directly.</a> | |
* Consider using a shader instead of looping over pixels. | |
* | |
* @type {Number[]} | |
* @public | |
*/ | |
this.pixels = []; | |
} | |
/** | |
* Resizes the framebuffer to the given width and height. | |
* | |
* @param {Number} width | |
* @param {Number} height | |
* | |
* @example | |
* <div> | |
* <code> | |
* let framebuffer; | |
* function setup() { | |
* createCanvas(100, 100, WEBGL); | |
* framebuffer = createFramebuffer(); | |
* noStroke(); | |
* } | |
* | |
* function mouseMoved() { | |
* framebuffer.resize( | |
* max(20, mouseX), | |
* max(20, mouseY) | |
* ); | |
* } | |
* | |
* function draw() { | |
* // Draw to the framebuffer | |
* framebuffer.begin(); | |
* background(255); | |
* normalMaterial(); | |
* sphere(20); | |
* framebuffer.end(); | |
* | |
* background(100); | |
* // Draw the framebuffer to the main canvas | |
* image(framebuffer, -width/2, -height/2); | |
* } | |
* </code> | |
* </div> | |
* | |
* @alt | |
* A red, green, and blue sphere is drawn in the middle of a white rectangle | |
* which starts in the top left of the canvas and whose bottom right is at | |
* the user's mouse | |
*/ | |
resize(width, height) { | |
} | |
/** | |
* Gets or sets the pixel scaling for high pixel density displays. By | |
* default, the density will match that of the canvas the framebuffer was | |
* created on, which will match the display density. | |
* | |
* Call this method with no arguments to get the current density, or pass | |
* in a number to set the density. | |
* | |
* @param {Number} [density] A scaling factor for the number of pixels per | |
* side of the framebuffer | |
*/ | |
pixelDensity(density) { | |
} | |
/** | |
* Gets or sets whether or not this framebuffer will automatically resize | |
* along with the canvas it's attached to in order to match its size. | |
* | |
* Call this method with no arguments to see if it is currently auto-sized, | |
* or pass in a boolean to set this property. | |
* | |
* @param {Boolean} [autoSized] Whether or not the framebuffer should resize | |
* along with the canvas it's attached to | |
*/ | |
autoSized(autoSized) { | |
} | |
/** | |
* Checks the capabilities of the current WebGL environment to see if the | |
* settings supplied by the user are capable of being fulfilled. If they | |
* are not, warnings will be logged and the settings will be changed to | |
* something close that can be fulfilled. | |
* | |
* @private | |
*/ | |
_checkIfFormatsAvailable() { | |
} | |
/** | |
* Creates new textures and renderbuffers given the current size of the | |
* framebuffer. | |
* | |
* @private | |
*/ | |
_recreateTextures() { | |
} | |
/** | |
* To create a WebGL texture, one needs to supply three pieces of information: | |
* the type (the data type each channel will be stored as, e.g. int or float), | |
* the format (the color channels that will each be stored in the previously | |
* specified type, e.g. rgb or rgba), and the internal format (the specifics | |
* of how data for each channel, in the aforementioned type, will be packed | |
* together, such as how many bits to use, e.g. RGBA32F or RGB565.) | |
* | |
* The format and channels asked for by the user hint at what these values | |
* need to be, and the WebGL version affects what options are avaiable. | |
* This method returns the values for these three properties, given the | |
* framebuffer's settings. | |
* | |
* @private | |
*/ | |
_glColorFormat() { | |
} | |
/** | |
* To create a WebGL texture, one needs to supply three pieces of information: | |
* the type (the data type each channel will be stored as, e.g. int or float), | |
* the format (the color channels that will each be stored in the previously | |
* specified type, e.g. rgb or rgba), and the internal format (the specifics | |
* of how data for each channel, in the aforementioned type, will be packed | |
* together, such as how many bits to use, e.g. RGBA32F or RGB565.) | |
* | |
* This method takes into account the settings asked for by the user and | |
* returns values for these three properties that can be used for the | |
* texture storing depth information. | |
* | |
* @private | |
*/ | |
_glDepthFormat() { | |
} | |
/** | |
* A method that will be called when recreating textures. If the framebuffer | |
* is auto-sized, it will update its width, height, and density properties. | |
* | |
* @private | |
*/ | |
_updateSize() { | |
} | |
/** | |
* Called when the canvas that the framebuffer is attached to resizes. If the | |
* framebuffer is auto-sized, it will update its textures to match the new | |
* size. | |
* | |
* @private | |
*/ | |
_canvasSizeChanged() { | |
} | |
/** | |
* Called when the size of the framebuffer has changed (either by being | |
* manually updated or from auto-size updates when its canvas changes size.) | |
* Old textures and renderbuffers will be deleted, and then recreated with the | |
* new size. | |
* | |
* @private | |
*/ | |
_handleResize() { | |
} | |
/** | |
* Creates and returns a new | |
* <a href="#/p5.FramebufferCamera">p5.FramebufferCamera</a> to be used | |
* while drawing to this framebuffer. The camera will be set as the | |
* currently active camera. | |
* | |
* @returns {p5.Camera} A new camera | |
*/ | |
createCamera() { | |
} | |
/** | |
* Given a raw texture wrapper, delete its stored texture from WebGL memory, | |
* and remove it from p5's list of active textures. | |
* | |
* @param {p5.FramebufferTexture} texture | |
* @private | |
*/ | |
_deleteTexture(texture) { | |
} | |
/** | |
* Removes the framebuffer and frees its resources. | |
* | |
* @example | |
* <div> | |
* <code> | |
* let framebuffer; | |
* function setup() { | |
* createCanvas(100, 100, WEBGL); | |
* } | |
* | |
* function draw() { | |
* const useFramebuffer = (frameCount % 120) > 60; | |
* if (useFramebuffer && !framebuffer) { | |
* // Create a new framebuffer for us to use | |
* framebuffer = createFramebuffer(); | |
* } else if (!useFramebuffer && framebuffer) { | |
* // Free the old framebuffer's resources | |
* framebuffer.remove(); | |
* framebuffer = undefined; | |
* } | |
* | |
* background(255); | |
* if (useFramebuffer) { | |
* // Draw to the framebuffer | |
* framebuffer.begin(); | |
* background(255); | |
* rotateX(frameCount * 0.01); | |
* rotateY(frameCount * 0.01); | |
* fill(255, 0, 0); | |
* box(30); | |
* framebuffer.end(); | |
* | |
* image(framebuffer, -width/2, -height/2); | |
* } | |
* } | |
* </code> | |
* </div> | |
* | |
* @alt | |
* A rotating red cube blinks on and off every second. | |
*/ | |
remove() { | |
} | |
/** | |
* Begin drawing to this framebuffer. Subsequent drawing functions to the | |
* canvas the framebuffer is attached to will not be immediately visible, and | |
* will instead be drawn to the framebuffer's texture. Call | |
* <a href="#/p5.Framebuffer/end">end()</a> when finished to make draw | |
* functions go right to the canvas again and to be able to read the | |
* contents of the framebuffer's texture. | |
* | |
* @example | |
* <div> | |
* <code> | |
* let framebuffer; | |
* function setup() { | |
* createCanvas(100, 100, WEBGL); | |
* framebuffer = createFramebuffer(); | |
* noStroke(); | |
* } | |
* | |
* function draw() { | |
* // Draw to the framebuffer | |
* framebuffer.begin(); | |
* background(255); | |
* translate(0, 10*sin(frameCount * 0.01), 0); | |
* rotateX(frameCount * 0.01); | |
* rotateY(frameCount * 0.01); | |
* fill(255, 0, 0); | |
* box(50); | |
* framebuffer.end(); | |
* | |
* background(100); | |
* // Draw the framebuffer to the main canvas | |
* image(framebuffer, -50, -50, 25, 25); | |
* image(framebuffer, 0, 0, 35, 35); | |
* } | |
* </code> | |
* </div> | |
* | |
* @alt | |
* A video of a floating and rotating red cube is pasted twice on the | |
* canvas: once in the top left, and again, larger, in the bottom right. | |
*/ | |
begin() { | |
} | |
/** | |
* When making a p5.Framebuffer active so that it may be drawn to, this method | |
* returns the underlying WebGL framebuffer that needs to be active to | |
* support this. Antialiased framebuffers first write to a multisampled | |
* renderbuffer, while other framebuffers can write directly to their main | |
* framebuffers. | |
* | |
* @private | |
*/ | |
_framebufferToBind() { | |
} | |
/** | |
* Ensures that the framebuffer is ready to be drawn to | |
* | |
* @private | |
*/ | |
_beforeBegin() { | |
} | |
/** | |
* Ensures that the framebuffer is ready to be read by other framebuffers. | |
* | |
* @private | |
*/ | |
_beforeEnd() { | |
} | |
/** | |
* After having previously called | |
* <a href="#/p5.Framebuffer/begin">begin()</a>, this method stops drawing | |
* functions from going to the framebuffer's texture, allowing them to go | |
* right to the canvas again. After this, one can read from the framebuffer's | |
* texture. | |
*/ | |
end() { | |
} | |
/** | |
* Run a function while drawing to the framebuffer rather than to its canvas. | |
* This is equivalent to calling `framebuffer.begin()`, running the function, | |
* and then calling `framebuffer.end()`, but ensures that one never | |
* accidentally forgets `begin` or `end`. | |
* | |
* @param {Function} callback A function to run that draws to the canvas. The | |
* function will immediately be run, but it will draw to the framebuffer | |
* instead of the canvas. | |
* | |
* @example | |
* <div> | |
* <code> | |
* let framebuffer; | |
* function setup() { | |
* createCanvas(100, 100, WEBGL); | |
* framebuffer = createFramebuffer(); | |
* noStroke(); | |
* } | |
* | |
* function draw() { | |
* // Draw to the framebuffer | |
* framebuffer.draw(function() { | |
* background(255); | |
* translate(0, 10*sin(frameCount * 0.01), 0); | |
* rotateX(frameCount * 0.01); | |
* rotateY(frameCount * 0.01); | |
* fill(255, 0, 0); | |
* box(50); | |
* }); | |
* | |
* background(100); | |
* // Draw the framebuffer to the main canvas | |
* image(framebuffer, -50, -50, 25, 25); | |
* image(framebuffer, 0, 0, 35, 35); | |
* } | |
* </code> | |
* </div> | |
* | |
* @alt | |
* A video of a floating and rotating red cube is pasted twice on the | |
* canvas: once in the top left, and again, larger, in the bottom right. | |
*/ | |
draw(callback) { | |
} | |
/** | |
* Call this befpre updating <a href="#/p5.Framebuffer/pixels">pixels</a> | |
* and calling <a href="#/p5.Framebuffer/updatePixels">updatePixels</a> | |
* to replace the content of the framebuffer with the data in the pixels | |
* array. | |
*/ | |
loadPixels() { | |
} | |
/** | |
* Get a region of pixels from the canvas in the form of a | |
* <a href="#/p5.Image">p5.Image</a>, or a single pixel as an array of | |
* numbers. | |
* | |
* Returns an array of [R,G,B,A] values for any pixel or grabs a section of | |
* an image. If the Framebuffer has been set up to not store alpha values, then | |
* only [R,G,B] will be returned. If no parameters are specified, the entire | |
* image is returned. | |
* Use the x and y parameters to get the value of one pixel. Get a section of | |
* the display window by specifying additional w and h parameters. When | |
* getting an image, the x and y parameters define the coordinates for the | |
* upper-left corner of the image, regardless of the current <a href="#/p5/imageMode">imageMode()</a>. | |
* | |
* @param {Number} x x-coordinate of the pixel | |
* @param {Number} y y-coordinate of the pixel | |
* @param {Number} w width of the section to be returned | |
* @param {Number} h height of the section to be returned | |
* @return {p5.Image} the rectangle <a href="#/p5.Image">p5.Image</a> | |
*/ | |
/** | |
* @return {p5.Image} the whole <a href="#/p5.Image">p5.Image</a> | |
*/ | |
/** | |
* @param {Number} x | |
* @param {Number} y | |
* @return {Number[]} color of pixel at x,y in array format [R, G, B, A] | |
*/ | |
get(x, y, w, h) { | |
} | |
/** | |
* Call this after initially calling <a href="#/p5.Framebuffer/loadPixels"> | |
* loadPixels()</a> and updating <a href="#/p5.Framebuffer/pixels">pixels</a> | |
* to replace the content of the framebuffer with the data in the pixels | |
* array. | |
* | |
* This will also clear the depth buffer so that any future drawing done | |
* afterwards will go on top. | |
* | |
* @example | |
* <div> | |
* <code> | |
* let framebuffer; | |
* function setup() { | |
* createCanvas(100, 100, WEBGL); | |
* framebuffer = createFramebuffer(); | |
* } | |
* function draw() { | |
* noStroke(); | |
* lights(); | |
* | |
* // Draw a sphere to the framebuffer | |
* framebuffer.begin(); | |
* background(0); | |
* sphere(25); | |
* framebuffer.end(); | |
* | |
* // Load its pixels and draw a gradient over the lower half of the canvas | |
* framebuffer.loadPixels(); | |
* for (let y = height/2; y < height; y++) { | |
* for (let x = 0; x < width; x++) { | |
* const idx = (y * width + x) * 4; | |
* framebuffer.pixels[idx] = (x / width) * 255; | |
* framebuffer.pixels[idx + 1] = (y / height) * 255; | |
* framebuffer.pixels[idx + 2] = 255; | |
* framebuffer.pixels[idx + 3] = 255; | |
* } | |
* } | |
* framebuffer.updatePixels(); | |
* | |
* // Draw a cube on top of the pixels we just wrote | |
* framebuffer.begin(); | |
* push(); | |
* translate(20, 20); | |
* rotateX(0.5); | |
* rotateY(0.5); | |
* box(20); | |
* pop(); | |
* framebuffer.end(); | |
* | |
* image(framebuffer, -width/2, -height/2); | |
* noLoop(); | |
* } | |
* </code> | |
* </div> | |
* | |
* @alt | |
* A sphere partly occluded by a gradient from cyan to white to magenta on | |
* the lower half of the canvas, with a 3D cube drawn on top of that in the | |
* lower right corner. | |
*/ | |
updatePixels() { | |
} | |
} |
npx documentation build ./test-class.js -o docs/p5.Framebuffer.json -a "public" -a "private" -a "protected" -a "undefined
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Will share a working minimal example in a bit. In the meantime, notes:
@private
members are not included in output unless the--access
CLI param is used.get()
have three overloads so there are three entries in the members list with the nameget
)