fix(deps): update dependency p5 to v2 - #100
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This PR contains the following updates:
1.11.0→2.3.2Release Notes
processing/p5.js (p5)
v2.3.2: Patch: Path performance & loading animationCompare Source
This patch improves 2D paths and adds a loading animation to display when
setup()takes a long time.@okra-sf reported how using
beginShape/endShapewith manyvertexcalls created slowdowns in v2 compared to v1. Work in #9025 on speeding up how paths are drawn included extensive benchmarking, and was reviewed by @davepagurek @VANSH3104 and @treeraoThe loading animation was added in #8997 by @Jextic and @gojoshin as part of the CodeDay program, and reviewed by @limzykenneth and @ksen0
🎉 Thanks to all contributors & stewards!
Full Changelog: processing/p5.js@v2.3.1...v2.3.2
v2.3.1Compare Source
2.3.1 Hex codes in shaders and continued p5.strands development;
tint()and other fixes;HDRrenamed toP3This patch introduces new p5.strands features, improvements to shapes & SVG handling, and bugfixes across WebGL and WebGPU. It also renames the color space previously called HDR to P3 for accuracy.
loadImage(), applyingtint()to images in 2D mode, framebuffers with custom pixel densities,orbitControl()after swiping outside the canvas,mouseIsPressedbehavior after clicking DOM elements, andline(),point(),triangle(),quad(),rect()(including with rounded corners, like in the example below)randomGaussian()andcolor()support inside p5.strands shader code,instanceIndexfor instanced rendering,TRIANGLE_FANdrawing in both WebGL and WebGPU, custom shaders that setuSamplerviasetUniform(), hooks that return objects should work, custom shaders should be able to use version directives, andmouseXandwidthin instance mode with p5.strands shadersYou can start using this updated version in this starter sketch! Or load both p5.js and WebGPU mode by adding these two script tags to your sketch:
To use WebGPU mode in
createCanvasnote theasync/await, which is needed for WebGPU but not WebGL:What's new in p5.strands
randomGaussian()is available in p5.strands code - see the static example in the starter sketch or below, which also shows more p5.js-style, beginner-friendly colors.Custom shader bugfixes
Ongoing work on shapes & SVG
loadImageSVG file loading regression by @gfrancine in #8937Other bugfixes
Other documentation & error messages updates
New Contributors
Welcome to the community! 🎉
Stewards
Stewards who reviewed and commented on PRs in this release - thank you for your effort!
v2.3.0Compare Source
2.3.0: New features from the growing p5.strands contributor community 🌱
<a href=https://editor.p5js.org/ksen0/sketches/yqIwIPxnz>
What's Changed 🎊
Work since 2.2.3 has focused on stabilization and workflow improvements; refactors to p5.Vector based on the recently-added Decorators API; and new beginner-friendly shader programming API features (p5.strands), as well as the experimental WebGPU renderer.
This release includes work from many contributors, stewards, and testers - including new contributors to p5.strands! welcome, and thanks for all your amazing diligence and creativity 🎉 🎉 🎉
Workflow Improvements
To support testing new contributions, there are now continuous releases on Pull Requests: look for this comment from p5js-bot on any Pull Request, and use the CDN link in test sketches to help with review:
Work is ongoing on distributing custom builds, thanks to @limzykenneth. Please do test the custom/modular builds tool (there is also OpenAPI JSON documentation available plus GUI API reference).
The goal is smaller import size by providing a custom build. Work is ongoing for more separation between modules, right now Including all modules makes it a bit larger but you can use custom build. For now, the above tool is for testing, rather than for using in your work directly - we welcome your input!
p5.strands updates: new features and experimental compute shader support 🎉
On graphics, we have continued to work on beginner-friendly shader programming API features (p5.strands), as well as the experimental WebGPU renderer.
The p5.strands code has been refactored and simplified, which will make maintenance and contribution easier in the future, thanks to @davepagurek and @LalitNarayanYadav. Additionally, p5.strands, used with the experimental
WebGPUrenderer, now supports compute shaders, thanks to @davepagurek and @aashu2006.This minor release includes exciting p5.strands API additions by the growing p5.strands contributor community:
random()andrandomSeed()is available in p5.strands code, thanks to @perminder-17map()is available in p5.strands code, thanks to @Nixxx19lerp()andinstanceID()are more consistently supported, thanks to @aashu2006finalColorhook thanks to @YuktiNandwanaHere is an example
p5.jssketch usingp5.strands, with the noise-based texture:Finally, p5.strands, used with the experimental
WebGPUrenderer, now supports compute shaders. For example, below is code for a Game of Life simulation, written by @davepagurek. This uses compute shaders (compare the code to the non-shader example here.)p5.strands and WebGPU
thisin ASTCallbacks by @LalitNarayanYadav in #8728Workflow and Stabilization
Documentation and Friendly Errors
@requiresfrom all jsdoc by @nbogie in #8713Vectors Refactor and Documentation Updates
New Contributors
Thanks to all contributors and stewards who made this release possible!
Full Changelog: processing/p5.js@v2.2.3...v2.3.0
v2.2.3Compare Source
What's Changed
This patch contains bugfixes, documentation updates, and improvements in developer experience:
Try it out!
To use this patch, you can use this starter sketch!
Or load both p5.js and WebGPU mode by adding these two script tags to your sketch:
Then load WebGPU mode in
createCanvas- note theasync/await, this is needed for WebGPU but not WebGL:If you take any existing sketch, such as from the intro to strands tutorial, you can switch from
WEBGLtoWEBGPU(async/awaitwill be needed!)Read more about how the WebGPU-based renderer works and where we plan on taking it here!
Developer experience
export default p5at end of global.d.ts by @nbogie in #8299Documentation updates
WebGL and p5.strands bugfixes
Other bugfixes
New Contributors
Stewards & testers
Thanks to @nbogie @davepagurek for code review and @aashu2006 and @Jatin24062005 for additional support with testing the release candidates 🎉
Full Changelog: processing/p5.js@v2.2.2...v2.2.3
v2.2.2Compare Source
What's Changed
This patch focuses on bugfixes, particularly on WebGPU performance and p5.strands. The goal is that all p5.strands shaders work with both WebGPU and WebGL canvases. This patch also adds
millis()support inside strands code.To use this patch, you can use this starter sketch!
Or load both p5.js and WebGPU mode by adding these two script tags to your sketch:
Then load WebGPU mode in
createCanvas- note theasync/await, this is needed for WebGPU but not WebGL:If you take any existing sketch, such as from the intro to strands tutorial, iyou can switch from
WEBGLtoWEBGPU(async/awaitwill be needed!)Read more about how the WebGPU-based renderer works and where we plan on taking it here!
millis()supported in p5.strandsHere is a sketch (thanks @perminder-17!) showing
millis()being used inside a strands shader. Previously,const t = uniformFloat(() => millis());was needed. This can still be used, but you can instead usemillis()directly:What does p5.strands make possible?
(Special thanks to @davepagurek for creating the sketches! Excerpted from a blog post about 2.2 updates.)
First, consider this sketch, which uses JavaScript loops to draw a cube of cubes. It is only 40 lines, but if there are many more cubes, it will slow down very much. If it is running smoothly, try changing all the “15” to a higher and higher number, such as “30.” As the scene grows, the sketch performance will suffer very noticeably.
The purpose of shader is to use parallel, GPU-based computation to speed this up. Instead of for loops, here is a second version of the same sketch using GLSL. It is 200 lines of code, and, if you are not familiar with GLSL, may be very difficult to read. Look for the “15” here, too, and try changing it to a larger number, like “30” or beyond. The shader-based animation remains smooth, showing the performance benefits of GPU rendering.
Finally, the p5.strands version of this sketch combines a more accessible, readable style of JavaScript with the performance of GLSL.
With the introduction of the WebGPU-based renderer, p5.strands sketches can seamlessly switch between
WEBGLorWEBGPUrenderer. Here is the same example as above, but using the WebGPU-based renderer. The only changes needed were to useasync/awaitwithcreateCanvas(...), and to import both the main library and the p5.webgpu.js add-on:All Changes
New Contributors
Stewards
Code review and additional support with testing the release candidates by:
Full Changelog: processing/p5.js@v2.2.1...v2.2.2
v2.2.1Compare Source
What's Changed
This patch includes documentation, bugfixes, and dependency updates. A flatter p5.strands API is also included as part of ongoing incremental strands API.
You can get started with the features in this release using these sketches:
The focus of this patch is performance improvements to WebGPU core add-on. You can load both p5.js and WebGPU mode by adding these two script tags to your sketch:
Then load WebGPU mode in
createCanvas:Read more about how it works and where we plan on taking it here!
What's Changed 🎊
noiseDetail()in p5.js 2.x so that thefalloffparameter defaults to0.5when omitted. by [@shuklaaryan367-byte](https://redireConfiguration
📅 Schedule: (in timezone Europe/Berlin)
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♻ Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.
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