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Solves issue #4214 #6734
Solves issue #4214 #6734
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Thanks a lot @perminder-17 for your inputs. I'll just look into what's going wrong in here and get back to you soon! |
* @example | ||
* @todo | ||
*/ | ||
p5.prototype.linePerspective = function (enable) { |
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Can we add a second overload to this function that has no parameters and returns the current value? Similar to frameRate
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@davepagurek do you want me to validate its parameters too or this would work fine?
p5.prototype.linePerspective = function (enable) {
if (enable !== undefined) {
// Set the line perspective if enable is provided
this._renderer._curCamera.useLinePerspective = enable;
} else {
// If no argument is provided, return the current value
return this._renderer._curCamera.useLinePerspective;
}
};
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Validating parameters would be great too! Looks good so far.
src/webgl/p5.Shader.js
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@@ -329,7 +329,7 @@ p5.Shader = class { | |||
this.setUniform('uPerspective', 1); | |||
} else { | |||
// strokes have uniform scale regardless of distance from camera | |||
this.setUniform('uPerspective', 0); | |||
this.setUniform('uPerspective', this._renderer._curCamera.useLinePerspective ? 1 : 0); |
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Nice!
@@ -488,7 +505,7 @@ p5.Camera = class Camera { | |||
this._renderer = renderer; | |||
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this.cameraType = 'default'; | |||
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this.useLinePerspective = true; |
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Do you think calling perspective()
should set this to true and calling ortho()
or frustum()
should set this to false? A user could then override it with linePerspective()
, but still match the defaults we have now.
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Yes maybe, I think it makes sense to associate the behavior of linePerspective()
with the type of camera projection being used. If you're using perspective()
, which simulates realistic perspective, having linePerspective()
set to true by default aligns well with that mode. Similarly, when using ortho()
or frustum()
, which do not simulate realistic perspective, setting linePerspective()
to false by default is appropriate.
This way, the default behavior aligns with the common expectations of how lines should behave based on the chosen camera projection.
let me know what's your take on this.
Thanks!
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I think that makes sense! we can mention in the documentation for linePerspective
that perspective()
, ortho()
, and frustum()
all change the value of linePerspective
, so you can call it after those calls to override it.
Yeah sure! I’ll just do that and get back to you soon. thanks a lot for the review. |
@davepagurek Sorry to directly ping you here, but its just to tell you that I had made the changes suggested by you. Please review them whenever you find time . No hurries at all ! |
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Nice work! Just some minor comments on the docs formatting to be more consistent.
src/webgl/p5.Camera.js
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* consistent appearance. | ||
* | ||
* You can override the default behavior by explicitly calling `linePerspective()` after | ||
* using perspective(), ortho(), or frustum(). This allows you to customize the line |
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Maybe we can do these as inline code too for consistency:
* using perspective(), ortho(), or frustum(). This allows you to customize the line | |
* using `perspective()`, `ortho()`, or `frustum()`. This allows you to customize the line |
src/webgl/p5.Camera.js
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* | ||
* @method linePerspective | ||
* @memberof p5.prototype | ||
* @param {boolean} enable - Set to `true` to enable line perspective, `false` to disable. | ||
* @return {boolean} The boolean value representing the current state of linePerspective(). |
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For other p5 methods that could either be a setter or a getter, we just do one of them in the doc comment (e.g. here, having a @param
and no @return
) and then adding a second doc comment right after the first with the alternate overload (e.g. a @return
with no @param
.) An example of that is here:
Lines 368 to 371 in 37d3324
/** | |
* @method frameRate | |
* @return {Number} current frame rate. | |
*/ |
Can we do the same thing here too?
src/webgl/p5.Camera.js
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this._renderer._curCamera.useLinePerspective = enable; | ||
p5._validateParameters('linePerspective', arguments); | ||
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if (!this._renderer._curCamera) { |
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Did you encounter something in testing where where this wasn't defined out of curiosity?
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Yeah, actually I got this on the console initially when i didn't write this if block :
For the sketch: sketch1.js
Sketch link: https://editor.p5js.org/Garima3110/sketches/p8jRwB5dw
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I believe that's just happening because your setup is:
function setup() {
createCanvas(400, 400);
stroke(255);
strokeWeight(2);
}
Doing createCanvas(400,400,WEBGL)
causes the error to go away. Maybe rather than creating a camera in this if statement, we can throw an error saying that the method needs to be called in WebGL mode?
@davepagurek I have made the changes as suggested. Please have a look , and let me know of any other change. Thank you! |
src/webgl/p5.Shader.js
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@@ -329,7 +329,7 @@ p5.Shader = class { | |||
this.setUniform('uPerspective', 1); |
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I was testing out the example and realized that we still force perspective when using a default camera. Maybe we can take out this if statement and just use the else branch?
src/webgl/p5.Camera.js
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this._renderer._curCamera.useLinePerspective = enable; | ||
p5._validateParameters('linePerspective', arguments); | ||
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if (!this._renderer._curCamera) { |
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I believe that's just happening because your setup is:
function setup() {
createCanvas(400, 400);
stroke(255);
strokeWeight(2);
}
Doing createCanvas(400,400,WEBGL)
causes the error to go away. Maybe rather than creating a camera in this if statement, we can throw an error saying that the method needs to be called in WebGL mode?
src/webgl/p5.Camera.js
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* perspective based on your specific requirements. | ||
* | ||
* @method linePerspective | ||
* @memberof p5.prototype |
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I think elsewhere we tend to use he following syntax to say that it's a global p5 method:
* @memberof p5.prototype | |
* @for p5 |
src/webgl/p5.Camera.js
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* } | ||
* | ||
* function mousePressed() { | ||
* perspective(PI/12, width/height, 1, 10000); |
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Since this isn't the default camera perspective any more, when you click, both the perspective in the lines and for the overall image changes. Maybe it would show the difference more clearly if we just call linePerspective(false)
without also changing the perspective of the scene?
Thanks @davepagurek .I’ll work on these suggestions and get back to you soon! |
@davepagurek , Here's the sketch with the latest build including the changes you suggested: |
I am not exactly sure how to go about it , as I think directly writing this won't do the job: if (!this._renderer===constants.WEBGL) {
throw new Error('linePerspective() must be called in WebGL mode.');
} It would be great if you could guide me through the process whenever you find time. |
Something pretty close to that! I think the way you would check would be: if (!(this._renderer instanceof p5.RendererGL)) {
throw new Error('linePerspective() must be called in WebGL mode.');
} |
Great! It works as expected. Thanks @davepagurek |
Some last thoughts about the examples: right now it's a bit unclear what the difference is. How do you feel about:
Screen.Recording.2024-02-27.at.11.50.39.AM.mov |
Great suggestions @davepagurek I have made the changes please have a look! |
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Awesome, thanks for all the changes! The examples look great, I think this is good to go.
Thanks a lot @dave for the help while working on this! Learnt a lot. |
Changes:
Solves issue #4214
I have tried implementing the linePerspective() method to solve this issue.
@davepagurek Please let me know is this the right approach for its implementation or not.
I would love to have suggestions to this.
Thanks a lot!
Sample sketch:
https://editor.p5js.org/Garima3110/sketches/p8jRwB5dw
PR Checklist
npm run lint
passes