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Added Example on p5.Framebuffer.get method #7166
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src/webgl/p5.Framebuffer.js
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* createCanvas(400, 400, WEBGL); | ||
* | ||
* // Create an off-screen WebGL graphics buffer | ||
* let myBuffer = createGraphics(200, 200, WEBGL); |
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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!
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Thank you ! The code has been updated.
src/webgl/p5.Framebuffer.js
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* noStroke(); | ||
* fill(255, 0, 0); // Set the fill color to red | ||
* push(); | ||
* translate(0, 0, 0); |
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We maybe don't need the push/translate/pop since the translation is 0 here, but otherwise this is looking good!
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thank you
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Thanks for making those changes! Sorry for all the back-and-forth, I just noticed one more thing, but hopefully that's the last bit!
src/webgl/p5.Framebuffer.js
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* // The `pixelColor` is logged to the console, returning red with full opacity. | ||
* | ||
* function setup() { | ||
* createCanvas(400, 400, WEBGL); |
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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.
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No worries
Hi, Great work so far. Thanks for your work @Forchapeatl and also thanks for the review @davepagurek I do have some thoughts on this. Let me know what you feel? The sketch on the reference page looks a bit off. The canvas is 100x100, and we're trying to draw a box of the same size, also it seems slightly shifted or translated. I do have some thoughts on this. |
* background(0); // Set the background to black | ||
* noStroke(); | ||
* fill(255, 0, 0); // Set the fill color to red | ||
* box(100); // Draw a red box at the center |
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Can we make the size of the box to be 50 i.e. box(50)
instead of 100
* // 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); |
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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).
* console.log('Pixel color at (100, 100):', pixelColor); | ||
* | ||
* // Display the off-screen buffer on the main canvas | ||
* image(myBuffer, -width / 2, -height / 2); // Draw the buffer on the main canvas |
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we should use -width
and -height
instead of dividing them with 2.
Resolves #6750
Changes:
Screenshots of the change:
https://editor.p5js.org/forchapearl1/sketches/QilKPDTvv
PR Checklist
npm run lint
passes