forked from Zakaria/hermes-agent
Hermes-agent
This commit is contained in:
@@ -0,0 +1,439 @@
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# Animation
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## Frame-Based Animation
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### The Draw Loop
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```javascript
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function draw() {
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// Called ~60 times/sec by default
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// frameCount — integer, starts at 1
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// deltaTime — ms since last frame (use for framerate-independent motion)
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// millis() — ms since sketch start
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}
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```
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### Time-Based vs Frame-Based
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```javascript
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// Frame-based (speed varies with framerate)
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x += speed;
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// Time-based (consistent speed regardless of framerate)
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x += speed * (deltaTime / 16.67); // normalized to 60fps
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```
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### Normalized Time
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```javascript
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// Progress from 0 to 1 over N seconds
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let duration = 5000; // 5 seconds in ms
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let t = constrain(millis() / duration, 0, 1);
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// Looping progress (0 → 1 → 0 → 1...)
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let period = 3000; // 3 second loop
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let t = (millis() % period) / period;
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// Ping-pong (0 → 1 → 0 → 1...)
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let raw = (millis() % (period * 2)) / period;
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let t = raw <= 1 ? raw : 2 - raw;
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```
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## Easing Functions
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### Built-in Lerp
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```javascript
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// Linear interpolation — smooth but mechanical
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let x = lerp(startX, endX, t);
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// Map for non-0-1 ranges
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let y = map(t, 0, 1, startY, endY);
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```
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### Common Easing Curves
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```javascript
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// Ease in (slow start)
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function easeInQuad(t) { return t * t; }
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function easeInCubic(t) { return t * t * t; }
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function easeInExpo(t) { return t === 0 ? 0 : pow(2, 10 * (t - 1)); }
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// Ease out (slow end)
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function easeOutQuad(t) { return 1 - (1 - t) * (1 - t); }
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function easeOutCubic(t) { return 1 - pow(1 - t, 3); }
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function easeOutExpo(t) { return t === 1 ? 1 : 1 - pow(2, -10 * t); }
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// Ease in-out (slow both ends)
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function easeInOutCubic(t) {
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return t < 0.5 ? 4 * t * t * t : 1 - pow(-2 * t + 2, 3) / 2;
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}
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function easeInOutQuint(t) {
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return t < 0.5 ? 16 * t * t * t * t * t : 1 - pow(-2 * t + 2, 5) / 2;
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}
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// Elastic (spring overshoot)
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function easeOutElastic(t) {
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if (t === 0 || t === 1) return t;
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return pow(2, -10 * t) * sin((t * 10 - 0.75) * (2 * PI / 3)) + 1;
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}
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// Bounce
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function easeOutBounce(t) {
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if (t < 1/2.75) return 7.5625 * t * t;
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else if (t < 2/2.75) { t -= 1.5/2.75; return 7.5625 * t * t + 0.75; }
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else if (t < 2.5/2.75) { t -= 2.25/2.75; return 7.5625 * t * t + 0.9375; }
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else { t -= 2.625/2.75; return 7.5625 * t * t + 0.984375; }
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}
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// Smooth step (Hermite interpolation — great default)
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function smoothstep(t) { return t * t * (3 - 2 * t); }
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// Smoother step (Ken Perlin)
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function smootherstep(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
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```
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### Applying Easing
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```javascript
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// Animate from startVal to endVal over duration ms
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function easedValue(startVal, endVal, startTime, duration, easeFn) {
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let t = constrain((millis() - startTime) / duration, 0, 1);
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return lerp(startVal, endVal, easeFn(t));
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}
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// Usage
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let x = easedValue(100, 700, animStartTime, 2000, easeOutCubic);
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```
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## Spring Physics
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More natural than easing — responds to force, overshoots, settles.
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```javascript
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class Spring {
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constructor(value, target, stiffness = 0.1, damping = 0.7) {
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this.value = value;
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this.target = target;
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this.velocity = 0;
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this.stiffness = stiffness;
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this.damping = damping;
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}
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update() {
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let force = (this.target - this.value) * this.stiffness;
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this.velocity += force;
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this.velocity *= this.damping;
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this.value += this.velocity;
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return this.value;
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}
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setTarget(t) { this.target = t; }
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isSettled(threshold = 0.01) {
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return abs(this.velocity) < threshold && abs(this.value - this.target) < threshold;
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}
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}
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// Usage
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let springX = new Spring(0, 0, 0.08, 0.85);
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function draw() {
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springX.setTarget(mouseX);
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let x = springX.update();
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ellipse(x, height/2, 50);
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}
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```
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### 2D Spring
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```javascript
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class Spring2D {
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constructor(x, y) {
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this.pos = createVector(x, y);
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this.target = createVector(x, y);
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this.vel = createVector(0, 0);
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this.stiffness = 0.08;
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this.damping = 0.85;
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}
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update() {
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let force = p5.Vector.sub(this.target, this.pos).mult(this.stiffness);
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this.vel.add(force).mult(this.damping);
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this.pos.add(this.vel);
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return this.pos;
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}
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}
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```
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## State Machines
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For complex multi-phase animations.
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```javascript
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const STATES = { IDLE: 0, ENTER: 1, ACTIVE: 2, EXIT: 3 };
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let state = STATES.IDLE;
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let stateStart = 0;
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function setState(newState) {
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state = newState;
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stateStart = millis();
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}
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function stateTime() {
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return millis() - stateStart;
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}
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function draw() {
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switch (state) {
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case STATES.IDLE:
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// waiting...
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break;
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case STATES.ENTER:
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let t = constrain(stateTime() / 1000, 0, 1);
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let alpha = easeOutCubic(t) * 255;
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// fade in...
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if (t >= 1) setState(STATES.ACTIVE);
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break;
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case STATES.ACTIVE:
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// main animation...
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break;
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case STATES.EXIT:
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let t2 = constrain(stateTime() / 500, 0, 1);
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// fade out...
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if (t2 >= 1) setState(STATES.IDLE);
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break;
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}
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}
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```
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## Timeline Sequencing
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For timed multi-scene animations (motion graphics, title sequences).
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```javascript
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class Timeline {
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constructor() {
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this.events = [];
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}
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at(timeMs, duration, fn) {
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this.events.push({ start: timeMs, end: timeMs + duration, fn });
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return this;
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}
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update() {
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let now = millis();
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for (let e of this.events) {
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if (now >= e.start && now < e.end) {
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let t = (now - e.start) / (e.end - e.start);
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e.fn(t);
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}
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}
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}
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}
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// Usage
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let timeline = new Timeline();
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timeline
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.at(0, 2000, (t) => {
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// Scene 1: title fade in (0-2s)
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let alpha = easeOutCubic(t) * 255;
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fill(255, alpha);
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textSize(48);
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text("Hello", width/2, height/2);
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})
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.at(2000, 1000, (t) => {
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// Scene 2: title fade out (2-3s)
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let alpha = (1 - easeInCubic(t)) * 255;
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fill(255, alpha);
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textSize(48);
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text("Hello", width/2, height/2);
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})
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.at(3000, 5000, (t) => {
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// Scene 3: main content (3-8s)
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renderMainContent(t);
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});
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function draw() {
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background(0);
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timeline.update();
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}
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```
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## Noise-Driven Motion
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More organic than deterministic animation.
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```javascript
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// Smooth wandering position
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let x = map(noise(frameCount * 0.005, 0), 0, 1, 0, width);
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let y = map(noise(0, frameCount * 0.005), 0, 1, 0, height);
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// Noise-driven rotation
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let angle = noise(frameCount * 0.01) * TWO_PI;
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// Noise-driven scale (breathing effect)
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let s = map(noise(frameCount * 0.02), 0, 1, 0.8, 1.2);
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// Noise-driven color shift
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let hue = map(noise(frameCount * 0.003), 0, 1, 0, 360);
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```
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## Transition Patterns
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### Fade In/Out
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```javascript
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function fadeIn(t) { return constrain(t, 0, 1); }
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function fadeOut(t) { return constrain(1 - t, 0, 1); }
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```
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### Slide
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```javascript
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function slideIn(t, direction = 'left') {
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let et = easeOutCubic(t);
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switch (direction) {
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case 'left': return lerp(-width, 0, et);
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case 'right': return lerp(width, 0, et);
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case 'up': return lerp(-height, 0, et);
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case 'down': return lerp(height, 0, et);
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}
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}
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```
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### Scale Reveal
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```javascript
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function scaleReveal(t) {
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let et = easeOutElastic(constrain(t, 0, 1));
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push();
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translate(width/2, height/2);
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scale(et);
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translate(-width/2, -height/2);
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// draw content...
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pop();
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}
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```
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### Staggered Entry
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```javascript
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// N elements appear one after another
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let staggerDelay = 100; // ms between each
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for (let i = 0; i < elements.length; i++) {
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let itemStart = baseTime + i * staggerDelay;
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let t = constrain((millis() - itemStart) / 500, 0, 1);
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let alpha = easeOutCubic(t) * 255;
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let yOffset = lerp(30, 0, easeOutCubic(t));
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// draw element with alpha and yOffset
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}
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```
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## Recording Deterministic Animations
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For frame-perfect export, use frame count instead of millis():
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```javascript
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const TOTAL_FRAMES = 300; // 10 seconds at 30fps
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const FPS = 30;
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function draw() {
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let t = frameCount / TOTAL_FRAMES; // 0 to 1 over full duration
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if (t > 1) { noLoop(); return; }
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// Use t for all animation timing — deterministic
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renderFrame(t);
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// Export
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if (CONFIG.recording) {
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saveCanvas('frame-' + nf(frameCount, 4), 'png');
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}
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}
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```
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## Scene Fade Envelopes (Video)
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Every scene in a multi-scene video needs fade-in and fade-out. Hard cuts between visually different generative scenes are jarring.
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```javascript
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const SCENE_FRAMES = 150; // 5 seconds at 30fps
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const FADE = 15; // half-second fade
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function draw() {
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let lf = frameCount - 1; // 0-indexed local frame
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let t = lf / SCENE_FRAMES; // 0..1 normalized progress
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// Fade envelope: ramp up at start, ramp down at end
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let fade = 1;
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if (lf < FADE) fade = lf / FADE;
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if (lf > SCENE_FRAMES - FADE) fade = (SCENE_FRAMES - lf) / FADE;
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fade = fade * fade * (3 - 2 * fade); // smoothstep for organic feel
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// Apply fade to all visual output
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// Option 1: multiply alpha values by fade
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fill(r, g, b, alpha * fade);
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// Option 2: tint entire composited image
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tint(255, fade * 255);
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image(sceneBuffer, 0, 0);
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noTint();
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// Option 3: multiply pixel brightness (for pixel-level scenes)
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pixels[i] = r * fade;
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}
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```
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## Animating Static Algorithms
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Some generative algorithms produce a single static result (attractors, circle packing, Voronoi). In video, static content reads as frozen/broken. Techniques to add motion:
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### Progressive Reveal
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Expand a mask from center outward to reveal the precomputed result:
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```javascript
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let revealRadius = easeOutCubic(min(t * 1.5, 1)) * (width * 0.8);
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// In the render loop, skip pixels beyond revealRadius from center
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let dx = x - width/2, dy = y - height/2;
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if (sqrt(dx*dx + dy*dy) > revealRadius) continue;
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// Soft edge:
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let edgeFade = constrain((revealRadius - dist) / 40, 0, 1);
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```
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### Parameter Sweep
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Slowly change a parameter to show the algorithm evolving:
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```javascript
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// Attractor with drifting parameters
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let a = -1.7 + sin(t * 0.5) * 0.2; // oscillate around base value
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let b = 1.3 + cos(t * 0.3) * 0.15;
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```
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### Slow Camera Motion
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Apply subtle zoom or rotation to the final image:
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```javascript
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push();
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translate(width/2, height/2);
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scale(1 + t * 0.05); // slow 5% zoom over scene duration
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rotate(t * 0.1); // gentle rotation
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translate(-width/2, -height/2);
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image(precomputedResult, 0, 0);
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pop();
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```
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### Overlay Dynamic Elements
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Add particles, grain, or subtle noise on top of static content:
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```javascript
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// Static background
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image(staticResult, 0, 0);
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// Dynamic overlay
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for (let p of ambientParticles) {
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p.update();
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p.display(); // slow-moving specks add life
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}
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```
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@@ -0,0 +1,352 @@
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# Color Systems
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## Color Modes
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### HSB (Recommended for Generative Art)
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```javascript
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colorMode(HSB, 360, 100, 100, 100);
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// Hue: 0-360 (color wheel position)
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// Saturation: 0-100 (gray to vivid)
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// Brightness: 0-100 (black to full)
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// Alpha: 0-100
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fill(200, 80, 90); // blue, vivid, bright
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fill(200, 80, 90, 50); // 50% transparent
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```
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HSB advantages:
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- Rotate hue: `(baseHue + offset) % 360`
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- Desaturate: reduce S
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- Darken: reduce B
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- Monochrome variations: fix H, vary S and B
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- Complementary: `(hue + 180) % 360`
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- Analogous: `hue +/- 30`
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### HSL
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```javascript
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colorMode(HSL, 360, 100, 100, 100);
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// Lightness 50 = pure color, 0 = black, 100 = white
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// More intuitive for tints (L > 50) and shades (L < 50)
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```
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### RGB
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```javascript
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colorMode(RGB, 255, 255, 255, 255); // default
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// Direct channel control, less intuitive for procedural palettes
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```
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## Color Objects
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```javascript
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let c = color(200, 80, 90); // create color object
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fill(c);
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// Extract components
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let h = hue(c);
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let s = saturation(c);
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let b = brightness(c);
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let r = red(c);
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let g = green(c);
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let bl = blue(c);
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let a = alpha(c);
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// Hex colors work everywhere
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fill('#e8d5b7');
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fill('#e8d5b7cc'); // with alpha
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// Modify via setters
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c.setAlpha(128);
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c.setRed(200);
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```
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## Color Interpolation
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### lerpColor
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||||
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```javascript
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let c1 = color(0, 80, 100); // red
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let c2 = color(200, 80, 100); // blue
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let mixed = lerpColor(c1, c2, 0.5); // midpoint blend
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// Works in current colorMode
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```
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### paletteLerp (p5.js 1.11+)
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Interpolate through multiple colors at once.
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||||
```javascript
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let colors = [
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color('#2E0854'),
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color('#850E35'),
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color('#EE6C4D'),
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color('#F5E663')
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];
|
||||
let c = paletteLerp(colors, t); // t = 0..1, interpolates through all
|
||||
```
|
||||
|
||||
### Manual Multi-Stop Gradient
|
||||
|
||||
```javascript
|
||||
function multiLerp(colors, t) {
|
||||
t = constrain(t, 0, 1);
|
||||
let segment = t * (colors.length - 1);
|
||||
let idx = floor(segment);
|
||||
let frac = segment - idx;
|
||||
idx = min(idx, colors.length - 2);
|
||||
return lerpColor(colors[idx], colors[idx + 1], frac);
|
||||
}
|
||||
```
|
||||
|
||||
## Gradient Rendering
|
||||
|
||||
### Linear Gradient
|
||||
|
||||
```javascript
|
||||
function linearGradient(x1, y1, x2, y2, c1, c2) {
|
||||
let steps = dist(x1, y1, x2, y2);
|
||||
for (let i = 0; i <= steps; i++) {
|
||||
let t = i / steps;
|
||||
let c = lerpColor(c1, c2, t);
|
||||
stroke(c);
|
||||
let x = lerp(x1, x2, t);
|
||||
let y = lerp(y1, y2, t);
|
||||
// Draw perpendicular line at each point
|
||||
let dx = -(y2 - y1) / steps * 1000;
|
||||
let dy = (x2 - x1) / steps * 1000;
|
||||
line(x - dx, y - dy, x + dx, y + dy);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Radial Gradient
|
||||
|
||||
```javascript
|
||||
function radialGradient(cx, cy, r, innerColor, outerColor) {
|
||||
noStroke();
|
||||
for (let i = r; i > 0; i--) {
|
||||
let t = 1 - i / r;
|
||||
fill(lerpColor(innerColor, outerColor, t));
|
||||
ellipse(cx, cy, i * 2);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Noise-Based Gradient
|
||||
|
||||
```javascript
|
||||
function noiseGradient(colors, noiseScale, time) {
|
||||
loadPixels();
|
||||
for (let y = 0; y < height; y++) {
|
||||
for (let x = 0; x < width; x++) {
|
||||
let n = noise(x * noiseScale, y * noiseScale, time);
|
||||
let c = multiLerp(colors, n);
|
||||
let idx = 4 * (y * width + x);
|
||||
pixels[idx] = red(c);
|
||||
pixels[idx+1] = green(c);
|
||||
pixels[idx+2] = blue(c);
|
||||
pixels[idx+3] = 255;
|
||||
}
|
||||
}
|
||||
updatePixels();
|
||||
}
|
||||
```
|
||||
|
||||
## Procedural Palette Generation
|
||||
|
||||
### Complementary
|
||||
|
||||
```javascript
|
||||
function complementary(baseHue) {
|
||||
return [baseHue, (baseHue + 180) % 360];
|
||||
}
|
||||
```
|
||||
|
||||
### Analogous
|
||||
|
||||
```javascript
|
||||
function analogous(baseHue, spread = 30) {
|
||||
return [
|
||||
(baseHue - spread + 360) % 360,
|
||||
baseHue,
|
||||
(baseHue + spread) % 360
|
||||
];
|
||||
}
|
||||
```
|
||||
|
||||
### Triadic
|
||||
|
||||
```javascript
|
||||
function triadic(baseHue) {
|
||||
return [baseHue, (baseHue + 120) % 360, (baseHue + 240) % 360];
|
||||
}
|
||||
```
|
||||
|
||||
### Split Complementary
|
||||
|
||||
```javascript
|
||||
function splitComplementary(baseHue) {
|
||||
return [baseHue, (baseHue + 150) % 360, (baseHue + 210) % 360];
|
||||
}
|
||||
```
|
||||
|
||||
### Tetradic (Rectangle)
|
||||
|
||||
```javascript
|
||||
function tetradic(baseHue) {
|
||||
return [baseHue, (baseHue + 60) % 360, (baseHue + 180) % 360, (baseHue + 240) % 360];
|
||||
}
|
||||
```
|
||||
|
||||
### Monochromatic Variations
|
||||
|
||||
```javascript
|
||||
function monoVariations(hue, count = 5) {
|
||||
let colors = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
let s = map(i, 0, count - 1, 20, 90);
|
||||
let b = map(i, 0, count - 1, 95, 40);
|
||||
colors.push(color(hue, s, b));
|
||||
}
|
||||
return colors;
|
||||
}
|
||||
```
|
||||
|
||||
## Curated Palette Library
|
||||
|
||||
### Warm Palettes
|
||||
|
||||
```javascript
|
||||
const SUNSET = ['#2E0854', '#850E35', '#EE6C4D', '#F5E663'];
|
||||
const EMBER = ['#1a0000', '#4a0000', '#8b2500', '#cd5c00', '#ffd700'];
|
||||
const PEACH = ['#fff5eb', '#ffdab9', '#ff9a76', '#ff6b6b', '#c94c4c'];
|
||||
const COPPER = ['#1c1108', '#3d2b1f', '#7b4b2a', '#b87333', '#daa06d'];
|
||||
```
|
||||
|
||||
### Cool Palettes
|
||||
|
||||
```javascript
|
||||
const OCEAN = ['#0a0e27', '#1a1b4b', '#2a4a7f', '#3d7cb8', '#87ceeb'];
|
||||
const ARCTIC = ['#0d1b2a', '#1b263b', '#415a77', '#778da9', '#e0e1dd'];
|
||||
const FOREST = ['#0b1a0b', '#1a3a1a', '#2d5a2d', '#4a8c4a', '#90c990'];
|
||||
const DEEP_SEA = ['#000814', '#001d3d', '#003566', '#006d77', '#83c5be'];
|
||||
```
|
||||
|
||||
### Neutral Palettes
|
||||
|
||||
```javascript
|
||||
const GRAPHITE = ['#1a1a1a', '#333333', '#555555', '#888888', '#cccccc'];
|
||||
const CREAM = ['#f4f0e8', '#e8dcc8', '#c9b99a', '#a89070', '#7a6450'];
|
||||
const SLATE = ['#1e293b', '#334155', '#475569', '#64748b', '#94a3b8'];
|
||||
```
|
||||
|
||||
### Vivid Palettes
|
||||
|
||||
```javascript
|
||||
const NEON = ['#ff00ff', '#00ffff', '#ff0080', '#80ff00', '#0080ff'];
|
||||
const RAINBOW = ['#ff0000', '#ff8000', '#ffff00', '#00ff00', '#0000ff', '#8000ff'];
|
||||
const VAPOR = ['#ff71ce', '#01cdfe', '#05ffa1', '#b967ff', '#fffb96'];
|
||||
const CYBER = ['#0f0f0f', '#00ff41', '#ff0090', '#00d4ff', '#ffd000'];
|
||||
```
|
||||
|
||||
### Earth Tones
|
||||
|
||||
```javascript
|
||||
const TERRA = ['#2c1810', '#5c3a2a', '#8b6b4a', '#c4a672', '#e8d5b7'];
|
||||
const MOSS = ['#1a1f16', '#3d4a2e', '#6b7c4f', '#9aab7a', '#c8d4a9'];
|
||||
const CLAY = ['#3b2f2f', '#6b4c4c', '#9e7676', '#c9a0a0', '#e8caca'];
|
||||
```
|
||||
|
||||
## Blend Modes
|
||||
|
||||
```javascript
|
||||
blendMode(BLEND); // default — alpha compositing
|
||||
blendMode(ADD); // additive — bright glow effects
|
||||
blendMode(MULTIPLY); // darkening — shadows, texture overlay
|
||||
blendMode(SCREEN); // lightening — soft glow
|
||||
blendMode(OVERLAY); // contrast boost — high/low emphasis
|
||||
blendMode(DIFFERENCE); // color subtraction — psychedelic
|
||||
blendMode(EXCLUSION); // softer difference
|
||||
blendMode(REPLACE); // overwrite (no alpha blending)
|
||||
blendMode(REMOVE); // subtract alpha
|
||||
blendMode(LIGHTEST); // keep brighter pixel
|
||||
blendMode(DARKEST); // keep darker pixel
|
||||
blendMode(BURN); // darken + saturate
|
||||
blendMode(DODGE); // lighten + saturate
|
||||
blendMode(SOFT_LIGHT); // subtle overlay
|
||||
blendMode(HARD_LIGHT); // strong overlay
|
||||
|
||||
// ALWAYS reset after use
|
||||
blendMode(BLEND);
|
||||
```
|
||||
|
||||
### Blend Mode Recipes
|
||||
|
||||
| Effect | Mode | Use case |
|
||||
|--------|------|----------|
|
||||
| Additive glow | `ADD` | Light beams, fire, particles |
|
||||
| Shadow overlay | `MULTIPLY` | Texture, vignette |
|
||||
| Soft light mix | `SCREEN` | Fog, mist, backlight |
|
||||
| High contrast | `OVERLAY` | Dramatic compositing |
|
||||
| Color negative | `DIFFERENCE` | Glitch, psychedelic |
|
||||
| Layer compositing | `BLEND` | Standard alpha layering |
|
||||
|
||||
## Background Techniques
|
||||
|
||||
### Textured Background
|
||||
|
||||
```javascript
|
||||
function texturedBackground(baseColor, noiseScale, noiseAmount) {
|
||||
loadPixels();
|
||||
let r = red(baseColor), g = green(baseColor), b = blue(baseColor);
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
let x = (i / 4) % width;
|
||||
let y = floor((i / 4) / width);
|
||||
let n = (noise(x * noiseScale, y * noiseScale) - 0.5) * noiseAmount;
|
||||
pixels[i] = constrain(r + n, 0, 255);
|
||||
pixels[i+1] = constrain(g + n, 0, 255);
|
||||
pixels[i+2] = constrain(b + n, 0, 255);
|
||||
pixels[i+3] = 255;
|
||||
}
|
||||
updatePixels();
|
||||
}
|
||||
```
|
||||
|
||||
### Vignette
|
||||
|
||||
```javascript
|
||||
function vignette(strength = 0.5, radius = 0.7) {
|
||||
loadPixels();
|
||||
let cx = width / 2, cy = height / 2;
|
||||
let maxDist = dist(0, 0, cx, cy);
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
let x = (i / 4) % width;
|
||||
let y = floor((i / 4) / width);
|
||||
let d = dist(x, y, cx, cy) / maxDist;
|
||||
let factor = 1.0 - smoothstep(constrain((d - radius) / (1 - radius), 0, 1)) * strength;
|
||||
pixels[i] *= factor;
|
||||
pixels[i+1] *= factor;
|
||||
pixels[i+2] *= factor;
|
||||
}
|
||||
updatePixels();
|
||||
}
|
||||
|
||||
function smoothstep(t) { return t * t * (3 - 2 * t); }
|
||||
```
|
||||
|
||||
### Film Grain
|
||||
|
||||
```javascript
|
||||
function filmGrain(amount = 30) {
|
||||
loadPixels();
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
let grain = random(-amount, amount);
|
||||
pixels[i] = constrain(pixels[i] + grain, 0, 255);
|
||||
pixels[i+1] = constrain(pixels[i+1] + grain, 0, 255);
|
||||
pixels[i+2] = constrain(pixels[i+2] + grain, 0, 255);
|
||||
}
|
||||
updatePixels();
|
||||
}
|
||||
```
|
||||
@@ -0,0 +1,410 @@
|
||||
# Core API Reference
|
||||
|
||||
## Canvas Setup
|
||||
|
||||
### createCanvas()
|
||||
|
||||
```javascript
|
||||
// 2D (default renderer)
|
||||
createCanvas(1920, 1080);
|
||||
|
||||
// WebGL (3D, shaders)
|
||||
createCanvas(1920, 1080, WEBGL);
|
||||
|
||||
// Responsive
|
||||
createCanvas(windowWidth, windowHeight);
|
||||
```
|
||||
|
||||
### Pixel Density
|
||||
|
||||
High-DPI displays render at 2x by default. This doubles memory usage and halves performance.
|
||||
|
||||
```javascript
|
||||
// Force 1x for consistent export and performance
|
||||
pixelDensity(1);
|
||||
|
||||
// Match display (default) — sharp on retina but expensive
|
||||
pixelDensity(displayDensity());
|
||||
|
||||
// ALWAYS call before createCanvas()
|
||||
function setup() {
|
||||
pixelDensity(1); // first
|
||||
createCanvas(1920, 1080); // second
|
||||
}
|
||||
```
|
||||
|
||||
For export, always `pixelDensity(1)` and use the exact target resolution. Never rely on device scaling for final output.
|
||||
|
||||
### Responsive Resize
|
||||
|
||||
```javascript
|
||||
function windowResized() {
|
||||
resizeCanvas(windowWidth, windowHeight);
|
||||
// Recreate offscreen buffers at new size
|
||||
bgLayer = createGraphics(width, height);
|
||||
// Reinitialize any size-dependent state
|
||||
}
|
||||
```
|
||||
|
||||
## Coordinate System
|
||||
|
||||
### P2D (Default)
|
||||
- Origin: top-left (0, 0)
|
||||
- X increases rightward
|
||||
- Y increases downward
|
||||
- Angles: radians by default, `angleMode(DEGREES)` to switch
|
||||
|
||||
### WEBGL
|
||||
- Origin: center of canvas
|
||||
- X increases rightward, Y increases **upward**, Z increases toward viewer
|
||||
- To get P2D-like coordinates in WEBGL: `translate(-width/2, -height/2)`
|
||||
|
||||
## Draw Loop
|
||||
|
||||
```javascript
|
||||
function preload() {
|
||||
// Load assets before setup — fonts, images, JSON, CSV
|
||||
// Blocks execution until all loads complete
|
||||
font = loadFont('font.otf');
|
||||
img = loadImage('texture.png');
|
||||
data = loadJSON('data.json');
|
||||
}
|
||||
|
||||
function setup() {
|
||||
// Runs once. Create canvas, initialize state.
|
||||
createCanvas(1920, 1080);
|
||||
colorMode(HSB, 360, 100, 100, 100);
|
||||
randomSeed(CONFIG.seed);
|
||||
noiseSeed(CONFIG.seed);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Runs every frame (default 60fps).
|
||||
// Set frameRate(30) in setup() to change.
|
||||
// Call noLoop() for static sketches (render once).
|
||||
}
|
||||
```
|
||||
|
||||
### Frame Control
|
||||
|
||||
```javascript
|
||||
frameRate(30); // set target FPS
|
||||
noLoop(); // stop draw loop (static pieces)
|
||||
loop(); // restart draw loop
|
||||
redraw(); // call draw() once (manual refresh)
|
||||
frameCount // frames since start (integer)
|
||||
deltaTime // milliseconds since last frame (float)
|
||||
millis() // milliseconds since sketch started
|
||||
```
|
||||
|
||||
## Transform Stack
|
||||
|
||||
Every transform is cumulative. Use `push()`/`pop()` to isolate.
|
||||
|
||||
```javascript
|
||||
push();
|
||||
translate(width / 2, height / 2);
|
||||
rotate(angle);
|
||||
scale(1.5);
|
||||
// draw something at transformed position
|
||||
ellipse(0, 0, 100, 100);
|
||||
pop();
|
||||
// back to original coordinate system
|
||||
```
|
||||
|
||||
### Transform Functions
|
||||
|
||||
| Function | Effect |
|
||||
|----------|--------|
|
||||
| `translate(x, y)` | Move origin |
|
||||
| `rotate(angle)` | Rotate around origin (radians) |
|
||||
| `scale(s)` / `scale(sx, sy)` | Scale from origin |
|
||||
| `shearX(angle)` | Skew X axis |
|
||||
| `shearY(angle)` | Skew Y axis |
|
||||
| `applyMatrix(a, b, c, d, e, f)` | Arbitrary 2D affine transform |
|
||||
| `resetMatrix()` | Clear all transforms |
|
||||
|
||||
### Composition Pattern: Rotate Around Center
|
||||
|
||||
```javascript
|
||||
push();
|
||||
translate(cx, cy); // move origin to center
|
||||
rotate(angle); // rotate around that center
|
||||
translate(-cx, -cy); // move origin back
|
||||
// draw at original coordinates, but rotated around (cx, cy)
|
||||
rect(cx - 50, cy - 50, 100, 100);
|
||||
pop();
|
||||
```
|
||||
|
||||
## Offscreen Buffers (createGraphics)
|
||||
|
||||
Offscreen buffers are separate canvases you can draw to and composite. Essential for:
|
||||
- **Layered composition** — background, midground, foreground
|
||||
- **Persistent trails** — draw to buffer, fade with semi-transparent rect, never clear
|
||||
- **Masking** — draw mask to buffer, apply with `image()` or pixel operations
|
||||
- **Post-processing** — render scene to buffer, apply effects, draw to main canvas
|
||||
|
||||
```javascript
|
||||
let layer;
|
||||
|
||||
function setup() {
|
||||
createCanvas(1920, 1080);
|
||||
layer = createGraphics(width, height);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Draw to offscreen buffer
|
||||
layer.background(0, 10); // semi-transparent clear = trails
|
||||
layer.fill(255);
|
||||
layer.ellipse(mouseX, mouseY, 20);
|
||||
|
||||
// Composite to main canvas
|
||||
image(layer, 0, 0);
|
||||
}
|
||||
```
|
||||
|
||||
### Trail Effect Pattern
|
||||
|
||||
```javascript
|
||||
let trailBuffer;
|
||||
|
||||
function setup() {
|
||||
createCanvas(1920, 1080);
|
||||
trailBuffer = createGraphics(width, height);
|
||||
trailBuffer.background(0);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Fade previous frame (lower alpha = longer trails)
|
||||
trailBuffer.noStroke();
|
||||
trailBuffer.fill(0, 0, 0, 15); // RGBA — 15/255 alpha
|
||||
trailBuffer.rect(0, 0, width, height);
|
||||
|
||||
// Draw new content
|
||||
trailBuffer.fill(255);
|
||||
trailBuffer.ellipse(mouseX, mouseY, 10);
|
||||
|
||||
// Show
|
||||
image(trailBuffer, 0, 0);
|
||||
}
|
||||
```
|
||||
|
||||
### Multi-Layer Composition
|
||||
|
||||
```javascript
|
||||
let bgLayer, contentLayer, fxLayer;
|
||||
|
||||
function setup() {
|
||||
createCanvas(1920, 1080);
|
||||
bgLayer = createGraphics(width, height);
|
||||
contentLayer = createGraphics(width, height);
|
||||
fxLayer = createGraphics(width, height);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Background — drawn once or slowly evolving
|
||||
renderBackground(bgLayer);
|
||||
|
||||
// Content — main visual elements
|
||||
contentLayer.clear();
|
||||
renderContent(contentLayer);
|
||||
|
||||
// FX — overlays, vignettes, grain
|
||||
fxLayer.clear();
|
||||
renderEffects(fxLayer);
|
||||
|
||||
// Composite with blend modes
|
||||
image(bgLayer, 0, 0);
|
||||
blendMode(ADD);
|
||||
image(contentLayer, 0, 0);
|
||||
blendMode(MULTIPLY);
|
||||
image(fxLayer, 0, 0);
|
||||
blendMode(BLEND); // reset
|
||||
}
|
||||
```
|
||||
|
||||
## Composition Patterns
|
||||
|
||||
### Grid Layout
|
||||
|
||||
```javascript
|
||||
let cols = 10, rows = 10;
|
||||
let cellW = width / cols;
|
||||
let cellH = height / rows;
|
||||
for (let i = 0; i < cols; i++) {
|
||||
for (let j = 0; j < rows; j++) {
|
||||
let cx = cellW * (i + 0.5);
|
||||
let cy = cellH * (j + 0.5);
|
||||
// draw element at (cx, cy) within cell size (cellW, cellH)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Radial Layout
|
||||
|
||||
```javascript
|
||||
let n = 12;
|
||||
for (let i = 0; i < n; i++) {
|
||||
let angle = TWO_PI * i / n;
|
||||
let r = 300;
|
||||
let x = width/2 + cos(angle) * r;
|
||||
let y = height/2 + sin(angle) * r;
|
||||
// draw element at (x, y)
|
||||
}
|
||||
```
|
||||
|
||||
### Golden Ratio Spiral
|
||||
|
||||
```javascript
|
||||
let phi = (1 + sqrt(5)) / 2;
|
||||
let n = 500;
|
||||
for (let i = 0; i < n; i++) {
|
||||
let angle = i * TWO_PI / (phi * phi);
|
||||
let r = sqrt(i) * 10;
|
||||
let x = width/2 + cos(angle) * r;
|
||||
let y = height/2 + sin(angle) * r;
|
||||
let size = map(i, 0, n, 8, 2);
|
||||
ellipse(x, y, size);
|
||||
}
|
||||
```
|
||||
|
||||
### Margin-Aware Composition
|
||||
|
||||
```javascript
|
||||
const MARGIN = 80; // pixels from edge
|
||||
const drawW = width - 2 * MARGIN;
|
||||
const drawH = height - 2 * MARGIN;
|
||||
|
||||
// Map normalized [0,1] coordinates to drawable area
|
||||
function mapX(t) { return MARGIN + t * drawW; }
|
||||
function mapY(t) { return MARGIN + t * drawH; }
|
||||
```
|
||||
|
||||
## Random and Noise
|
||||
|
||||
### Seeded Random
|
||||
|
||||
```javascript
|
||||
randomSeed(42);
|
||||
let x = random(100); // always same value for seed 42
|
||||
let y = random(-1, 1); // range
|
||||
let item = random(myArray); // random element
|
||||
```
|
||||
|
||||
### Gaussian Random
|
||||
|
||||
```javascript
|
||||
let x = randomGaussian(0, 1); // mean=0, stddev=1
|
||||
// Useful for natural-looking distributions
|
||||
```
|
||||
|
||||
### Perlin Noise
|
||||
|
||||
```javascript
|
||||
noiseSeed(42);
|
||||
noiseDetail(4, 0.5); // 4 octaves, 0.5 falloff
|
||||
|
||||
let v = noise(x * 0.01, y * 0.01); // returns 0.0 to 1.0
|
||||
// Scale factor (0.01) controls feature size — smaller = smoother
|
||||
```
|
||||
|
||||
## Math Utilities
|
||||
|
||||
| Function | Description |
|
||||
|----------|-------------|
|
||||
| `map(v, lo1, hi1, lo2, hi2)` | Remap value between ranges |
|
||||
| `constrain(v, lo, hi)` | Clamp to range |
|
||||
| `lerp(a, b, t)` | Linear interpolation |
|
||||
| `norm(v, lo, hi)` | Normalize to 0-1 |
|
||||
| `dist(x1, y1, x2, y2)` | Euclidean distance |
|
||||
| `mag(x, y)` | Vector magnitude |
|
||||
| `abs()`, `ceil()`, `floor()`, `round()` | Standard math |
|
||||
| `sq(n)`, `sqrt(n)`, `pow(b, e)` | Powers |
|
||||
| `sin()`, `cos()`, `tan()`, `atan2()` | Trig (radians) |
|
||||
| `degrees(r)`, `radians(d)` | Angle conversion |
|
||||
| `fract(n)` | Fractional part |
|
||||
|
||||
## p5.js 2.0 Changes
|
||||
|
||||
p5.js 2.0 (released Apr 2025, current: 2.2) introduces breaking changes. The p5.js editor defaults to 1.x until Aug 2026. Use 2.x only when you need its features.
|
||||
|
||||
### async setup() replaces preload()
|
||||
|
||||
```javascript
|
||||
// p5.js 1.x
|
||||
let img;
|
||||
function preload() { img = loadImage('cat.jpg'); }
|
||||
function setup() { createCanvas(800, 800); }
|
||||
|
||||
// p5.js 2.x
|
||||
let img;
|
||||
async function setup() {
|
||||
createCanvas(800, 800);
|
||||
img = await loadImage('cat.jpg');
|
||||
}
|
||||
```
|
||||
|
||||
### New Color Modes
|
||||
|
||||
```javascript
|
||||
colorMode(OKLCH); // perceptually uniform — better gradients
|
||||
// L: 0-1 (lightness), C: 0-0.4 (chroma), H: 0-360 (hue)
|
||||
fill(0.7, 0.15, 200); // medium-bright saturated blue
|
||||
|
||||
colorMode(OKLAB); // perceptually uniform, no hue angle
|
||||
colorMode(HWB); // Hue-Whiteness-Blackness
|
||||
```
|
||||
|
||||
### splineVertex() replaces curveVertex()
|
||||
|
||||
No more doubling first/last control points:
|
||||
|
||||
```javascript
|
||||
// p5.js 1.x — must repeat first and last
|
||||
beginShape();
|
||||
curveVertex(pts[0].x, pts[0].y); // doubled
|
||||
for (let p of pts) curveVertex(p.x, p.y);
|
||||
curveVertex(pts[pts.length-1].x, pts[pts.length-1].y); // doubled
|
||||
endShape();
|
||||
|
||||
// p5.js 2.x — clean
|
||||
beginShape();
|
||||
for (let p of pts) splineVertex(p.x, p.y);
|
||||
endShape();
|
||||
```
|
||||
|
||||
### Shader .modify() API
|
||||
|
||||
Modify built-in shaders without writing full GLSL:
|
||||
|
||||
```javascript
|
||||
let myShader = baseMaterialShader().modify({
|
||||
vertexDeclarations: 'uniform float uTime;',
|
||||
'vec4 getWorldPosition': `(vec4 pos) {
|
||||
pos.y += sin(pos.x * 0.1 + uTime) * 20.0;
|
||||
return pos;
|
||||
}`
|
||||
});
|
||||
```
|
||||
|
||||
### Variable Fonts
|
||||
|
||||
```javascript
|
||||
textWeight(700); // dynamic weight without loading multiple files
|
||||
```
|
||||
|
||||
### textToContours() and textToModel()
|
||||
|
||||
```javascript
|
||||
let contours = font.textToContours('HELLO', 0, 0, 200);
|
||||
// Returns array of contour arrays (closed paths)
|
||||
|
||||
let geo = font.textToModel('HELLO', 0, 0, 200);
|
||||
// Returns p5.Geometry for 3D extruded text
|
||||
```
|
||||
|
||||
### CDN for p5.js 2.x
|
||||
|
||||
```html
|
||||
<script src="https://cdn.jsdelivr.net/npm/p5@2/lib/p5.min.js"></script>
|
||||
```
|
||||
@@ -0,0 +1,398 @@
|
||||
# Interaction
|
||||
|
||||
## Mouse Events
|
||||
|
||||
### Continuous State
|
||||
|
||||
```javascript
|
||||
mouseX, mouseY // current position (relative to canvas)
|
||||
pmouseX, pmouseY // previous frame position
|
||||
mouseIsPressed // boolean
|
||||
mouseButton // LEFT, RIGHT, CENTER (during press)
|
||||
movedX, movedY // delta since last frame
|
||||
winMouseX, winMouseY // relative to window (not canvas)
|
||||
```
|
||||
|
||||
### Event Callbacks
|
||||
|
||||
```javascript
|
||||
function mousePressed() {
|
||||
// fires once on press
|
||||
// mouseButton tells you which button
|
||||
}
|
||||
|
||||
function mouseReleased() {
|
||||
// fires once on release
|
||||
}
|
||||
|
||||
function mouseClicked() {
|
||||
// fires after press+release (same element)
|
||||
}
|
||||
|
||||
function doubleClicked() {
|
||||
// fires on double-click
|
||||
}
|
||||
|
||||
function mouseMoved() {
|
||||
// fires when mouse moves (no button pressed)
|
||||
}
|
||||
|
||||
function mouseDragged() {
|
||||
// fires when mouse moves WITH button pressed
|
||||
}
|
||||
|
||||
function mouseWheel(event) {
|
||||
// event.delta: positive = scroll down, negative = scroll up
|
||||
zoom += event.delta * -0.01;
|
||||
return false; // prevent page scroll
|
||||
}
|
||||
```
|
||||
|
||||
### Mouse Interaction Patterns
|
||||
|
||||
**Spawn on click:**
|
||||
```javascript
|
||||
function mousePressed() {
|
||||
particles.push(new Particle(mouseX, mouseY));
|
||||
}
|
||||
```
|
||||
|
||||
**Mouse follow with spring:**
|
||||
```javascript
|
||||
let springX, springY;
|
||||
function setup() {
|
||||
springX = new Spring(width/2, width/2);
|
||||
springY = new Spring(height/2, height/2);
|
||||
}
|
||||
function draw() {
|
||||
springX.setTarget(mouseX);
|
||||
springY.setTarget(mouseY);
|
||||
let x = springX.update();
|
||||
let y = springY.update();
|
||||
ellipse(x, y, 50);
|
||||
}
|
||||
```
|
||||
|
||||
**Drag interaction:**
|
||||
```javascript
|
||||
let dragging = false;
|
||||
let dragObj = null;
|
||||
let offsetX, offsetY;
|
||||
|
||||
function mousePressed() {
|
||||
for (let obj of objects) {
|
||||
if (dist(mouseX, mouseY, obj.x, obj.y) < obj.radius) {
|
||||
dragging = true;
|
||||
dragObj = obj;
|
||||
offsetX = mouseX - obj.x;
|
||||
offsetY = mouseY - obj.y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function mouseDragged() {
|
||||
if (dragging && dragObj) {
|
||||
dragObj.x = mouseX - offsetX;
|
||||
dragObj.y = mouseY - offsetY;
|
||||
}
|
||||
}
|
||||
|
||||
function mouseReleased() {
|
||||
dragging = false;
|
||||
dragObj = null;
|
||||
}
|
||||
```
|
||||
|
||||
**Mouse repulsion (particles flee cursor):**
|
||||
```javascript
|
||||
function draw() {
|
||||
let mousePos = createVector(mouseX, mouseY);
|
||||
for (let p of particles) {
|
||||
let d = p.pos.dist(mousePos);
|
||||
if (d < 150) {
|
||||
let repel = p5.Vector.sub(p.pos, mousePos);
|
||||
repel.normalize();
|
||||
repel.mult(map(d, 0, 150, 5, 0));
|
||||
p.applyForce(repel);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Keyboard Events
|
||||
|
||||
### State
|
||||
|
||||
```javascript
|
||||
keyIsPressed // boolean
|
||||
key // last key as string ('a', 'A', ' ')
|
||||
keyCode // numeric code (LEFT_ARROW, UP_ARROW, etc.)
|
||||
```
|
||||
|
||||
### Event Callbacks
|
||||
|
||||
```javascript
|
||||
function keyPressed() {
|
||||
// fires once on press
|
||||
if (keyCode === LEFT_ARROW) { /* ... */ }
|
||||
if (key === 's') saveCanvas('output', 'png');
|
||||
if (key === ' ') CONFIG.paused = !CONFIG.paused;
|
||||
return false; // prevent default browser behavior
|
||||
}
|
||||
|
||||
function keyReleased() {
|
||||
// fires once on release
|
||||
}
|
||||
|
||||
function keyTyped() {
|
||||
// fires for printable characters only (not arrows, shift, etc.)
|
||||
}
|
||||
```
|
||||
|
||||
### Continuous Key State (Multiple Keys)
|
||||
|
||||
```javascript
|
||||
let keys = {};
|
||||
|
||||
function keyPressed() { keys[keyCode] = true; }
|
||||
function keyReleased() { keys[keyCode] = false; }
|
||||
|
||||
function draw() {
|
||||
if (keys[LEFT_ARROW]) player.x -= 5;
|
||||
if (keys[RIGHT_ARROW]) player.x += 5;
|
||||
if (keys[UP_ARROW]) player.y -= 5;
|
||||
if (keys[DOWN_ARROW]) player.y += 5;
|
||||
}
|
||||
```
|
||||
|
||||
### Key Constants
|
||||
|
||||
```
|
||||
LEFT_ARROW, RIGHT_ARROW, UP_ARROW, DOWN_ARROW
|
||||
BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE
|
||||
SHIFT, CONTROL, OPTION, ALT
|
||||
```
|
||||
|
||||
## Touch Events
|
||||
|
||||
```javascript
|
||||
touches // array of { x, y, id } — all current touches
|
||||
|
||||
function touchStarted() {
|
||||
// fires on first touch
|
||||
return false; // prevent default (stops scroll on mobile)
|
||||
}
|
||||
|
||||
function touchMoved() {
|
||||
// fires on touch drag
|
||||
return false;
|
||||
}
|
||||
|
||||
function touchEnded() {
|
||||
// fires on touch release
|
||||
}
|
||||
```
|
||||
|
||||
### Pinch Zoom
|
||||
|
||||
```javascript
|
||||
let prevDist = 0;
|
||||
let zoomLevel = 1;
|
||||
|
||||
function touchMoved() {
|
||||
if (touches.length === 2) {
|
||||
let d = dist(touches[0].x, touches[0].y, touches[1].x, touches[1].y);
|
||||
if (prevDist > 0) {
|
||||
zoomLevel *= d / prevDist;
|
||||
}
|
||||
prevDist = d;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function touchEnded() {
|
||||
prevDist = 0;
|
||||
}
|
||||
```
|
||||
|
||||
## DOM Elements
|
||||
|
||||
### Creating Controls
|
||||
|
||||
```javascript
|
||||
function setup() {
|
||||
createCanvas(800, 800);
|
||||
|
||||
// Slider
|
||||
let slider = createSlider(0, 255, 100, 1); // min, max, default, step
|
||||
slider.position(10, height + 10);
|
||||
slider.input(() => { CONFIG.value = slider.value(); });
|
||||
|
||||
// Button
|
||||
let btn = createButton('Reset');
|
||||
btn.position(10, height + 40);
|
||||
btn.mousePressed(() => { resetSketch(); });
|
||||
|
||||
// Checkbox
|
||||
let check = createCheckbox('Show grid', false);
|
||||
check.position(10, height + 70);
|
||||
check.changed(() => { CONFIG.showGrid = check.checked(); });
|
||||
|
||||
// Select / dropdown
|
||||
let sel = createSelect();
|
||||
sel.position(10, height + 100);
|
||||
sel.option('Mode A');
|
||||
sel.option('Mode B');
|
||||
sel.changed(() => { CONFIG.mode = sel.value(); });
|
||||
|
||||
// Color picker
|
||||
let picker = createColorPicker('#ff0000');
|
||||
picker.position(10, height + 130);
|
||||
picker.input(() => { CONFIG.color = picker.value(); });
|
||||
|
||||
// Text input
|
||||
let inp = createInput('Hello');
|
||||
inp.position(10, height + 160);
|
||||
inp.input(() => { CONFIG.text = inp.value(); });
|
||||
}
|
||||
```
|
||||
|
||||
### Styling DOM Elements
|
||||
|
||||
```javascript
|
||||
let slider = createSlider(0, 100, 50);
|
||||
slider.position(10, 10);
|
||||
slider.style('width', '200px');
|
||||
slider.class('my-slider');
|
||||
slider.parent('controls-div'); // attach to specific DOM element
|
||||
```
|
||||
|
||||
## Audio Input (p5.sound)
|
||||
|
||||
Requires `p5.sound.min.js` addon.
|
||||
|
||||
```html
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.11.3/addons/p5.sound.min.js"></script>
|
||||
```
|
||||
|
||||
### Microphone Input
|
||||
|
||||
```javascript
|
||||
let mic, fft, amplitude;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800);
|
||||
userStartAudio(); // required — user gesture to enable audio
|
||||
|
||||
mic = new p5.AudioIn();
|
||||
mic.start();
|
||||
|
||||
fft = new p5.FFT(0.8, 256); // smoothing, bins
|
||||
fft.setInput(mic);
|
||||
|
||||
amplitude = new p5.Amplitude();
|
||||
amplitude.setInput(mic);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
let level = amplitude.getLevel(); // 0.0 to 1.0 (overall volume)
|
||||
let spectrum = fft.analyze(); // array of 256 frequency values (0-255)
|
||||
let waveform = fft.waveform(); // array of 256 time-domain samples (-1 to 1)
|
||||
|
||||
// Get energy in frequency bands
|
||||
let bass = fft.getEnergy('bass'); // 20-140 Hz
|
||||
let lowMid = fft.getEnergy('lowMid'); // 140-400 Hz
|
||||
let mid = fft.getEnergy('mid'); // 400-2600 Hz
|
||||
let highMid = fft.getEnergy('highMid'); // 2600-5200 Hz
|
||||
let treble = fft.getEnergy('treble'); // 5200-14000 Hz
|
||||
// Each returns 0-255
|
||||
}
|
||||
```
|
||||
|
||||
### Audio File Playback
|
||||
|
||||
```javascript
|
||||
let song, fft;
|
||||
|
||||
function preload() {
|
||||
song = loadSound('track.mp3');
|
||||
}
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800);
|
||||
fft = new p5.FFT(0.8, 512);
|
||||
fft.setInput(song);
|
||||
}
|
||||
|
||||
function mousePressed() {
|
||||
if (song.isPlaying()) {
|
||||
song.pause();
|
||||
} else {
|
||||
song.play();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Beat Detection (Simple)
|
||||
|
||||
```javascript
|
||||
let prevBass = 0;
|
||||
let beatThreshold = 30;
|
||||
let beatCooldown = 0;
|
||||
|
||||
function detectBeat() {
|
||||
let bass = fft.getEnergy('bass');
|
||||
let isBeat = bass - prevBass > beatThreshold && beatCooldown <= 0;
|
||||
prevBass = bass;
|
||||
if (isBeat) beatCooldown = 10; // frames
|
||||
beatCooldown--;
|
||||
return isBeat;
|
||||
}
|
||||
```
|
||||
|
||||
## Scroll-Driven Animation
|
||||
|
||||
```javascript
|
||||
let scrollProgress = 0;
|
||||
|
||||
function setup() {
|
||||
let canvas = createCanvas(windowWidth, windowHeight);
|
||||
canvas.style('position', 'fixed');
|
||||
// Make page scrollable
|
||||
document.body.style.height = '500vh';
|
||||
}
|
||||
|
||||
window.addEventListener('scroll', () => {
|
||||
let maxScroll = document.body.scrollHeight - window.innerHeight;
|
||||
scrollProgress = window.scrollY / maxScroll;
|
||||
});
|
||||
|
||||
function draw() {
|
||||
background(0);
|
||||
// Use scrollProgress (0 to 1) to drive animation
|
||||
let x = lerp(0, width, scrollProgress);
|
||||
ellipse(x, height/2, 50);
|
||||
}
|
||||
```
|
||||
|
||||
## Responsive Events
|
||||
|
||||
```javascript
|
||||
function windowResized() {
|
||||
resizeCanvas(windowWidth, windowHeight);
|
||||
// Recreate buffers
|
||||
bgLayer = createGraphics(width, height);
|
||||
// Recalculate layout
|
||||
recalculateLayout();
|
||||
}
|
||||
|
||||
// Visibility change (tab switching)
|
||||
document.addEventListener('visibilitychange', () => {
|
||||
if (document.hidden) {
|
||||
noLoop(); // pause when tab not visible
|
||||
} else {
|
||||
loop();
|
||||
}
|
||||
});
|
||||
```
|
||||
@@ -0,0 +1,300 @@
|
||||
# Shapes and Geometry
|
||||
|
||||
## 2D Primitives
|
||||
|
||||
```javascript
|
||||
point(x, y);
|
||||
line(x1, y1, x2, y2);
|
||||
rect(x, y, w, h); // default: corner mode
|
||||
rect(x, y, w, h, r); // rounded corners
|
||||
rect(x, y, w, h, tl, tr, br, bl); // per-corner radius
|
||||
square(x, y, size);
|
||||
ellipse(x, y, w, h);
|
||||
circle(x, y, d); // diameter, not radius
|
||||
triangle(x1, y1, x2, y2, x3, y3);
|
||||
quad(x1, y1, x2, y2, x3, y3, x4, y4);
|
||||
arc(x, y, w, h, start, stop, mode); // mode: OPEN, CHORD, PIE
|
||||
```
|
||||
|
||||
### Drawing Modes
|
||||
|
||||
```javascript
|
||||
rectMode(CENTER); // x,y is center (default: CORNER)
|
||||
rectMode(CORNERS); // x1,y1 to x2,y2
|
||||
ellipseMode(CORNER); // x,y is top-left corner
|
||||
ellipseMode(CENTER); // default — x,y is center
|
||||
```
|
||||
|
||||
## Stroke and Fill
|
||||
|
||||
```javascript
|
||||
fill(r, g, b, a); // or fill(gray), fill('#hex'), fill(h, s, b) in HSB mode
|
||||
noFill();
|
||||
stroke(r, g, b, a);
|
||||
noStroke();
|
||||
strokeWeight(2);
|
||||
strokeCap(ROUND); // ROUND, SQUARE, PROJECT
|
||||
strokeJoin(ROUND); // ROUND, MITER, BEVEL
|
||||
```
|
||||
|
||||
## Custom Shapes with Vertices
|
||||
|
||||
### Basic vertex shape
|
||||
|
||||
```javascript
|
||||
beginShape();
|
||||
vertex(100, 100);
|
||||
vertex(200, 50);
|
||||
vertex(300, 100);
|
||||
vertex(250, 200);
|
||||
vertex(150, 200);
|
||||
endShape(CLOSE); // CLOSE connects last vertex to first
|
||||
```
|
||||
|
||||
### Shape modes
|
||||
|
||||
```javascript
|
||||
beginShape(); // default: polygon connecting all vertices
|
||||
beginShape(POINTS); // individual points
|
||||
beginShape(LINES); // pairs of vertices as lines
|
||||
beginShape(TRIANGLES); // triplets as triangles
|
||||
beginShape(TRIANGLE_FAN);
|
||||
beginShape(TRIANGLE_STRIP);
|
||||
beginShape(QUADS); // groups of 4
|
||||
beginShape(QUAD_STRIP);
|
||||
```
|
||||
|
||||
### Contours (holes in shapes)
|
||||
|
||||
```javascript
|
||||
beginShape();
|
||||
// outer shape
|
||||
vertex(100, 100);
|
||||
vertex(300, 100);
|
||||
vertex(300, 300);
|
||||
vertex(100, 300);
|
||||
// inner hole
|
||||
beginContour();
|
||||
vertex(150, 150);
|
||||
vertex(150, 250);
|
||||
vertex(250, 250);
|
||||
vertex(250, 150);
|
||||
endContour();
|
||||
endShape(CLOSE);
|
||||
```
|
||||
|
||||
## Bezier Curves
|
||||
|
||||
### Cubic Bezier
|
||||
|
||||
```javascript
|
||||
bezier(x1, y1, cx1, cy1, cx2, cy2, x2, y2);
|
||||
// x1,y1 = start point
|
||||
// cx1,cy1 = first control point
|
||||
// cx2,cy2 = second control point
|
||||
// x2,y2 = end point
|
||||
```
|
||||
|
||||
### Bezier in custom shapes
|
||||
|
||||
```javascript
|
||||
beginShape();
|
||||
vertex(100, 200);
|
||||
bezierVertex(150, 50, 250, 50, 300, 200);
|
||||
// control1, control2, endpoint
|
||||
endShape();
|
||||
```
|
||||
|
||||
### Quadratic Bezier
|
||||
|
||||
```javascript
|
||||
beginShape();
|
||||
vertex(100, 200);
|
||||
quadraticVertex(200, 50, 300, 200);
|
||||
// single control point + endpoint
|
||||
endShape();
|
||||
```
|
||||
|
||||
### Interpolation along Bezier
|
||||
|
||||
```javascript
|
||||
let x = bezierPoint(x1, cx1, cx2, x2, t); // t = 0..1
|
||||
let y = bezierPoint(y1, cy1, cy2, y2, t);
|
||||
let tx = bezierTangent(x1, cx1, cx2, x2, t); // tangent
|
||||
```
|
||||
|
||||
## Catmull-Rom Splines
|
||||
|
||||
```javascript
|
||||
curve(cpx1, cpy1, x1, y1, x2, y2, cpx2, cpy2);
|
||||
// cpx1,cpy1 = control point before start
|
||||
// x1,y1 = start point (visible)
|
||||
// x2,y2 = end point (visible)
|
||||
// cpx2,cpy2 = control point after end
|
||||
|
||||
curveVertex(x, y); // in beginShape() — smooth curve through all points
|
||||
curveTightness(0); // 0 = Catmull-Rom, 1 = straight lines, -1 = loose
|
||||
```
|
||||
|
||||
### Smooth curve through points
|
||||
|
||||
```javascript
|
||||
let points = [/* array of {x, y} */];
|
||||
beginShape();
|
||||
curveVertex(points[0].x, points[0].y); // repeat first for tangent
|
||||
for (let p of points) {
|
||||
curveVertex(p.x, p.y);
|
||||
}
|
||||
curveVertex(points[points.length-1].x, points[points.length-1].y); // repeat last
|
||||
endShape();
|
||||
```
|
||||
|
||||
## p5.Vector
|
||||
|
||||
Essential for physics, particle systems, and geometric computation.
|
||||
|
||||
```javascript
|
||||
let v = createVector(x, y);
|
||||
|
||||
// Arithmetic (modifies in place)
|
||||
v.add(other); // vector addition
|
||||
v.sub(other); // subtraction
|
||||
v.mult(scalar); // scale
|
||||
v.div(scalar); // inverse scale
|
||||
v.normalize(); // unit vector (length 1)
|
||||
v.limit(max); // cap magnitude
|
||||
v.setMag(len); // set exact magnitude
|
||||
|
||||
// Queries (non-destructive)
|
||||
v.mag(); // magnitude (length)
|
||||
v.magSq(); // squared magnitude (faster, no sqrt)
|
||||
v.heading(); // angle in radians
|
||||
v.dist(other); // distance to other vector
|
||||
v.dot(other); // dot product
|
||||
v.cross(other); // cross product (3D)
|
||||
v.angleBetween(other); // angle between vectors
|
||||
|
||||
// Static methods (return new vector)
|
||||
p5.Vector.add(a, b); // a + b → new vector
|
||||
p5.Vector.sub(a, b); // a - b → new vector
|
||||
p5.Vector.fromAngle(a); // unit vector at angle
|
||||
p5.Vector.random2D(); // random unit vector
|
||||
p5.Vector.lerp(a, b, t); // interpolate
|
||||
|
||||
// Copy
|
||||
let copy = v.copy();
|
||||
```
|
||||
|
||||
## Signed Distance Fields (2D)
|
||||
|
||||
SDFs return the distance from a point to the nearest edge of a shape. Negative inside, positive outside. Useful for smooth shapes, glow effects, boolean operations.
|
||||
|
||||
```javascript
|
||||
// Circle SDF
|
||||
function sdCircle(px, py, cx, cy, r) {
|
||||
return dist(px, py, cx, cy) - r;
|
||||
}
|
||||
|
||||
// Box SDF
|
||||
function sdBox(px, py, cx, cy, hw, hh) {
|
||||
let dx = abs(px - cx) - hw;
|
||||
let dy = abs(py - cy) - hh;
|
||||
return sqrt(max(dx, 0) ** 2 + max(dy, 0) ** 2) + min(max(dx, dy), 0);
|
||||
}
|
||||
|
||||
// Line segment SDF
|
||||
function sdSegment(px, py, ax, ay, bx, by) {
|
||||
let pa = createVector(px - ax, py - ay);
|
||||
let ba = createVector(bx - ax, by - ay);
|
||||
let t = constrain(pa.dot(ba) / ba.dot(ba), 0, 1);
|
||||
let closest = p5.Vector.add(createVector(ax, ay), p5.Vector.mult(ba, t));
|
||||
return dist(px, py, closest.x, closest.y);
|
||||
}
|
||||
|
||||
// Smooth boolean union
|
||||
function opSmoothUnion(d1, d2, k) {
|
||||
let h = constrain(0.5 + 0.5 * (d2 - d1) / k, 0, 1);
|
||||
return lerp(d2, d1, h) - k * h * (1 - h);
|
||||
}
|
||||
|
||||
// Rendering SDF as glow
|
||||
let d = sdCircle(x, y, width/2, height/2, 200);
|
||||
let glow = exp(-abs(d) * 0.02); // exponential falloff
|
||||
fill(glow * 255);
|
||||
```
|
||||
|
||||
## Useful Geometry Patterns
|
||||
|
||||
### Regular Polygon
|
||||
|
||||
```javascript
|
||||
function regularPolygon(cx, cy, r, sides) {
|
||||
beginShape();
|
||||
for (let i = 0; i < sides; i++) {
|
||||
let a = TWO_PI * i / sides - HALF_PI;
|
||||
vertex(cx + cos(a) * r, cy + sin(a) * r);
|
||||
}
|
||||
endShape(CLOSE);
|
||||
}
|
||||
```
|
||||
|
||||
### Star Shape
|
||||
|
||||
```javascript
|
||||
function star(cx, cy, r1, r2, npoints) {
|
||||
beginShape();
|
||||
let angle = TWO_PI / npoints;
|
||||
let halfAngle = angle / 2;
|
||||
for (let a = -HALF_PI; a < TWO_PI - HALF_PI; a += angle) {
|
||||
vertex(cx + cos(a) * r2, cy + sin(a) * r2);
|
||||
vertex(cx + cos(a + halfAngle) * r1, cy + sin(a + halfAngle) * r1);
|
||||
}
|
||||
endShape(CLOSE);
|
||||
}
|
||||
```
|
||||
|
||||
### Rounded Line (Capsule)
|
||||
|
||||
```javascript
|
||||
function capsule(x1, y1, x2, y2, weight) {
|
||||
strokeWeight(weight);
|
||||
strokeCap(ROUND);
|
||||
line(x1, y1, x2, y2);
|
||||
}
|
||||
```
|
||||
|
||||
### Soft Body / Blob
|
||||
|
||||
```javascript
|
||||
function blob(cx, cy, baseR, noiseScale, noiseOffset, detail = 64) {
|
||||
beginShape();
|
||||
for (let i = 0; i < detail; i++) {
|
||||
let a = TWO_PI * i / detail;
|
||||
let r = baseR + noise(cos(a) * noiseScale + noiseOffset,
|
||||
sin(a) * noiseScale + noiseOffset) * baseR * 0.4;
|
||||
vertex(cx + cos(a) * r, cy + sin(a) * r);
|
||||
}
|
||||
endShape(CLOSE);
|
||||
}
|
||||
```
|
||||
|
||||
## Clipping and Masking
|
||||
|
||||
```javascript
|
||||
// Clip shape — everything drawn after is masked by the clip shape
|
||||
beginClip();
|
||||
circle(width/2, height/2, 400);
|
||||
endClip();
|
||||
// Only content inside the circle is visible
|
||||
image(myImage, 0, 0);
|
||||
|
||||
// Or functional form
|
||||
clip(() => {
|
||||
circle(width/2, height/2, 400);
|
||||
});
|
||||
|
||||
// Erase mode — cut holes
|
||||
erase();
|
||||
circle(mouseX, mouseY, 100); // this area becomes transparent
|
||||
noErase();
|
||||
```
|
||||
@@ -0,0 +1,532 @@
|
||||
# Troubleshooting
|
||||
|
||||
## Performance
|
||||
|
||||
### Step Zero — Disable FES
|
||||
|
||||
The Friendly Error System (FES) adds massive overhead — up to 10x slowdown. Disable it in every production sketch:
|
||||
|
||||
```javascript
|
||||
// BEFORE any p5 code
|
||||
p5.disableFriendlyErrors = true;
|
||||
|
||||
// Or use p5.min.js instead of p5.js — FES is stripped from minified build
|
||||
```
|
||||
|
||||
### Step One — pixelDensity(1)
|
||||
|
||||
Retina/HiDPI displays default to 2x or 3x density, multiplying pixel count by 4-9x:
|
||||
|
||||
```javascript
|
||||
function setup() {
|
||||
pixelDensity(1); // force 1:1 — always do this first
|
||||
createCanvas(1920, 1080);
|
||||
}
|
||||
```
|
||||
|
||||
### Use Math.* in Hot Loops
|
||||
|
||||
p5's `sin()`, `cos()`, `random()`, `min()`, `max()`, `abs()` are wrapper functions with overhead. In hot loops (thousands of iterations per frame), use native `Math.*`:
|
||||
|
||||
```javascript
|
||||
// SLOW — p5 wrappers
|
||||
for (let p of particles) {
|
||||
let a = sin(p.angle);
|
||||
let d = dist(p.x, p.y, mx, my);
|
||||
}
|
||||
|
||||
// FAST — native Math
|
||||
for (let p of particles) {
|
||||
let a = Math.sin(p.angle);
|
||||
let dx = p.x - mx, dy = p.y - my;
|
||||
let dSq = dx * dx + dy * dy; // skip sqrt entirely
|
||||
}
|
||||
```
|
||||
|
||||
Use `magSq()` instead of `mag()` for distance comparisons — avoids expensive `sqrt()`.
|
||||
|
||||
### Diagnosis
|
||||
|
||||
Open Chrome DevTools > Performance tab > Record while sketch runs.
|
||||
|
||||
Common bottlenecks:
|
||||
1. **FES enabled** — 10x overhead on every p5 function call
|
||||
2. **pixelDensity > 1** — 4x pixel count, 4x slower
|
||||
3. **Too many draw calls** — thousands of `ellipse()`, `rect()` per frame
|
||||
4. **Large canvas + pixel operations** — `loadPixels()`/`updatePixels()` on 4K canvas
|
||||
5. **Unoptimized particle systems** — checking all-vs-all distances (O(n^2))
|
||||
6. **Memory leaks** — creating objects every frame without cleanup
|
||||
7. **Shader compilation** — calling `createShader()` in `draw()` instead of `setup()`
|
||||
8. **console.log() in draw()** — DOM write per frame, destroys performance
|
||||
9. **DOM manipulation in draw()** — layout thrashing (400-500x slower than canvas ops)
|
||||
|
||||
### Solutions
|
||||
|
||||
**Reduce draw calls:**
|
||||
```javascript
|
||||
// BAD: 10000 individual circles
|
||||
for (let p of particles) {
|
||||
ellipse(p.x, p.y, p.size);
|
||||
}
|
||||
|
||||
// GOOD: single shape with vertices
|
||||
beginShape(POINTS);
|
||||
for (let p of particles) {
|
||||
vertex(p.x, p.y);
|
||||
}
|
||||
endShape();
|
||||
|
||||
// BEST: direct pixel manipulation
|
||||
loadPixels();
|
||||
for (let p of particles) {
|
||||
let idx = 4 * (floor(p.y) * width + floor(p.x));
|
||||
pixels[idx] = p.r;
|
||||
pixels[idx+1] = p.g;
|
||||
pixels[idx+2] = p.b;
|
||||
pixels[idx+3] = 255;
|
||||
}
|
||||
updatePixels();
|
||||
```
|
||||
|
||||
**Spatial hashing for neighbor queries:**
|
||||
```javascript
|
||||
class SpatialHash {
|
||||
constructor(cellSize) {
|
||||
this.cellSize = cellSize;
|
||||
this.cells = new Map();
|
||||
}
|
||||
|
||||
clear() { this.cells.clear(); }
|
||||
|
||||
_key(x, y) {
|
||||
return `${floor(x / this.cellSize)},${floor(y / this.cellSize)}`;
|
||||
}
|
||||
|
||||
insert(obj) {
|
||||
let key = this._key(obj.pos.x, obj.pos.y);
|
||||
if (!this.cells.has(key)) this.cells.set(key, []);
|
||||
this.cells.get(key).push(obj);
|
||||
}
|
||||
|
||||
query(x, y, radius) {
|
||||
let results = [];
|
||||
let minCX = floor((x - radius) / this.cellSize);
|
||||
let maxCX = floor((x + radius) / this.cellSize);
|
||||
let minCY = floor((y - radius) / this.cellSize);
|
||||
let maxCY = floor((y + radius) / this.cellSize);
|
||||
|
||||
for (let cx = minCX; cx <= maxCX; cx++) {
|
||||
for (let cy = minCY; cy <= maxCY; cy++) {
|
||||
let key = `${cx},${cy}`;
|
||||
let cell = this.cells.get(key);
|
||||
if (cell) {
|
||||
for (let obj of cell) {
|
||||
if (dist(x, y, obj.pos.x, obj.pos.y) <= radius) {
|
||||
results.push(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return results;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Object pooling:**
|
||||
```javascript
|
||||
class ParticlePool {
|
||||
constructor(maxSize) {
|
||||
this.pool = [];
|
||||
this.active = [];
|
||||
for (let i = 0; i < maxSize; i++) {
|
||||
this.pool.push(new Particle(0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
spawn(x, y) {
|
||||
let p = this.pool.pop();
|
||||
if (p) {
|
||||
p.reset(x, y);
|
||||
this.active.push(p);
|
||||
}
|
||||
}
|
||||
|
||||
update() {
|
||||
for (let i = this.active.length - 1; i >= 0; i--) {
|
||||
this.active[i].update();
|
||||
if (this.active[i].isDead()) {
|
||||
this.pool.push(this.active.splice(i, 1)[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Throttle heavy operations:**
|
||||
```javascript
|
||||
// Only update flow field every N frames
|
||||
if (frameCount % 5 === 0) {
|
||||
flowField.update(frameCount * 0.001);
|
||||
}
|
||||
```
|
||||
|
||||
### Frame Rate Targets
|
||||
|
||||
| Context | Target | Acceptable |
|
||||
|---------|--------|------------|
|
||||
| Interactive sketch | 60fps | 30fps |
|
||||
| Ambient animation | 30fps | 20fps |
|
||||
| Export/recording | 30fps render | Any (offline) |
|
||||
| Mobile | 30fps | 20fps |
|
||||
|
||||
### Per-Pixel Rendering Budgets
|
||||
|
||||
Pixel-level operations (`loadPixels()` loops) are the most expensive common pattern. Budget depends on canvas size and computation per pixel.
|
||||
|
||||
| Canvas | Pixels | Simple noise (1 call) | fBM (4 octave) | Domain warp (3-layer fBM) |
|
||||
|--------|--------|----------------------|----------------|--------------------------|
|
||||
| 540x540 | 291K | ~5ms | ~20ms | ~80ms |
|
||||
| 1080x1080 | 1.17M | ~20ms | ~80ms | ~300ms+ |
|
||||
| 1920x1080 | 2.07M | ~35ms | ~140ms | ~500ms+ |
|
||||
| 3840x2160 | 8.3M | ~140ms | ~560ms | WILL CRASH |
|
||||
|
||||
**Rules of thumb:**
|
||||
- 1 `noise()` call per pixel at 1080x1080 = ~20ms/frame (OK at 30fps)
|
||||
- 4-octave fBM per pixel at 1080x1080 = ~80ms/frame (borderline)
|
||||
- Multi-layer domain warp at 1080x1080 = 300ms+ (too slow for real-time, fine for `noLoop()` export)
|
||||
- **Headless Chrome is 2-5x slower** than desktop Chrome for pixel ops
|
||||
|
||||
**Solution: render at lower resolution, fill blocks:**
|
||||
```javascript
|
||||
let step = 3; // render 1/9 of pixels, fill 3x3 blocks
|
||||
loadPixels();
|
||||
for (let y = 0; y < H; y += step) {
|
||||
for (let x = 0; x < W; x += step) {
|
||||
let v = expensiveNoise(x, y);
|
||||
for (let dy = 0; dy < step && y+dy < H; dy++)
|
||||
for (let dx = 0; dx < step && x+dx < W; dx++) {
|
||||
let i = 4 * ((y+dy) * W + (x+dx));
|
||||
pixels[i] = v; pixels[i+1] = v; pixels[i+2] = v; pixels[i+3] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
updatePixels();
|
||||
```
|
||||
|
||||
Step=2 gives 4x speedup. Step=3 gives 9x. Visible at 1080p but acceptable for video (motion hides it).
|
||||
|
||||
## Common Mistakes
|
||||
|
||||
### 1. Forgetting to reset blend mode
|
||||
|
||||
```javascript
|
||||
blendMode(ADD);
|
||||
image(glowLayer, 0, 0);
|
||||
// WRONG: everything after this is ADD blended
|
||||
blendMode(BLEND); // ALWAYS reset
|
||||
```
|
||||
|
||||
### 2. Creating objects in draw()
|
||||
|
||||
```javascript
|
||||
// BAD: creates new font object every frame
|
||||
function draw() {
|
||||
let f = loadFont('font.otf'); // NEVER load in draw()
|
||||
}
|
||||
|
||||
// GOOD: load in preload, use in draw
|
||||
let f;
|
||||
function preload() { f = loadFont('font.otf'); }
|
||||
```
|
||||
|
||||
### 3. Not using push()/pop() with transforms
|
||||
|
||||
```javascript
|
||||
// BAD: transforms accumulate
|
||||
translate(100, 0);
|
||||
rotate(0.1);
|
||||
ellipse(0, 0, 50);
|
||||
// Everything after this is also translated and rotated
|
||||
|
||||
// GOOD: isolated transforms
|
||||
push();
|
||||
translate(100, 0);
|
||||
rotate(0.1);
|
||||
ellipse(0, 0, 50);
|
||||
pop();
|
||||
```
|
||||
|
||||
### 4. Integer coordinates for crisp lines
|
||||
|
||||
```javascript
|
||||
// BLURRY: sub-pixel rendering
|
||||
line(10.5, 20.3, 100.7, 80.2);
|
||||
|
||||
// CRISP: integer + 0.5 for 1px lines
|
||||
line(10.5, 20.5, 100.5, 80.5); // on pixel boundary
|
||||
```
|
||||
|
||||
### 5. Pixel density confusion
|
||||
|
||||
```javascript
|
||||
// WRONG: assuming pixel array matches canvas dimensions
|
||||
loadPixels();
|
||||
let idx = 4 * (y * width + x); // wrong if pixelDensity > 1
|
||||
|
||||
// RIGHT: account for pixel density
|
||||
let d = pixelDensity();
|
||||
loadPixels();
|
||||
let idx = 4 * ((y * d) * (width * d) + (x * d));
|
||||
|
||||
// SIMPLEST: set pixelDensity(1) at the start
|
||||
```
|
||||
|
||||
### 6. Color mode confusion
|
||||
|
||||
```javascript
|
||||
// In HSB mode, fill(255) is NOT white
|
||||
colorMode(HSB, 360, 100, 100);
|
||||
fill(255); // This is hue=255, sat=100, bri=100 = vivid purple
|
||||
|
||||
// White in HSB:
|
||||
fill(0, 0, 100); // any hue, 0 saturation, 100 brightness
|
||||
|
||||
// Black in HSB:
|
||||
fill(0, 0, 0);
|
||||
```
|
||||
|
||||
### 7. WebGL origin is center
|
||||
|
||||
```javascript
|
||||
// In WEBGL mode, (0,0) is CENTER, not top-left
|
||||
function draw() {
|
||||
// This draws at the center, not the corner
|
||||
rect(0, 0, 100, 100);
|
||||
|
||||
// For top-left behavior:
|
||||
translate(-width/2, -height/2);
|
||||
rect(0, 0, 100, 100); // now at top-left
|
||||
}
|
||||
```
|
||||
|
||||
### 8. createGraphics cleanup
|
||||
|
||||
```javascript
|
||||
// BAD: memory leak — buffer never freed
|
||||
function draw() {
|
||||
let temp = createGraphics(width, height); // new buffer every frame!
|
||||
// ...
|
||||
}
|
||||
|
||||
// GOOD: create once, reuse
|
||||
let temp;
|
||||
function setup() {
|
||||
temp = createGraphics(width, height);
|
||||
}
|
||||
function draw() {
|
||||
temp.clear();
|
||||
// ... reuse temp
|
||||
}
|
||||
|
||||
// If you must create/destroy:
|
||||
temp.remove(); // explicitly free
|
||||
```
|
||||
|
||||
### 9. noise() returns 0-1, not -1 to 1
|
||||
|
||||
```javascript
|
||||
let n = noise(x); // 0.0 to 1.0 (biased toward 0.5)
|
||||
|
||||
// For -1 to 1 range:
|
||||
let n = noise(x) * 2 - 1;
|
||||
|
||||
// For a specific range:
|
||||
let n = map(noise(x), 0, 1, -100, 100);
|
||||
```
|
||||
|
||||
### 10. saveCanvas() in draw() saves every frame
|
||||
|
||||
```javascript
|
||||
// BAD: saves a PNG every single frame
|
||||
function draw() {
|
||||
// ... render ...
|
||||
saveCanvas('output', 'png'); // DON'T DO THIS
|
||||
}
|
||||
|
||||
// GOOD: save once via keyboard
|
||||
function keyPressed() {
|
||||
if (key === 's') saveCanvas('output', 'png');
|
||||
}
|
||||
|
||||
// GOOD: save once after rendering static piece
|
||||
function draw() {
|
||||
// ... render ...
|
||||
saveCanvas('output', 'png');
|
||||
noLoop(); // stop after saving
|
||||
}
|
||||
```
|
||||
|
||||
### 11. console.log() in draw()
|
||||
|
||||
```javascript
|
||||
// BAD: writes to DOM console every frame — massive overhead
|
||||
function draw() {
|
||||
console.log(particles.length); // 60 DOM writes/second
|
||||
}
|
||||
|
||||
// GOOD: log periodically or conditionally
|
||||
function draw() {
|
||||
if (frameCount % 60 === 0) console.log('FPS:', frameRate().toFixed(1));
|
||||
}
|
||||
```
|
||||
|
||||
### 12. DOM manipulation in draw()
|
||||
|
||||
```javascript
|
||||
// BAD: layout thrashing — 400-500x slower than canvas ops
|
||||
function draw() {
|
||||
document.getElementById('counter').innerText = frameCount;
|
||||
let el = document.querySelector('.info'); // DOM query per frame
|
||||
}
|
||||
|
||||
// GOOD: cache DOM refs, update infrequently
|
||||
let counterEl;
|
||||
function setup() { counterEl = document.getElementById('counter'); }
|
||||
function draw() {
|
||||
if (frameCount % 30 === 0) counterEl.innerText = frameCount;
|
||||
}
|
||||
```
|
||||
|
||||
### 13. Not disabling FES in production
|
||||
|
||||
```javascript
|
||||
// BAD: every p5 function call has error-checking overhead (up to 10x slower)
|
||||
function setup() { createCanvas(800, 800); }
|
||||
|
||||
// GOOD: disable before any p5 code
|
||||
p5.disableFriendlyErrors = true;
|
||||
function setup() { createCanvas(800, 800); }
|
||||
|
||||
// ALSO GOOD: use p5.min.js (FES stripped from minified build)
|
||||
```
|
||||
|
||||
## Browser Compatibility
|
||||
|
||||
### Safari Issues
|
||||
- WebGL shader precision: always declare `precision mediump float;`
|
||||
- `AudioContext` requires user gesture (`userStartAudio()`)
|
||||
- Some `blendMode()` options behave differently
|
||||
|
||||
### Firefox Issues
|
||||
- `textToPoints()` may return slightly different point counts
|
||||
- WebGL extensions may differ from Chrome
|
||||
- Color profile handling can shift colors
|
||||
|
||||
### Mobile Issues
|
||||
- Touch events need `return false` to prevent scroll
|
||||
- `devicePixelRatio` can be 2x or 3x — use `pixelDensity(1)` for performance
|
||||
- Smaller canvas recommended (720p or less)
|
||||
- Audio requires explicit user gesture to start
|
||||
|
||||
## CORS Issues
|
||||
|
||||
```javascript
|
||||
// Loading images/fonts from external URLs requires CORS headers
|
||||
// Local files need a server:
|
||||
// python3 -m http.server 8080
|
||||
|
||||
// Or use a CORS proxy for external resources (not recommended for production)
|
||||
```
|
||||
|
||||
## Memory Leaks
|
||||
|
||||
### Symptoms
|
||||
- Framerate degrading over time
|
||||
- Browser tab memory growing unbounded
|
||||
- Page becomes unresponsive after minutes
|
||||
|
||||
### Common Causes
|
||||
|
||||
```javascript
|
||||
// 1. Growing arrays
|
||||
let history = [];
|
||||
function draw() {
|
||||
history.push(someData); // grows forever
|
||||
}
|
||||
// FIX: cap the array
|
||||
if (history.length > 1000) history.shift();
|
||||
|
||||
// 2. Creating p5 objects in draw()
|
||||
function draw() {
|
||||
let v = createVector(0, 0); // allocation every frame
|
||||
}
|
||||
// FIX: reuse pre-allocated objects
|
||||
|
||||
// 3. Unreleased graphics buffers
|
||||
let layers = [];
|
||||
function reset() {
|
||||
for (let l of layers) l.remove(); // free old buffers
|
||||
layers = [];
|
||||
}
|
||||
|
||||
// 4. Event listener accumulation
|
||||
function setup() {
|
||||
// BAD: adds new listener every time setup runs
|
||||
window.addEventListener('resize', handler);
|
||||
}
|
||||
// FIX: use p5's built-in windowResized()
|
||||
```
|
||||
|
||||
## Debugging Tips
|
||||
|
||||
### Console Logging
|
||||
|
||||
```javascript
|
||||
// Log once (not every frame)
|
||||
if (frameCount === 1) {
|
||||
console.log('Canvas:', width, 'x', height);
|
||||
console.log('Pixel density:', pixelDensity());
|
||||
console.log('Renderer:', drawingContext.constructor.name);
|
||||
}
|
||||
|
||||
// Log periodically
|
||||
if (frameCount % 60 === 0) {
|
||||
console.log('FPS:', frameRate().toFixed(1));
|
||||
console.log('Particles:', particles.length);
|
||||
}
|
||||
```
|
||||
|
||||
### Visual Debugging
|
||||
|
||||
```javascript
|
||||
// Show frame rate
|
||||
function draw() {
|
||||
// ... your sketch ...
|
||||
if (CONFIG.debug) {
|
||||
fill(255, 0, 0);
|
||||
noStroke();
|
||||
textSize(14);
|
||||
textAlign(LEFT, TOP);
|
||||
text('FPS: ' + frameRate().toFixed(1), 10, 10);
|
||||
text('Particles: ' + particles.length, 10, 28);
|
||||
text('Frame: ' + frameCount, 10, 46);
|
||||
}
|
||||
}
|
||||
|
||||
// Toggle debug with 'd' key
|
||||
function keyPressed() {
|
||||
if (key === 'd') CONFIG.debug = !CONFIG.debug;
|
||||
}
|
||||
```
|
||||
|
||||
### Isolating Issues
|
||||
|
||||
```javascript
|
||||
// Comment out layers to find the slow one
|
||||
function draw() {
|
||||
renderBackground(); // comment out to test
|
||||
// renderParticles(); // this might be slow
|
||||
// renderPostEffects(); // or this
|
||||
}
|
||||
```
|
||||
@@ -0,0 +1,302 @@
|
||||
# Typography
|
||||
|
||||
## Loading Fonts
|
||||
|
||||
### System Fonts
|
||||
|
||||
```javascript
|
||||
textFont('Helvetica');
|
||||
textFont('Georgia');
|
||||
textFont('monospace');
|
||||
```
|
||||
|
||||
### Custom Fonts (OTF/TTF/WOFF2)
|
||||
|
||||
```javascript
|
||||
let myFont;
|
||||
|
||||
function preload() {
|
||||
myFont = loadFont('path/to/font.otf');
|
||||
// Requires local server or CORS-enabled URL
|
||||
}
|
||||
|
||||
function setup() {
|
||||
textFont(myFont);
|
||||
}
|
||||
```
|
||||
|
||||
### Google Fonts via CSS
|
||||
|
||||
```html
|
||||
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;700&display=swap" rel="stylesheet">
|
||||
<script>
|
||||
function setup() {
|
||||
textFont('Inter');
|
||||
}
|
||||
</script>
|
||||
```
|
||||
|
||||
Google Fonts work without `loadFont()` but only for `text()` — not for `textToPoints()`. For particle text, you need `loadFont()` with an OTF/TTF file.
|
||||
|
||||
## Text Rendering
|
||||
|
||||
### Basic Text
|
||||
|
||||
```javascript
|
||||
textSize(32);
|
||||
textAlign(CENTER, CENTER);
|
||||
text('Hello World', width/2, height/2);
|
||||
```
|
||||
|
||||
### Text Properties
|
||||
|
||||
```javascript
|
||||
textSize(48); // pixel size
|
||||
textAlign(LEFT, TOP); // horizontal: LEFT, CENTER, RIGHT
|
||||
// vertical: TOP, CENTER, BOTTOM, BASELINE
|
||||
textLeading(40); // line spacing (for multi-line text)
|
||||
textStyle(BOLD); // NORMAL, BOLD, ITALIC, BOLDITALIC
|
||||
textWrap(WORD); // WORD or CHAR (for text() with max width)
|
||||
```
|
||||
|
||||
### Text Metrics
|
||||
|
||||
```javascript
|
||||
let w = textWidth('Hello'); // pixel width of string
|
||||
let a = textAscent(); // height above baseline
|
||||
let d = textDescent(); // height below baseline
|
||||
let totalH = a + d; // full line height
|
||||
```
|
||||
|
||||
### Text Bounding Box
|
||||
|
||||
```javascript
|
||||
let bounds = myFont.textBounds('Hello', x, y, size);
|
||||
// bounds = { x, y, w, h }
|
||||
// Useful for positioning, collision, background rectangles
|
||||
```
|
||||
|
||||
### Multi-Line Text
|
||||
|
||||
```javascript
|
||||
// With max width — auto wraps
|
||||
textWrap(WORD);
|
||||
text('Long text that wraps within the given width', x, y, maxWidth);
|
||||
|
||||
// With max width AND height — clips
|
||||
text('Very long text', x, y, maxWidth, maxHeight);
|
||||
```
|
||||
|
||||
## textToPoints() — Text as Particles
|
||||
|
||||
Convert text outline to array of points. Requires a loaded font (OTF/TTF via `loadFont()`).
|
||||
|
||||
```javascript
|
||||
let font;
|
||||
let points;
|
||||
|
||||
function preload() {
|
||||
font = loadFont('font.otf'); // MUST be loadFont, not CSS
|
||||
}
|
||||
|
||||
function setup() {
|
||||
createCanvas(1200, 600);
|
||||
points = font.textToPoints('HELLO', 100, 400, 200, {
|
||||
sampleFactor: 0.1, // lower = more points (0.1-0.5 typical)
|
||||
simplifyThreshold: 0
|
||||
});
|
||||
}
|
||||
|
||||
function draw() {
|
||||
background(0);
|
||||
for (let pt of points) {
|
||||
let n = noise(pt.x * 0.01, pt.y * 0.01, frameCount * 0.01);
|
||||
fill(255, n * 255);
|
||||
noStroke();
|
||||
ellipse(pt.x + random(-2, 2), pt.y + random(-2, 2), 3);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Particle Text Class
|
||||
|
||||
```javascript
|
||||
class TextParticle {
|
||||
constructor(target) {
|
||||
this.target = createVector(target.x, target.y);
|
||||
this.pos = createVector(random(width), random(height));
|
||||
this.vel = createVector(0, 0);
|
||||
this.acc = createVector(0, 0);
|
||||
this.maxSpeed = 10;
|
||||
this.maxForce = 0.5;
|
||||
}
|
||||
|
||||
arrive() {
|
||||
let desired = p5.Vector.sub(this.target, this.pos);
|
||||
let d = desired.mag();
|
||||
let speed = d < 100 ? map(d, 0, 100, 0, this.maxSpeed) : this.maxSpeed;
|
||||
desired.setMag(speed);
|
||||
let steer = p5.Vector.sub(desired, this.vel);
|
||||
steer.limit(this.maxForce);
|
||||
this.acc.add(steer);
|
||||
}
|
||||
|
||||
flee(target, radius) {
|
||||
let d = this.pos.dist(target);
|
||||
if (d < radius) {
|
||||
let desired = p5.Vector.sub(this.pos, target);
|
||||
desired.setMag(this.maxSpeed);
|
||||
let steer = p5.Vector.sub(desired, this.vel);
|
||||
steer.limit(this.maxForce * 2);
|
||||
this.acc.add(steer);
|
||||
}
|
||||
}
|
||||
|
||||
update() {
|
||||
this.vel.add(this.acc);
|
||||
this.vel.limit(this.maxSpeed);
|
||||
this.pos.add(this.vel);
|
||||
this.acc.mult(0);
|
||||
}
|
||||
|
||||
display() {
|
||||
fill(255);
|
||||
noStroke();
|
||||
ellipse(this.pos.x, this.pos.y, 3);
|
||||
}
|
||||
}
|
||||
|
||||
// Usage: particles form text, scatter from mouse
|
||||
let textParticles = [];
|
||||
for (let pt of points) {
|
||||
textParticles.push(new TextParticle(pt));
|
||||
}
|
||||
|
||||
function draw() {
|
||||
background(0);
|
||||
for (let p of textParticles) {
|
||||
p.arrive();
|
||||
p.flee(createVector(mouseX, mouseY), 80);
|
||||
p.update();
|
||||
p.display();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Kinetic Typography
|
||||
|
||||
### Wave Text
|
||||
|
||||
```javascript
|
||||
function waveText(str, x, y, size, amplitude, frequency) {
|
||||
textSize(size);
|
||||
textAlign(LEFT, BASELINE);
|
||||
let xOff = 0;
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
let yOff = sin(frameCount * 0.05 + i * frequency) * amplitude;
|
||||
text(str[i], x + xOff, y + yOff);
|
||||
xOff += textWidth(str[i]);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Typewriter Effect
|
||||
|
||||
```javascript
|
||||
class Typewriter {
|
||||
constructor(str, x, y, speed = 50) {
|
||||
this.str = str;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.speed = speed; // ms per character
|
||||
this.startTime = millis();
|
||||
this.cursor = true;
|
||||
}
|
||||
|
||||
display() {
|
||||
let elapsed = millis() - this.startTime;
|
||||
let chars = min(floor(elapsed / this.speed), this.str.length);
|
||||
let visible = this.str.substring(0, chars);
|
||||
|
||||
textAlign(LEFT, TOP);
|
||||
text(visible, this.x, this.y);
|
||||
|
||||
// Blinking cursor
|
||||
if (chars < this.str.length && floor(millis() / 500) % 2 === 0) {
|
||||
let cursorX = this.x + textWidth(visible);
|
||||
line(cursorX, this.y, cursorX, this.y + textAscent() + textDescent());
|
||||
}
|
||||
}
|
||||
|
||||
isDone() { return millis() - this.startTime >= this.str.length * this.speed; }
|
||||
}
|
||||
```
|
||||
|
||||
### Character-by-Character Animation
|
||||
|
||||
```javascript
|
||||
function animatedText(str, x, y, size, delay = 50) {
|
||||
textSize(size);
|
||||
textAlign(LEFT, BASELINE);
|
||||
let xOff = 0;
|
||||
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
let charStart = i * delay;
|
||||
let t = constrain((millis() - charStart) / 500, 0, 1);
|
||||
let et = easeOutElastic(t);
|
||||
|
||||
push();
|
||||
translate(x + xOff, y);
|
||||
scale(et);
|
||||
let alpha = t * 255;
|
||||
fill(255, alpha);
|
||||
text(str[i], 0, 0);
|
||||
pop();
|
||||
|
||||
xOff += textWidth(str[i]);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Text as Mask
|
||||
|
||||
```javascript
|
||||
let textBuffer;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800);
|
||||
textBuffer = createGraphics(width, height);
|
||||
textBuffer.background(0);
|
||||
textBuffer.fill(255);
|
||||
textBuffer.textSize(200);
|
||||
textBuffer.textAlign(CENTER, CENTER);
|
||||
textBuffer.text('MASK', width/2, height/2);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Draw content
|
||||
background(0);
|
||||
// ... render something colorful
|
||||
|
||||
// Apply text mask (show content only where text is white)
|
||||
loadPixels();
|
||||
textBuffer.loadPixels();
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
let maskVal = textBuffer.pixels[i]; // white = show, black = hide
|
||||
pixels[i + 3] = maskVal; // set alpha from mask
|
||||
}
|
||||
updatePixels();
|
||||
}
|
||||
```
|
||||
|
||||
## Responsive Text Sizing
|
||||
|
||||
```javascript
|
||||
function responsiveTextSize(baseSize, baseWidth = 1920) {
|
||||
return baseSize * (width / baseWidth);
|
||||
}
|
||||
|
||||
// Usage
|
||||
textSize(responsiveTextSize(48));
|
||||
text('Scales with canvas', width/2, height/2);
|
||||
```
|
||||
@@ -0,0 +1,895 @@
|
||||
# Visual Effects
|
||||
|
||||
## Noise
|
||||
|
||||
### Perlin Noise Basics
|
||||
|
||||
```javascript
|
||||
noiseSeed(42);
|
||||
noiseDetail(4, 0.5); // octaves, falloff
|
||||
|
||||
// 1D noise — smooth undulation
|
||||
let y = noise(x * 0.01); // returns 0.0 to 1.0
|
||||
|
||||
// 2D noise — terrain/texture
|
||||
let v = noise(x * 0.005, y * 0.005);
|
||||
|
||||
// 3D noise — animated 2D field (z = time)
|
||||
let v = noise(x * 0.005, y * 0.005, frameCount * 0.005);
|
||||
```
|
||||
|
||||
The scale factor (0.005 etc.) is critical:
|
||||
- `0.001` — very smooth, large features
|
||||
- `0.005` — smooth, medium features
|
||||
- `0.01` — standard generative art scale
|
||||
- `0.05` — detailed, small features
|
||||
- `0.1` — near-random, grainy
|
||||
|
||||
### Fractal Brownian Motion (fBM)
|
||||
|
||||
Layered noise octaves for natural-looking texture. Each octave adds detail at smaller scale.
|
||||
|
||||
```javascript
|
||||
function fbm(x, y, octaves = 6, lacunarity = 2.0, gain = 0.5) {
|
||||
let value = 0;
|
||||
let amplitude = 1.0;
|
||||
let frequency = 1.0;
|
||||
let maxValue = 0;
|
||||
for (let i = 0; i < octaves; i++) {
|
||||
value += noise(x * frequency, y * frequency) * amplitude;
|
||||
maxValue += amplitude;
|
||||
amplitude *= gain;
|
||||
frequency *= lacunarity;
|
||||
}
|
||||
return value / maxValue;
|
||||
}
|
||||
```
|
||||
|
||||
### Domain Warping
|
||||
|
||||
Feed noise output back as input coordinates for flowing organic distortion.
|
||||
|
||||
```javascript
|
||||
function domainWarp(x, y, scale, strength, time) {
|
||||
// First warp pass
|
||||
let qx = fbm(x + 0.0, y + 0.0);
|
||||
let qy = fbm(x + 5.2, y + 1.3);
|
||||
|
||||
// Second warp pass (feed back)
|
||||
let rx = fbm(x + strength * qx + 1.7, y + strength * qy + 9.2, 4, 2, 0.5);
|
||||
let ry = fbm(x + strength * qx + 8.3, y + strength * qy + 2.8, 4, 2, 0.5);
|
||||
|
||||
return fbm(x + strength * rx + time, y + strength * ry + time);
|
||||
}
|
||||
```
|
||||
|
||||
### Curl Noise
|
||||
|
||||
Divergence-free noise field. Particles following curl noise never converge or diverge — they flow in smooth, swirling patterns.
|
||||
|
||||
```javascript
|
||||
function curlNoise(x, y, scale, time) {
|
||||
let eps = 0.001;
|
||||
// Partial derivatives via finite differences
|
||||
let dndx = (noise(x * scale + eps, y * scale, time) -
|
||||
noise(x * scale - eps, y * scale, time)) / (2 * eps);
|
||||
let dndy = (noise(x * scale, y * scale + eps, time) -
|
||||
noise(x * scale, y * scale - eps, time)) / (2 * eps);
|
||||
// Curl = perpendicular to gradient
|
||||
return createVector(dndy, -dndx);
|
||||
}
|
||||
```
|
||||
|
||||
## Flow Fields
|
||||
|
||||
A grid of vectors that steer particles. The foundational generative art technique.
|
||||
|
||||
```javascript
|
||||
class FlowField {
|
||||
constructor(resolution, noiseScale) {
|
||||
this.resolution = resolution;
|
||||
this.cols = ceil(width / resolution);
|
||||
this.rows = ceil(height / resolution);
|
||||
this.field = new Array(this.cols * this.rows);
|
||||
this.noiseScale = noiseScale;
|
||||
}
|
||||
|
||||
update(time) {
|
||||
for (let i = 0; i < this.cols; i++) {
|
||||
for (let j = 0; j < this.rows; j++) {
|
||||
let angle = noise(i * this.noiseScale, j * this.noiseScale, time) * TWO_PI * 2;
|
||||
this.field[i + j * this.cols] = p5.Vector.fromAngle(angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lookup(x, y) {
|
||||
let col = constrain(floor(x / this.resolution), 0, this.cols - 1);
|
||||
let row = constrain(floor(y / this.resolution), 0, this.rows - 1);
|
||||
return this.field[col + row * this.cols].copy();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Flow Field Particle
|
||||
|
||||
```javascript
|
||||
class FlowParticle {
|
||||
constructor(x, y) {
|
||||
this.pos = createVector(x, y);
|
||||
this.vel = createVector(0, 0);
|
||||
this.acc = createVector(0, 0);
|
||||
this.prev = this.pos.copy();
|
||||
this.maxSpeed = 2;
|
||||
this.life = 1.0;
|
||||
}
|
||||
|
||||
follow(field) {
|
||||
let force = field.lookup(this.pos.x, this.pos.y);
|
||||
force.mult(0.5); // force magnitude
|
||||
this.acc.add(force);
|
||||
}
|
||||
|
||||
update() {
|
||||
this.prev = this.pos.copy();
|
||||
this.vel.add(this.acc);
|
||||
this.vel.limit(this.maxSpeed);
|
||||
this.pos.add(this.vel);
|
||||
this.acc.mult(0);
|
||||
this.life -= 0.001;
|
||||
}
|
||||
|
||||
edges() {
|
||||
if (this.pos.x > width) this.pos.x = 0;
|
||||
if (this.pos.x < 0) this.pos.x = width;
|
||||
if (this.pos.y > height) this.pos.y = 0;
|
||||
if (this.pos.y < 0) this.pos.y = height;
|
||||
this.prev = this.pos.copy(); // prevent wrap line
|
||||
}
|
||||
|
||||
display(buffer) {
|
||||
buffer.stroke(255, this.life * 30);
|
||||
buffer.strokeWeight(0.5);
|
||||
buffer.line(this.prev.x, this.prev.y, this.pos.x, this.pos.y);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Particle Systems
|
||||
|
||||
### Basic Physics Particle
|
||||
|
||||
```javascript
|
||||
class Particle {
|
||||
constructor(x, y) {
|
||||
this.pos = createVector(x, y);
|
||||
this.vel = p5.Vector.random2D().mult(random(1, 3));
|
||||
this.acc = createVector(0, 0);
|
||||
this.life = 255;
|
||||
this.decay = random(1, 5);
|
||||
this.size = random(3, 8);
|
||||
}
|
||||
|
||||
applyForce(f) { this.acc.add(f); }
|
||||
|
||||
update() {
|
||||
this.vel.add(this.acc);
|
||||
this.pos.add(this.vel);
|
||||
this.acc.mult(0);
|
||||
this.life -= this.decay;
|
||||
}
|
||||
|
||||
display() {
|
||||
noStroke();
|
||||
fill(255, this.life);
|
||||
ellipse(this.pos.x, this.pos.y, this.size);
|
||||
}
|
||||
|
||||
isDead() { return this.life <= 0; }
|
||||
}
|
||||
```
|
||||
|
||||
### Attractor-Driven Particles
|
||||
|
||||
```javascript
|
||||
class Attractor {
|
||||
constructor(x, y, strength) {
|
||||
this.pos = createVector(x, y);
|
||||
this.strength = strength;
|
||||
}
|
||||
|
||||
attract(particle) {
|
||||
let force = p5.Vector.sub(this.pos, particle.pos);
|
||||
let d = constrain(force.mag(), 5, 200);
|
||||
force.normalize();
|
||||
force.mult(this.strength / (d * d));
|
||||
particle.applyForce(force);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Boid Flocking
|
||||
|
||||
```javascript
|
||||
class Boid {
|
||||
constructor(x, y) {
|
||||
this.pos = createVector(x, y);
|
||||
this.vel = p5.Vector.random2D().mult(random(2, 4));
|
||||
this.acc = createVector(0, 0);
|
||||
this.maxForce = 0.2;
|
||||
this.maxSpeed = 4;
|
||||
this.perceptionRadius = 50;
|
||||
}
|
||||
|
||||
flock(boids) {
|
||||
let alignment = createVector(0, 0);
|
||||
let cohesion = createVector(0, 0);
|
||||
let separation = createVector(0, 0);
|
||||
let total = 0;
|
||||
|
||||
for (let other of boids) {
|
||||
let d = this.pos.dist(other.pos);
|
||||
if (other !== this && d < this.perceptionRadius) {
|
||||
alignment.add(other.vel);
|
||||
cohesion.add(other.pos);
|
||||
let diff = p5.Vector.sub(this.pos, other.pos);
|
||||
diff.div(d * d);
|
||||
separation.add(diff);
|
||||
total++;
|
||||
}
|
||||
}
|
||||
if (total > 0) {
|
||||
alignment.div(total).setMag(this.maxSpeed).sub(this.vel).limit(this.maxForce);
|
||||
cohesion.div(total).sub(this.pos).setMag(this.maxSpeed).sub(this.vel).limit(this.maxForce);
|
||||
separation.div(total).setMag(this.maxSpeed).sub(this.vel).limit(this.maxForce);
|
||||
}
|
||||
|
||||
this.acc.add(alignment.mult(1.0));
|
||||
this.acc.add(cohesion.mult(1.0));
|
||||
this.acc.add(separation.mult(1.5));
|
||||
}
|
||||
|
||||
update() {
|
||||
this.vel.add(this.acc);
|
||||
this.vel.limit(this.maxSpeed);
|
||||
this.pos.add(this.vel);
|
||||
this.acc.mult(0);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Pixel Manipulation
|
||||
|
||||
### Reading and Writing Pixels
|
||||
|
||||
```javascript
|
||||
loadPixels();
|
||||
for (let y = 0; y < height; y++) {
|
||||
for (let x = 0; x < width; x++) {
|
||||
let idx = 4 * (y * width + x);
|
||||
let r = pixels[idx];
|
||||
let g = pixels[idx + 1];
|
||||
let b = pixels[idx + 2];
|
||||
let a = pixels[idx + 3];
|
||||
|
||||
// Modify
|
||||
pixels[idx] = 255 - r; // invert red
|
||||
pixels[idx + 1] = 255 - g; // invert green
|
||||
pixels[idx + 2] = 255 - b; // invert blue
|
||||
}
|
||||
}
|
||||
updatePixels();
|
||||
```
|
||||
|
||||
### Pixel-Level Noise Texture
|
||||
|
||||
```javascript
|
||||
loadPixels();
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
let x = (i / 4) % width;
|
||||
let y = floor((i / 4) / width);
|
||||
let n = noise(x * 0.01, y * 0.01, frameCount * 0.02);
|
||||
let c = n * 255;
|
||||
pixels[i] = c;
|
||||
pixels[i + 1] = c;
|
||||
pixels[i + 2] = c;
|
||||
pixels[i + 3] = 255;
|
||||
}
|
||||
updatePixels();
|
||||
```
|
||||
|
||||
### Built-in Filters
|
||||
|
||||
```javascript
|
||||
filter(BLUR, 3); // Gaussian blur (radius)
|
||||
filter(THRESHOLD, 0.5); // Black/white threshold
|
||||
filter(INVERT); // Color inversion
|
||||
filter(POSTERIZE, 4); // Reduce color levels
|
||||
filter(GRAY); // Desaturate
|
||||
filter(ERODE); // Thin bright areas
|
||||
filter(DILATE); // Expand bright areas
|
||||
filter(OPAQUE); // Remove transparency
|
||||
```
|
||||
|
||||
## Texture Generation
|
||||
|
||||
### Stippling / Pointillism
|
||||
|
||||
```javascript
|
||||
function stipple(buffer, density, minSize, maxSize) {
|
||||
buffer.loadPixels();
|
||||
for (let i = 0; i < density; i++) {
|
||||
let x = floor(random(width));
|
||||
let y = floor(random(height));
|
||||
let idx = 4 * (y * width + x);
|
||||
let brightness = (buffer.pixels[idx] + buffer.pixels[idx+1] + buffer.pixels[idx+2]) / 3;
|
||||
let size = map(brightness, 0, 255, maxSize, minSize);
|
||||
if (random() < map(brightness, 0, 255, 0.8, 0.1)) {
|
||||
noStroke();
|
||||
fill(buffer.pixels[idx], buffer.pixels[idx+1], buffer.pixels[idx+2]);
|
||||
ellipse(x, y, size);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Halftone
|
||||
|
||||
```javascript
|
||||
function halftone(sourceBuffer, dotSpacing, maxDotSize) {
|
||||
sourceBuffer.loadPixels();
|
||||
background(255);
|
||||
fill(0);
|
||||
noStroke();
|
||||
for (let y = 0; y < height; y += dotSpacing) {
|
||||
for (let x = 0; x < width; x += dotSpacing) {
|
||||
let idx = 4 * (y * width + x);
|
||||
let brightness = (sourceBuffer.pixels[idx] + sourceBuffer.pixels[idx+1] + sourceBuffer.pixels[idx+2]) / 3;
|
||||
let dotSize = map(brightness, 0, 255, maxDotSize, 0);
|
||||
ellipse(x + dotSpacing/2, y + dotSpacing/2, dotSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Cross-Hatching
|
||||
|
||||
```javascript
|
||||
function crossHatch(x, y, w, h, value, spacing) {
|
||||
// value: 0 (dark) to 1 (light)
|
||||
let numLayers = floor(map(value, 0, 1, 4, 0));
|
||||
let angles = [PI/4, -PI/4, 0, PI/2];
|
||||
|
||||
for (let layer = 0; layer < numLayers; layer++) {
|
||||
push();
|
||||
translate(x + w/2, y + h/2);
|
||||
rotate(angles[layer]);
|
||||
let s = spacing + layer * 2;
|
||||
for (let i = -max(w, h); i < max(w, h); i += s) {
|
||||
line(i, -max(w, h), i, max(w, h));
|
||||
}
|
||||
pop();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Feedback Loops
|
||||
|
||||
### Frame Feedback (Echo/Trail)
|
||||
|
||||
```javascript
|
||||
let feedback;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800);
|
||||
feedback = createGraphics(width, height);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Copy current feedback, slightly zoomed and rotated
|
||||
let temp = feedback.get();
|
||||
|
||||
feedback.push();
|
||||
feedback.translate(width/2, height/2);
|
||||
feedback.scale(1.005); // slow zoom
|
||||
feedback.rotate(0.002); // slow rotation
|
||||
feedback.translate(-width/2, -height/2);
|
||||
feedback.tint(255, 245); // slight fade
|
||||
feedback.image(temp, 0, 0);
|
||||
feedback.pop();
|
||||
|
||||
// Draw new content to feedback
|
||||
feedback.noStroke();
|
||||
feedback.fill(255);
|
||||
feedback.ellipse(mouseX, mouseY, 20);
|
||||
|
||||
// Show
|
||||
image(feedback, 0, 0);
|
||||
}
|
||||
```
|
||||
|
||||
### Bloom / Glow (Post-Processing)
|
||||
|
||||
Downsample the scene to a small buffer, blur it, overlay additively. Creates soft glow around bright areas. This is the standard generative art bloom technique.
|
||||
|
||||
```javascript
|
||||
let scene, bloomBuf;
|
||||
|
||||
function setup() {
|
||||
createCanvas(1080, 1080);
|
||||
scene = createGraphics(width, height);
|
||||
bloomBuf = createGraphics(width, height);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// 1. Render scene to offscreen buffer
|
||||
scene.background(0);
|
||||
scene.fill(255, 200, 100);
|
||||
scene.noStroke();
|
||||
// ... draw bright elements to scene ...
|
||||
|
||||
// 2. Build bloom: downsample → blur → upscale
|
||||
bloomBuf.clear();
|
||||
bloomBuf.image(scene, 0, 0, width / 4, height / 4); // 4x downsample
|
||||
bloomBuf.filter(BLUR, 6); // blur the small version
|
||||
|
||||
// 3. Composite: scene + additive bloom
|
||||
background(0);
|
||||
image(scene, 0, 0); // base layer
|
||||
blendMode(ADD); // additive = glow
|
||||
tint(255, 80); // control bloom intensity (0-255)
|
||||
image(bloomBuf, 0, 0, width, height); // upscale back to full size
|
||||
noTint();
|
||||
blendMode(BLEND); // ALWAYS reset blend mode
|
||||
}
|
||||
```
|
||||
|
||||
**Tuning:**
|
||||
- Downsample ratio (1/4 is standard, 1/8 for softer, 1/2 for tighter)
|
||||
- Blur radius (4-8 typical, higher = wider glow)
|
||||
- Tint alpha (40-120, controls glow intensity)
|
||||
- Update bloom every N frames to save perf: `if (frameCount % 2 === 0) { ... }`
|
||||
|
||||
**Common mistake:** Forgetting `blendMode(BLEND)` after the ADD pass — everything drawn after will be additive.
|
||||
|
||||
### Trail Buffer Brightness
|
||||
|
||||
Trail accumulation via `createGraphics()` + semi-transparent fade rect is the standard technique for particle trails, but **trails are always dimmer than you expect**. The fade rect's alpha compounds multiplicatively every frame.
|
||||
|
||||
```javascript
|
||||
// The fade rect alpha controls trail length AND brightness:
|
||||
trailBuf.fill(0, 0, 0, alpha);
|
||||
trailBuf.rect(0, 0, width, height);
|
||||
|
||||
// alpha=5 → very long trails, very dim (content fades to 50% in ~35 frames)
|
||||
// alpha=10 → long trails, dim
|
||||
// alpha=20 → medium trails, visible
|
||||
// alpha=40 → short trails, bright
|
||||
// alpha=80 → very short trails, crisp
|
||||
```
|
||||
|
||||
**The trap:** You set alpha=5 for long trails, but particle strokes at alpha=30 are invisible because they fade before accumulating enough density. Either:
|
||||
- **Boost stroke alpha** to 80-150 (not the intuitive 20-40)
|
||||
- **Reduce fade alpha** but accept shorter trails
|
||||
- **Use additive blending** for the strokes: bright particles accumulate, dim ones stay dark
|
||||
|
||||
```javascript
|
||||
// WRONG: low fade + low stroke = invisible
|
||||
trailBuf.fill(0, 0, 0, 5); // long trails
|
||||
trailBuf.rect(0, 0, W, H);
|
||||
trailBuf.stroke(255, 30); // too dim to ever accumulate
|
||||
trailBuf.line(px, py, x, y);
|
||||
|
||||
// RIGHT: low fade + high stroke = visible long trails
|
||||
trailBuf.fill(0, 0, 0, 5);
|
||||
trailBuf.rect(0, 0, W, H);
|
||||
trailBuf.stroke(255, 100); // bright enough to persist through fade
|
||||
trailBuf.line(px, py, x, y);
|
||||
```
|
||||
|
||||
### Reaction-Diffusion (Gray-Scott)
|
||||
|
||||
```javascript
|
||||
class ReactionDiffusion {
|
||||
constructor(w, h) {
|
||||
this.w = w;
|
||||
this.h = h;
|
||||
this.a = new Float32Array(w * h).fill(1);
|
||||
this.b = new Float32Array(w * h).fill(0);
|
||||
this.nextA = new Float32Array(w * h);
|
||||
this.nextB = new Float32Array(w * h);
|
||||
this.dA = 1.0;
|
||||
this.dB = 0.5;
|
||||
this.feed = 0.055;
|
||||
this.kill = 0.062;
|
||||
}
|
||||
|
||||
seed(cx, cy, r) {
|
||||
for (let y = cy - r; y < cy + r; y++) {
|
||||
for (let x = cx - r; x < cx + r; x++) {
|
||||
if (dist(x, y, cx, cy) < r) {
|
||||
let idx = y * this.w + x;
|
||||
this.b[idx] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
step() {
|
||||
for (let y = 1; y < this.h - 1; y++) {
|
||||
for (let x = 1; x < this.w - 1; x++) {
|
||||
let idx = y * this.w + x;
|
||||
let a = this.a[idx], b = this.b[idx];
|
||||
let lapA = this.laplacian(this.a, x, y);
|
||||
let lapB = this.laplacian(this.b, x, y);
|
||||
let abb = a * b * b;
|
||||
this.nextA[idx] = constrain(a + this.dA * lapA - abb + this.feed * (1 - a), 0, 1);
|
||||
this.nextB[idx] = constrain(b + this.dB * lapB + abb - (this.kill + this.feed) * b, 0, 1);
|
||||
}
|
||||
}
|
||||
[this.a, this.nextA] = [this.nextA, this.a];
|
||||
[this.b, this.nextB] = [this.nextB, this.b];
|
||||
}
|
||||
|
||||
laplacian(arr, x, y) {
|
||||
let w = this.w;
|
||||
return arr[(y-1)*w+x] + arr[(y+1)*w+x] + arr[y*w+(x-1)] + arr[y*w+(x+1)]
|
||||
- 4 * arr[y*w+x];
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Pixel Sorting
|
||||
|
||||
```javascript
|
||||
function pixelSort(buffer, threshold, direction = 'horizontal') {
|
||||
buffer.loadPixels();
|
||||
let px = buffer.pixels;
|
||||
|
||||
if (direction === 'horizontal') {
|
||||
for (let y = 0; y < height; y++) {
|
||||
let spans = findSpans(px, y, width, threshold, true);
|
||||
for (let span of spans) {
|
||||
sortSpan(px, span.start, span.end, y, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
buffer.updatePixels();
|
||||
}
|
||||
|
||||
function findSpans(px, row, w, threshold, horizontal) {
|
||||
let spans = [];
|
||||
let start = -1;
|
||||
for (let i = 0; i < w; i++) {
|
||||
let idx = horizontal ? 4 * (row * w + i) : 4 * (i * w + row);
|
||||
let brightness = (px[idx] + px[idx+1] + px[idx+2]) / 3;
|
||||
if (brightness > threshold && start === -1) {
|
||||
start = i;
|
||||
} else if (brightness <= threshold && start !== -1) {
|
||||
spans.push({ start, end: i });
|
||||
start = -1;
|
||||
}
|
||||
}
|
||||
if (start !== -1) spans.push({ start, end: w });
|
||||
return spans;
|
||||
}
|
||||
```
|
||||
|
||||
## Advanced Generative Techniques
|
||||
|
||||
### L-Systems (Lindenmayer Systems)
|
||||
|
||||
Grammar-based recursive growth for trees, plants, fractals.
|
||||
|
||||
```javascript
|
||||
class LSystem {
|
||||
constructor(axiom, rules) {
|
||||
this.axiom = axiom;
|
||||
this.rules = rules; // { 'F': 'F[+F]F[-F]F' }
|
||||
this.sentence = axiom;
|
||||
}
|
||||
|
||||
generate(iterations) {
|
||||
for (let i = 0; i < iterations; i++) {
|
||||
let next = '';
|
||||
for (let ch of this.sentence) {
|
||||
next += this.rules[ch] || ch;
|
||||
}
|
||||
this.sentence = next;
|
||||
}
|
||||
}
|
||||
|
||||
draw(len, angle) {
|
||||
for (let ch of this.sentence) {
|
||||
switch (ch) {
|
||||
case 'F': line(0, 0, 0, -len); translate(0, -len); break;
|
||||
case '+': rotate(angle); break;
|
||||
case '-': rotate(-angle); break;
|
||||
case '[': push(); break;
|
||||
case ']': pop(); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Usage: fractal plant
|
||||
let lsys = new LSystem('X', {
|
||||
'X': 'F+[[X]-X]-F[-FX]+X',
|
||||
'F': 'FF'
|
||||
});
|
||||
lsys.generate(5);
|
||||
translate(width/2, height);
|
||||
lsys.draw(4, radians(25));
|
||||
```
|
||||
|
||||
### Circle Packing
|
||||
|
||||
Fill a space with non-overlapping circles of varying size.
|
||||
|
||||
```javascript
|
||||
class PackedCircle {
|
||||
constructor(x, y, r) {
|
||||
this.x = x; this.y = y; this.r = r;
|
||||
this.growing = true;
|
||||
}
|
||||
|
||||
grow() { if (this.growing) this.r += 0.5; }
|
||||
|
||||
overlaps(other) {
|
||||
let d = dist(this.x, this.y, other.x, other.y);
|
||||
return d < this.r + other.r + 2; // +2 gap
|
||||
}
|
||||
|
||||
atEdge() {
|
||||
return this.x - this.r < 0 || this.x + this.r > width ||
|
||||
this.y - this.r < 0 || this.y + this.r > height;
|
||||
}
|
||||
}
|
||||
|
||||
let circles = [];
|
||||
|
||||
function packStep() {
|
||||
// Try to place new circle
|
||||
for (let attempts = 0; attempts < 100; attempts++) {
|
||||
let x = random(width), y = random(height);
|
||||
let valid = true;
|
||||
for (let c of circles) {
|
||||
if (dist(x, y, c.x, c.y) < c.r + 2) { valid = false; break; }
|
||||
}
|
||||
if (valid) { circles.push(new PackedCircle(x, y, 1)); break; }
|
||||
}
|
||||
|
||||
// Grow existing circles
|
||||
for (let c of circles) {
|
||||
if (!c.growing) continue;
|
||||
c.grow();
|
||||
if (c.atEdge()) { c.growing = false; continue; }
|
||||
for (let other of circles) {
|
||||
if (c !== other && c.overlaps(other)) { c.growing = false; break; }
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Voronoi Diagram (Fortune's Algorithm Approximation)
|
||||
|
||||
```javascript
|
||||
// Simple brute-force Voronoi (for small point counts)
|
||||
function drawVoronoi(points, colors) {
|
||||
loadPixels();
|
||||
for (let y = 0; y < height; y++) {
|
||||
for (let x = 0; x < width; x++) {
|
||||
let minDist = Infinity;
|
||||
let closest = 0;
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
let d = (x - points[i].x) ** 2 + (y - points[i].y) ** 2; // magSq
|
||||
if (d < minDist) { minDist = d; closest = i; }
|
||||
}
|
||||
let idx = 4 * (y * width + x);
|
||||
let c = colors[closest % colors.length];
|
||||
pixels[idx] = red(c);
|
||||
pixels[idx+1] = green(c);
|
||||
pixels[idx+2] = blue(c);
|
||||
pixels[idx+3] = 255;
|
||||
}
|
||||
}
|
||||
updatePixels();
|
||||
}
|
||||
```
|
||||
|
||||
### Fractal Trees
|
||||
|
||||
```javascript
|
||||
function fractalTree(x, y, len, angle, depth, branchAngle) {
|
||||
if (depth <= 0 || len < 2) return;
|
||||
|
||||
let x2 = x + Math.cos(angle) * len;
|
||||
let y2 = y + Math.sin(angle) * len;
|
||||
|
||||
strokeWeight(map(depth, 0, 10, 0.5, 4));
|
||||
line(x, y, x2, y2);
|
||||
|
||||
let shrink = 0.67 + noise(x * 0.01, y * 0.01) * 0.15;
|
||||
fractalTree(x2, y2, len * shrink, angle - branchAngle, depth - 1, branchAngle);
|
||||
fractalTree(x2, y2, len * shrink, angle + branchAngle, depth - 1, branchAngle);
|
||||
}
|
||||
|
||||
// Usage
|
||||
fractalTree(width/2, height, 120, -HALF_PI, 10, PI/6);
|
||||
```
|
||||
|
||||
### Strange Attractors
|
||||
|
||||
```javascript
|
||||
// Clifford Attractor
|
||||
function cliffordAttractor(a, b, c, d, iterations) {
|
||||
let x = 0, y = 0;
|
||||
beginShape(POINTS);
|
||||
for (let i = 0; i < iterations; i++) {
|
||||
let nx = Math.sin(a * y) + c * Math.cos(a * x);
|
||||
let ny = Math.sin(b * x) + d * Math.cos(b * y);
|
||||
x = nx; y = ny;
|
||||
let px = map(x, -3, 3, 0, width);
|
||||
let py = map(y, -3, 3, 0, height);
|
||||
vertex(px, py);
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
|
||||
// De Jong Attractor
|
||||
function deJongAttractor(a, b, c, d, iterations) {
|
||||
let x = 0, y = 0;
|
||||
beginShape(POINTS);
|
||||
for (let i = 0; i < iterations; i++) {
|
||||
let nx = Math.sin(a * y) - Math.cos(b * x);
|
||||
let ny = Math.sin(c * x) - Math.cos(d * y);
|
||||
x = nx; y = ny;
|
||||
let px = map(x, -2.5, 2.5, 0, width);
|
||||
let py = map(y, -2.5, 2.5, 0, height);
|
||||
vertex(px, py);
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
```
|
||||
|
||||
### Poisson Disk Sampling
|
||||
|
||||
Even distribution that looks natural — better than pure random for placing elements.
|
||||
|
||||
```javascript
|
||||
function poissonDiskSampling(r, k = 30) {
|
||||
let cellSize = r / Math.sqrt(2);
|
||||
let cols = Math.ceil(width / cellSize);
|
||||
let rows = Math.ceil(height / cellSize);
|
||||
let grid = new Array(cols * rows).fill(-1);
|
||||
let points = [];
|
||||
let active = [];
|
||||
|
||||
function gridIndex(x, y) {
|
||||
return Math.floor(x / cellSize) + Math.floor(y / cellSize) * cols;
|
||||
}
|
||||
|
||||
// Seed
|
||||
let p0 = createVector(random(width), random(height));
|
||||
points.push(p0);
|
||||
active.push(p0);
|
||||
grid[gridIndex(p0.x, p0.y)] = 0;
|
||||
|
||||
while (active.length > 0) {
|
||||
let idx = Math.floor(Math.random() * active.length);
|
||||
let pos = active[idx];
|
||||
let found = false;
|
||||
|
||||
for (let n = 0; n < k; n++) {
|
||||
let angle = Math.random() * TWO_PI;
|
||||
let mag = r + Math.random() * r;
|
||||
let sample = createVector(pos.x + Math.cos(angle) * mag, pos.y + Math.sin(angle) * mag);
|
||||
|
||||
if (sample.x < 0 || sample.x >= width || sample.y < 0 || sample.y >= height) continue;
|
||||
|
||||
let col = Math.floor(sample.x / cellSize);
|
||||
let row = Math.floor(sample.y / cellSize);
|
||||
let ok = true;
|
||||
|
||||
for (let dy = -2; dy <= 2; dy++) {
|
||||
for (let dx = -2; dx <= 2; dx++) {
|
||||
let nc = col + dx, nr = row + dy;
|
||||
if (nc >= 0 && nc < cols && nr >= 0 && nr < rows) {
|
||||
let gi = nc + nr * cols;
|
||||
if (grid[gi] !== -1 && points[grid[gi]].dist(sample) < r) { ok = false; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ok) {
|
||||
points.push(sample);
|
||||
active.push(sample);
|
||||
grid[gridIndex(sample.x, sample.y)] = points.length - 1;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!found) active.splice(idx, 1);
|
||||
}
|
||||
return points;
|
||||
}
|
||||
```
|
||||
|
||||
## Addon Libraries
|
||||
|
||||
### p5.brush — Natural Media
|
||||
|
||||
Hand-drawn, organic aesthetics. Watercolor, charcoal, pen, marker. Requires **p5.js 2.x + WEBGL**.
|
||||
|
||||
```html
|
||||
<script src="https://cdn.jsdelivr.net/npm/p5.brush@latest/dist/p5.brush.js"></script>
|
||||
```
|
||||
|
||||
```javascript
|
||||
function setup() {
|
||||
createCanvas(1200, 1200, WEBGL);
|
||||
brush.scaleBrushes(3); // essential for proper sizing
|
||||
translate(-width/2, -height/2); // WEBGL origin is center
|
||||
brush.pick('2B'); // pencil brush
|
||||
brush.stroke(50, 50, 50);
|
||||
brush.strokeWeight(2);
|
||||
brush.line(100, 100, 500, 500);
|
||||
brush.pick('watercolor');
|
||||
brush.fill('#4a90d9', 150);
|
||||
brush.circle(400, 400, 200);
|
||||
}
|
||||
```
|
||||
|
||||
Built-in brushes: `2B`, `HB`, `2H`, `cpencil`, `pen`, `rotring`, `spray`, `marker`, `charcoal`, `hatch_brush`.
|
||||
Built-in vector fields: `hand`, `curved`, `zigzag`, `waves`, `seabed`, `spiral`, `columns`.
|
||||
|
||||
### p5.grain — Film Grain & Texture
|
||||
|
||||
```html
|
||||
<script src="https://cdn.jsdelivr.net/npm/p5.grain@0.7.0/p5.grain.min.js"></script>
|
||||
```
|
||||
|
||||
```javascript
|
||||
function draw() {
|
||||
// ... render scene ...
|
||||
applyMonochromaticGrain(42); // uniform grain
|
||||
// or: applyChromaticGrain(42); // per-channel randomization
|
||||
}
|
||||
```
|
||||
|
||||
### CCapture.js — Deterministic Video Capture
|
||||
|
||||
Records canvas at fixed framerate regardless of actual render speed. Essential for complex generative art.
|
||||
|
||||
```html
|
||||
<script src="https://cdn.jsdelivr.net/npm/ccapture.js-npmfixed/build/CCapture.all.min.js"></script>
|
||||
```
|
||||
|
||||
```javascript
|
||||
let capturer;
|
||||
|
||||
function setup() {
|
||||
createCanvas(1920, 1080);
|
||||
capturer = new CCapture({
|
||||
format: 'webm',
|
||||
framerate: 60,
|
||||
quality: 99,
|
||||
// timeLimit: 10, // auto-stop after N seconds
|
||||
// motionBlurFrames: 4 // supersampled motion blur
|
||||
});
|
||||
}
|
||||
|
||||
function startRecording() {
|
||||
capturer.start();
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// ... render frame ...
|
||||
if (capturer) capturer.capture(document.querySelector('canvas'));
|
||||
}
|
||||
|
||||
function stopRecording() {
|
||||
capturer.stop();
|
||||
capturer.save(); // triggers download
|
||||
}
|
||||
```
|
||||
@@ -0,0 +1,423 @@
|
||||
# WebGL and 3D
|
||||
|
||||
## WebGL Mode Setup
|
||||
|
||||
```javascript
|
||||
function setup() {
|
||||
createCanvas(1920, 1080, WEBGL);
|
||||
// Origin is CENTER, not top-left
|
||||
// Y-axis points UP (opposite of 2D mode)
|
||||
// Z-axis points toward viewer
|
||||
}
|
||||
```
|
||||
|
||||
### Coordinate Conversion (WEBGL to P2D-like)
|
||||
|
||||
```javascript
|
||||
function draw() {
|
||||
translate(-width/2, -height/2); // shift origin to top-left
|
||||
// Now coordinates work like P2D
|
||||
}
|
||||
```
|
||||
|
||||
## 3D Primitives
|
||||
|
||||
```javascript
|
||||
box(w, h, d); // rectangular prism
|
||||
sphere(radius, detailX, detailY);
|
||||
cylinder(radius, height, detailX, detailY);
|
||||
cone(radius, height, detailX, detailY);
|
||||
torus(radius, tubeRadius, detailX, detailY);
|
||||
plane(width, height); // flat rectangle
|
||||
ellipsoid(rx, ry, rz); // stretched sphere
|
||||
```
|
||||
|
||||
### 3D Transforms
|
||||
|
||||
```javascript
|
||||
push();
|
||||
translate(x, y, z);
|
||||
rotateX(angleX);
|
||||
rotateY(angleY);
|
||||
rotateZ(angleZ);
|
||||
scale(s);
|
||||
box(100);
|
||||
pop();
|
||||
```
|
||||
|
||||
## Camera
|
||||
|
||||
### Default Camera
|
||||
|
||||
```javascript
|
||||
camera(
|
||||
eyeX, eyeY, eyeZ, // camera position
|
||||
centerX, centerY, centerZ, // look-at target
|
||||
upX, upY, upZ // up direction
|
||||
);
|
||||
|
||||
// Default: camera(0, 0, (height/2)/tan(PI/6), 0, 0, 0, 0, 1, 0)
|
||||
```
|
||||
|
||||
### Orbit Control
|
||||
|
||||
```javascript
|
||||
function draw() {
|
||||
orbitControl(); // mouse drag to rotate, scroll to zoom
|
||||
box(200);
|
||||
}
|
||||
```
|
||||
|
||||
### createCamera
|
||||
|
||||
```javascript
|
||||
let cam;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800, WEBGL);
|
||||
cam = createCamera();
|
||||
cam.setPosition(300, -200, 500);
|
||||
cam.lookAt(0, 0, 0);
|
||||
}
|
||||
|
||||
// Camera methods
|
||||
cam.setPosition(x, y, z);
|
||||
cam.lookAt(x, y, z);
|
||||
cam.move(dx, dy, dz); // relative to camera orientation
|
||||
cam.pan(angle); // horizontal rotation
|
||||
cam.tilt(angle); // vertical rotation
|
||||
cam.roll(angle); // z-axis rotation
|
||||
cam.slerp(otherCam, t); // smooth interpolation between cameras
|
||||
```
|
||||
|
||||
### Perspective and Orthographic
|
||||
|
||||
```javascript
|
||||
// Perspective (default)
|
||||
perspective(fov, aspect, near, far);
|
||||
// fov: field of view in radians (PI/3 default)
|
||||
// aspect: width/height
|
||||
// near/far: clipping planes
|
||||
|
||||
// Orthographic (no depth foreshortening)
|
||||
ortho(-width/2, width/2, -height/2, height/2, 0, 2000);
|
||||
```
|
||||
|
||||
## Lighting
|
||||
|
||||
```javascript
|
||||
// Ambient (uniform, no direction)
|
||||
ambientLight(50, 50, 50); // dim fill light
|
||||
|
||||
// Directional (parallel rays, like sun)
|
||||
directionalLight(255, 255, 255, 0, -1, 0); // color + direction
|
||||
|
||||
// Point (radiates from position)
|
||||
pointLight(255, 200, 150, 200, -300, 400); // color + position
|
||||
|
||||
// Spot (cone from position toward target)
|
||||
spotLight(255, 255, 255, // color
|
||||
0, -300, 300, // position
|
||||
0, 1, -1, // direction
|
||||
PI / 4, 5); // angle, concentration
|
||||
|
||||
// Image-based lighting
|
||||
imageLight(myHDRI);
|
||||
|
||||
// No lights (flat shading)
|
||||
noLights();
|
||||
|
||||
// Quick default lighting
|
||||
lights();
|
||||
```
|
||||
|
||||
### Three-Point Lighting Setup
|
||||
|
||||
```javascript
|
||||
function setupLighting() {
|
||||
ambientLight(30, 30, 40); // dim blue fill
|
||||
|
||||
// Key light (main, warm)
|
||||
directionalLight(255, 240, 220, -1, -1, -1);
|
||||
|
||||
// Fill light (softer, cooler, opposite side)
|
||||
directionalLight(80, 100, 140, 1, -0.5, -1);
|
||||
|
||||
// Rim light (behind subject, for edge definition)
|
||||
pointLight(200, 200, 255, 0, -200, -400);
|
||||
}
|
||||
```
|
||||
|
||||
## Materials
|
||||
|
||||
```javascript
|
||||
// Normal material (debug — colors from surface normals)
|
||||
normalMaterial();
|
||||
|
||||
// Ambient (responds only to ambientLight)
|
||||
ambientMaterial(200, 100, 100);
|
||||
|
||||
// Emissive (self-lit, no shadows)
|
||||
emissiveMaterial(255, 0, 100);
|
||||
|
||||
// Specular (shiny reflections)
|
||||
specularMaterial(255);
|
||||
shininess(50); // 1-200 (higher = tighter highlight)
|
||||
metalness(100); // 0-200 (metallic reflection)
|
||||
|
||||
// Fill works too (no lighting response)
|
||||
fill(255, 0, 0);
|
||||
```
|
||||
|
||||
### Texture
|
||||
|
||||
```javascript
|
||||
let img;
|
||||
function preload() { img = loadImage('texture.jpg'); }
|
||||
|
||||
function draw() {
|
||||
texture(img);
|
||||
textureMode(NORMAL); // UV coords 0-1
|
||||
// textureMode(IMAGE); // UV coords in pixels
|
||||
textureWrap(REPEAT); // or CLAMP, MIRROR
|
||||
box(200);
|
||||
}
|
||||
```
|
||||
|
||||
## Custom Geometry
|
||||
|
||||
### buildGeometry
|
||||
|
||||
```javascript
|
||||
let myShape;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800, WEBGL);
|
||||
myShape = buildGeometry(() => {
|
||||
for (let i = 0; i < 50; i++) {
|
||||
push();
|
||||
translate(random(-200, 200), random(-200, 200), random(-200, 200));
|
||||
sphere(10);
|
||||
pop();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function draw() {
|
||||
model(myShape); // renders once-built geometry efficiently
|
||||
}
|
||||
```
|
||||
|
||||
### beginGeometry / endGeometry
|
||||
|
||||
```javascript
|
||||
beginGeometry();
|
||||
// draw shapes here
|
||||
box(50);
|
||||
translate(100, 0, 0);
|
||||
sphere(30);
|
||||
let geo = endGeometry();
|
||||
|
||||
model(geo); // reuse
|
||||
```
|
||||
|
||||
### Manual Geometry (p5.Geometry)
|
||||
|
||||
```javascript
|
||||
let geo = new p5.Geometry(detailX, detailY, function() {
|
||||
for (let i = 0; i <= detailX; i++) {
|
||||
for (let j = 0; j <= detailY; j++) {
|
||||
let u = i / detailX;
|
||||
let v = j / detailY;
|
||||
let x = cos(u * TWO_PI) * (100 + 30 * cos(v * TWO_PI));
|
||||
let y = sin(u * TWO_PI) * (100 + 30 * cos(v * TWO_PI));
|
||||
let z = 30 * sin(v * TWO_PI);
|
||||
this.vertices.push(createVector(x, y, z));
|
||||
this.uvs.push(u, v);
|
||||
}
|
||||
}
|
||||
this.computeFaces();
|
||||
this.computeNormals();
|
||||
});
|
||||
```
|
||||
|
||||
## GLSL Shaders
|
||||
|
||||
### createShader (Vertex + Fragment)
|
||||
|
||||
```javascript
|
||||
let myShader;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800, WEBGL);
|
||||
|
||||
let vert = `
|
||||
precision mediump float;
|
||||
attribute vec3 aPosition;
|
||||
attribute vec2 aTexCoord;
|
||||
varying vec2 vTexCoord;
|
||||
uniform mat4 uModelViewMatrix;
|
||||
uniform mat4 uProjectionMatrix;
|
||||
void main() {
|
||||
vTexCoord = aTexCoord;
|
||||
vec4 pos = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
|
||||
gl_Position = pos;
|
||||
}
|
||||
`;
|
||||
|
||||
let frag = `
|
||||
precision mediump float;
|
||||
varying vec2 vTexCoord;
|
||||
uniform float uTime;
|
||||
uniform vec2 uResolution;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vTexCoord;
|
||||
vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
|
||||
gl_FragColor = vec4(col, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
myShader = createShader(vert, frag);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
shader(myShader);
|
||||
myShader.setUniform('uTime', millis() / 1000.0);
|
||||
myShader.setUniform('uResolution', [width, height]);
|
||||
rect(0, 0, width, height);
|
||||
resetShader();
|
||||
}
|
||||
```
|
||||
|
||||
### createFilterShader (Post-Processing)
|
||||
|
||||
Simpler — only needs a fragment shader. Automatically gets the canvas as a texture.
|
||||
|
||||
```javascript
|
||||
let blurShader;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800, WEBGL);
|
||||
|
||||
blurShader = createFilterShader(`
|
||||
precision mediump float;
|
||||
varying vec2 vTexCoord;
|
||||
uniform sampler2D tex0;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
void main() {
|
||||
vec4 sum = vec4(0.0);
|
||||
for (int x = -2; x <= 2; x++) {
|
||||
for (int y = -2; y <= 2; y++) {
|
||||
sum += texture2D(tex0, vTexCoord + vec2(float(x), float(y)) * texelSize);
|
||||
}
|
||||
}
|
||||
gl_FragColor = sum / 25.0;
|
||||
}
|
||||
`);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Draw scene normally
|
||||
background(0);
|
||||
fill(255, 0, 0);
|
||||
sphere(100);
|
||||
|
||||
// Apply post-processing filter
|
||||
filter(blurShader);
|
||||
}
|
||||
```
|
||||
|
||||
### Common Shader Uniforms
|
||||
|
||||
```javascript
|
||||
myShader.setUniform('uTime', millis() / 1000.0);
|
||||
myShader.setUniform('uResolution', [width, height]);
|
||||
myShader.setUniform('uMouse', [mouseX / width, mouseY / height]);
|
||||
myShader.setUniform('uTexture', myGraphics); // pass p5.Graphics as texture
|
||||
myShader.setUniform('uValue', 0.5); // float
|
||||
myShader.setUniform('uColor', [1.0, 0.0, 0.5, 1.0]); // vec4
|
||||
```
|
||||
|
||||
### Shader Recipes
|
||||
|
||||
**Chromatic Aberration:**
|
||||
```glsl
|
||||
vec4 r = texture2D(tex0, vTexCoord + vec2(0.005, 0.0));
|
||||
vec4 g = texture2D(tex0, vTexCoord);
|
||||
vec4 b = texture2D(tex0, vTexCoord - vec2(0.005, 0.0));
|
||||
gl_FragColor = vec4(r.r, g.g, b.b, 1.0);
|
||||
```
|
||||
|
||||
**Vignette:**
|
||||
```glsl
|
||||
float d = distance(vTexCoord, vec2(0.5));
|
||||
float v = smoothstep(0.7, 0.4, d);
|
||||
gl_FragColor = texture2D(tex0, vTexCoord) * v;
|
||||
```
|
||||
|
||||
**Scanlines:**
|
||||
```glsl
|
||||
float scanline = sin(vTexCoord.y * uResolution.y * 3.14159) * 0.04;
|
||||
vec4 col = texture2D(tex0, vTexCoord);
|
||||
gl_FragColor = col - scanline;
|
||||
```
|
||||
|
||||
## Framebuffers
|
||||
|
||||
```javascript
|
||||
let fbo;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800, WEBGL);
|
||||
fbo = createFramebuffer();
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Render to framebuffer
|
||||
fbo.begin();
|
||||
clear();
|
||||
rotateY(frameCount * 0.01);
|
||||
box(200);
|
||||
fbo.end();
|
||||
|
||||
// Use framebuffer as texture
|
||||
texture(fbo.color);
|
||||
plane(width, height);
|
||||
}
|
||||
```
|
||||
|
||||
### Multi-Pass Rendering
|
||||
|
||||
```javascript
|
||||
let sceneBuffer, blurBuffer;
|
||||
|
||||
function setup() {
|
||||
createCanvas(800, 800, WEBGL);
|
||||
sceneBuffer = createFramebuffer();
|
||||
blurBuffer = createFramebuffer();
|
||||
}
|
||||
|
||||
function draw() {
|
||||
// Pass 1: render scene
|
||||
sceneBuffer.begin();
|
||||
clear();
|
||||
lights();
|
||||
rotateY(frameCount * 0.01);
|
||||
box(200);
|
||||
sceneBuffer.end();
|
||||
|
||||
// Pass 2: blur
|
||||
blurBuffer.begin();
|
||||
shader(blurShader);
|
||||
blurShader.setUniform('uTexture', sceneBuffer.color);
|
||||
rect(0, 0, width, height);
|
||||
resetShader();
|
||||
blurBuffer.end();
|
||||
|
||||
// Final: composite
|
||||
texture(blurBuffer.color);
|
||||
plane(width, height);
|
||||
}
|
||||
```
|
||||
Reference in New Issue
Block a user