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v2.0.0-beta.1

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@limzykenneth limzykenneth released this 16 Jan 14:04
· 30 commits to dev-2.0 since this release
e35616f

We want your help!

Try testing out the beta and report any bugs you encounter!

What's Changed 🎊

In addition to lots of behind-the-scenes refactoring, here are some new features that we'd love your help testing out!

Async loading (thanks to @limzykenneth)

Rather than having a preload function, p5 2.0 has async setup!

1.x2.0
let img;

function preload() {
  img = loadImage('cat.jpg');
}

function setup() {
  createCanvas(200, 200);
}
let img;

async function setup() {
  createCanvas(200, 200);
  img = await loadImage('cat.jpg');
}

🚧 Since this is a breaking change from 1.x to 2.0, you can weight in on the compatibility discussion here

Support for loading fonts via CSS (thanks to @dhowe)

In 2D mode, try loading fonts via a a path to a CSS font file, such as a Google Fonts link!

loadFont("https://fonts.googleapis.com/css2?family=Bricolage+Grotesque:opsz,[email protected],200..800&display=swap")
loadFont(`@font-face { font-family: "Bricolage Grotesque", serif; font-optical-sizing: auto; font-weight: <weight> font-style: normal; font-variation-settings: "wdth" 100; }`);
loadFont({
    fontFamily: '"Bricolage Grotesque", serif',
    fontOpticalSizing: 'auto',
    fontWeight: '<weight>',
    fontStyle: 'normal',
    fontVariationSettings: '"wdth" 100',
});
loadFont("https://fonts.gstatic.com/s/inter/v18/UcCO3FwrK3iLTeHuS_nVMrMxCp50SjIw2boKoduKmMEVuLyfMZhrib2Bg-4.ttf");
loadFont("path/to/localFont.ttf");
loadFont("system-font-name");

Support for variable font weight (thanks to contributions by @dhowe)

In 2D mode, if you've loaded a variable font, try changing its weight!

async function setup() {
  createCanvas(100, 100);
  const font = await loadFont(
    'https://fonts.googleapis.com/css2?family=Sniglet:wght@400;800&display=swap'
  );
}

function draw() {
  background(255);
  textFont(font);
  textAlign(LEFT, TOP);
  textSize(35);
  textWeight(sin(millis() * 0.002) * 200 + 400);
  text('p5*js', 0, 10);
}

More ways to draw and manipulate text (thanks to @davepagurek)

Like how textToPoints() gives you points on text, the new textToContours() function lets you edit the points on text and then draw them with fills!

createCanvas(100, 100);
const font = await loadFont('myFont.ttf');
background(200);
strokeWeight(2);
textSize(50);
const contours = font.textToContours('p5*js', 0, 50, { sampleFactor: 0.5 });
beginShape();
for (const pts of contours) {
  beginContour();
  for (const pt of pts) {
    vertex(pt.x + 20*sin(pt.y*0.01), pt.y + 20*sin(pt.x*0.01));
  }
  endContour(CLOSE);
}
endShape();

In WebGL, you can use textToModel to extrude a 3D model out of your text:

createCanvas(100, 100, WEBGL);
const font = await loadFont('myFont.ttf');
background(200);
textSize(50);
const geom = font.textToModel('p5*js', 0, 50, { sampleFactor: 2, extrude: 20 });
orbitControl();
model(geom);

A new pointer event handling system (thanks to @diyaayay)

Instead of having separate methods for mouse and touch, we now use the browser's pointer API to handle both simultaneously. Try defining mouse functions as usual and accessing the global touches array to see what pointers are active for multitouch support!

Custom shader attributes (thanks to @lukeplowden)

If you are using a shader and want custom per-vertex properties in addition to uniforms, which are the same across the whole shape, you can now call vertexProperty(name, value) before vertices.

const vertSrc = `#version 300 es
 precision mediump float;
 uniform mat4 uModelViewMatrix;
 uniform mat4 uProjectionMatrix;

 in vec3 aPosition;
 in vec2 aOffset;

 void main(){
   vec4 positionVec4 = vec4(aPosition.xyz, 1.0);
   positionVec4.xy += aOffset;
   gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;
 }
`;

const fragSrc = `#version 300 es
 precision mediump float;
 out vec4 outColor;
 void main(){
   outColor = vec4(0.0, 1.0, 1.0, 1.0);
 }
`;

function setup(){
  createCanvas(100, 100, WEBGL);

  // Create and use the custom shader.
  const myShader = createShader(vertSrc, fragSrc);
  shader(myShader);

  describe('A wobbly, cyan circle on a gray background.');
}

function draw(){
  // Set the styles
  background(125);
  noStroke();

  // Draw the circle.
  beginShape();
  for (let i = 0; i < 30; i++){
    const x = 40 * cos(i/30 * TWO_PI);
    const y = 40 * sin(i/30 * TWO_PI);

    // Apply some noise to the coordinates.
    const xOff = 10 * noise(x + millis()/1000) - 5;
    const yOff = 10 * noise(y + millis()/1000) - 5;

    // Apply these noise values to the following vertex.
    vertexProperty('aOffset', [xOff, yOff]);
    vertex(x, y);
  }
  endShape(CLOSE);
}

Updated bezier and curve drawing functions (thanks to @GregStanton)

First off: you can combine multiple types of curves in one begin/endShape() block now!

Long cubic and quadratic bezier vertex calls are now split up into their individual control points. Both cubic and quadratic curves are done with bezierVertex now, and you can set bezierOrder() to change from cubic (order 3) to quadratic (order 2). For WebGL mode, this also means you can also specify texture coordinates per control point, or change the fill, stroke, normal, and more between control points.

1.x2.0
beginShape();
vertex(10, 10);
vertex(30, 10);

bezierVertex(35, 10, 40, 15, 40, 20);

vertex(40, 30);

quadraticVertex(40, 40, 30, 40);

vertex(10, 40);

endShape(CLOSE);
beginShape();
vertex(10, 10);
vertex(30, 10);

// Default cubic
bezierVertex(35, 10);
bezierVertex(40, 15);
bezierVertex(40, 20);

vertex(40, 30);

bezierOrder(2);
bezierVertex(40, 40);
bezierVertex(30, 40);

vertex(10, 40);

endShape(p5.CLOSE);

We've renamed curveVertex to splineVertex and have given it more options. By default, it will now go through every splineVertex, so you no longer have to double up the first/last point to get it to go through it:

1.x2.0
beginShape();
curveVertex(10, 10);
curveVertex(10, 10);
curveVertex(15, 40);
curveVertex(40, 35);
curveVertex(25, 15);
curveVertex(15, 25);
curveVertex(15, 25);
endShape();
beginShape();

splineVertex(10, 10);
splineVertex(15, 40);
splineVertex(40, 35);
splineVertex(25, 15);
splineVertex(15, 25);

endShape();

Similarly, endShape(CLOSE) (or endContour(CLOSE) if you're in a contour) will cause a spline to smoothly loop back on itself so you no longer need to double up any points:

1.x2.0
beginShape();
curveVertex(15, 25);
curveVertex(10, 10);
curveVertex(15, 40);
curveVertex(40, 35);
curveVertex(25, 15);
curveVertex(15, 25);
curveVertex(10, 10);
curveVertex(15, 40);
endShape();
beginShape();

splineVertex(10, 10);
splineVertex(15, 40);
splineVertex(40, 35);
splineVertex(25, 15);
splineVertex(15, 25);


endShape(CLOSE);

🚧 Since this is a breaking change from 1.x to 2.0, you can weight in on the compatibility discussion here

A new simple lines mode for WebGL (thanks to contributions from @perminder-17)

If you are drawing lots of shapes, and don't need stroke caps or joins, you can use a simple lines mode for increased performance in WebGL. You can activate this mode by calling linesMode(SIMPLE) in your sketch.

Custom shaders for fills, strokes, images (thanks to @Garima3110 and @perminder-17)

You can now create your own shaders for fills, strokes, and images, and have them all applied at once! Use shader() to set a fill shader, strokeShader() to set a stroke shader, and imageShader() to set an image shader. Try using baseMaterialShader().modify(...) and baseStrokeShader().modify(...) to create custom shaders.

let myFillShader = baseMaterialShader.modify({
  'vec4 getFinalColor': `(vec4 color) {
    return vec4(1., 1., 0., 1.);
  }`
});
let myStrokeShader = baseStrokeShader.modify({
  'vec4 getFinalColor': `(vec4 color) {
    return vec4(1., 0., 1., 1.);
  }`
});
let myImageShader = baseMaterialShader.modify({
  'vec4 getFinalColor': `(vec4 color) {
    return vec4(0., 1., 1., 1.);
  }`
});

shader(myFillShader);
strokeShader(myStrokeShader);
imageShader(myImageShader);

sphere(); // Draws with the custom stroke and image shaders
image(myImg, 0, 0); // Draws with the custom image shader

A new public p5.Matrix class (thanks to @holomorfo)

TODO add examples

Support for more color spaces in p5.Color (thanks to @limzykenneth and @dianamgalindo)

p5.js 2.0 now supports more color modes in addition to the existing RGB, HSB, and HSL color modes. Here are the list of new supported color mode and brief description of them:

  • RGBHDR - High Dynamic Range RGB color defined within the Display P3 color space. You will need to use the HDR canvas described below to draw this color on the canvas accurately.
  • HWB - Hue, Whiteness, Blackness. This is similar to HSL and HSB in that you will define a hue angle however instead of saturation and lightness, you will define the percentage of whiteness and blackness. It is the color model of the GUI color picker used by Chrome.
    color-picker
  • LAB - Also called CIE Lab, defines color with Lightness, Alpha, and Beta. The color space is often used in professional color measuring context.
  • LCH - An easier to use representation of a CIE Lab color with definition of Lightness, Chroma, and Hue instead.
  • OKLAB - OkLab is a slight adjustment to CIE Lab color space mainly to fix a non-uniformity issue that exist in CIE Lab. This difference is more visible in the example below.
  • OKLCH - An easier to use representation of an OkLab color with definition of Lightness, Chroma, and Hue instead.

Comparing HSL, LCH, and OKLCH in a sketch below:
color wheel
From left to right are color wheels of HSL, LCH, and OKLCH respectively. Notice the evenness of color distribution between each wheel with OkLCH having the most even distribution. It can be noted that the LCH wheel has a large blue section that is fixed by OkLCH.

To use these new color spaces in p5.js 2.0, the respective constants have been added and the colorMode() function can be used with these constants in the same way as RGB, HSL, and HSB.

function setup(){
  createCanvas(200, 200);
}

function draw(){
  colorMode(OKLCH);
  background(220); // Should show a teal colored canvas
}

Support for wide-gamut colors with the display-p3 mode (thanks to @limzykenneth)

You can now create a 2D canvas that supports HDR colors that will give you a more vibrant sketch and also HDR images. To use a HDR canvas you will need to create it using the P2DHDR constant like below:

function setup(){
  createCanvas(400, 400, P2DHDR);
}

When a P2DHDR canvas is created, the default color mode will be switched to the new RGBHDR color mode instead of RGB. In practice you can continue to use the same RGB color definition you have always used.

function setup(){
  createCanvas(400, 400, P2DHDR);
}

function draw(){
  background(255, 0, 0);
  fill(100, 255, 0);
  circle(100, 100, 50);
}

This example sketch shows a direct comparison between HDR and non-HDR colors, you should see three bands of red, green, and blue colors with a slightly dimmer red, green, and blue circles within. However, both your browser and your screen will need to support HDR to see the difference. Currently Firefox on desktop does not support HDR canvas so if you do not see a difference, try a different browser such as Safari or Chrome.

You can also now load HDR images and have them be displayed in full HDR in a HDR canvas. If you see a dark image on the linked sketch, your browser or screen does not support HDR and you should try a different browser/device.

Full List

New Contributors

Full Changelog: v1.9.4...v2.0.0-beta.1