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Solves issue #4214 #6734

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Mar 12, 2024
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112 changes: 111 additions & 1 deletion src/webgl/p5.Camera.js
Original file line number Diff line number Diff line change
Expand Up @@ -193,6 +193,116 @@ p5.prototype.perspective = function (...args) {
return this;
};


/**
*
* Enable or disable perspective for lines in the WebGL renderer.
* The behavior of `linePerspective()` is associated with the type of camera projection being used.
*
* - When using `perspective()`, which simulates realistic perspective, linePerspective
* is set to `true` by default. This means that lines will be affected by the current
* camera's perspective, resulting in a more natural appearance.
* - When using `ortho()` or `frustum()`, which do not simulate realistic perspective,
* linePerspective is set to `false` by default. In this case, lines will have a uniform
* scale regardless of the camera's perspective, providing a more predictable and
* 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
* perspective based on your specific requirements.
*
* @method linePerspective
* @for p5
* @param {boolean} enable - Set to `true` to enable line perspective, `false` to disable.
*
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100, WEBGL);
* setAttributes({ antialias: true });
* strokeWeight(3);
* describe(
* 'rotated 3D boxes have their stroke weights affected if toggled back and forth with mouse clicks.'
* );
* }
*
* function draw() {
* background(220);
* rotateY(PI/24);
* rotateZ(PI/8);
* translate(0, 0, 350);
* for (let i = 0; i < 12; i++) {
* translate(0, 0, -70);
* box(30);
* }
* }
*
* function mousePressed() {
* linePerspective(!linePerspective());
* }
* </code>
* </div>
*
* <div>
* <code>
* function setup() {
* createCanvas(100, 100, WEBGL);
* strokeWeight(4);
* }
*
* function draw() {
* background(220);
*
* // Using orthographic projection
* ortho();
*
* // Enable line perspective explicitly
* linePerspective(true);
*
* // Draw a rotating cube
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* box(25);
*
* // Move to a new position
* translate(0, -60, 0);
*
* // Using perspective projection
* perspective();
*
* // Disable line perspective explicitly
* linePerspective(false);
*
* // Draw another rotating cube with perspective
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* box(25);
* }
* </code>
* </div>
* @alt
* Demonstrates the dynamic control of line perspective in a 3D environment with rotating boxes.
*/
/**
* @method linePerspective
* @return {boolean} The boolean value representing the current state of linePerspective().
*/

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.

p5._validateParameters('linePerspective', arguments);
if (!(this._renderer instanceof p5.RendererGL)) {
throw new Error('linePerspective() must be called in WebGL mode.');
}
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;
}
};


/**
* Sets an orthographic projection for the current camera in a 3D sketch
* and defines a box-shaped viewing frustum within which objects are seen.
Expand Down Expand Up @@ -487,7 +597,7 @@ p5.Camera = class Camera {
this._renderer = renderer;

this.cameraType = 'default';

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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@Garima3110 Garima3110 Jan 29, 2024

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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.

this.cameraMatrix = new p5.Matrix();
this.projMatrix = new p5.Matrix();
this.yScale = 1;
Expand Down
1 change: 1 addition & 0 deletions src/webgl/p5.RendererGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ const defineStrokeJoinEnum = function (key, val) {
STROKE_JOIN_ENUM[constants[key]] = val;
};


// Define constants in line shaders for each type of cap/join, and also record
// the values in JS objects
defineStrokeCapEnum('ROUND', 0);
Expand Down
8 changes: 1 addition & 7 deletions src/webgl/p5.Shader.js
Original file line number Diff line number Diff line change
Expand Up @@ -324,13 +324,7 @@ p5.Shader = class {
modelViewProjectionMatrix.mult(projectionMatrix);

if (this.isStrokeShader()) {
if (this._renderer._curCamera.cameraType === 'default') {
// strokes scale up as they approach camera, default
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);
}
this.setUniform('uViewMatrix', viewMatrix.mat4);
this.setUniform('uProjectionMatrix', projectionMatrix.mat4);
Expand Down
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