Releases: processing/p5.js
v2.0.0
We are releasing p5.js 2.0 to the community for testing and development! Here’s what you need to know.
- For reference: p5.js 1.x reference will stay on https://p5js.org/, and p5.js 2.x documentation will be on https://beta.p5js.org/
- In the p5.js Editor: the default will continue to be 1.x until at least August 2026 - more information and discussion on timeline can be found on this Discourse thread or this GitHub thread
- For updating sketches and add-on libraries: check out the compatibility add-on libraries and guides
- For contribution:
npm latest
will default to 2.x, but the git branches are still separated withmain
on 1.x anddev-2.0
on 2.x. We will switch the branches when we have updated all automations (including deploying updated documentation to the website). Want to contribute ideas or implementation? Check the 2.x project board for an overview of what still needs discussion, and what’s ready for work!
Start exploring 🌱
- Typography: textToContours(), textToModel() in
WEBGL
, and textWeight() for variable fonts! - New color modes with colorMode()!
- Authoring shaders with JavaScript using p5.strands!
- Add-on Library Authoring Guide
More details of the changes 🌳
You can also checkout Dave Pagurek's reflections on p5.js 2.0 and an open source philosophy!
Typography
- A refactor of the typography system to be smaller, support variable fonts, and have more precise text measurement by Daniel Howe @dhowe
- Support for loading fonts via CSS (thanks to @dhowe)
- More ways to draw and manipulate text (thanks to @davepagurek)
- An approximately 350% performance improvement to textToPoints and 3D text extrusion support (thanks to @davepagurek)
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 toHSL
andHSB
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.
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:
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.
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
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.x | 2.0 |
---|---|
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.x | 2.0 |
---|---|
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.x | 2.0 |
---|---|
beginShape();
curveVertex(15, 25);
curveVertex(10, 10);
curveVertex(15, 40);
curveVertex(40, 35);
cu... |
v1.11.5
This release is published on npm
with the tag r1
What's Changed
What's Changed 🎊
- reorder npm run commands to make p5.js-website update the correct ver… by @lirenjie95 in #7747
- Update README.md - 2.0 Info by @ksen0 in #7751
Full Changelog: v1.11.4...v1.11.5
v1.11.4
What's Changed
What's Changed 🎊
- docs: add Aaron Welles as a contributor for example by @ksen0 in #7516
- docs: add example emoji to all example contributors using emoji key by @ksen0 in #7517
- Fix endShape() to Properly Close Paths and Prevent Shape Merging by @Forchapeatl in #7583
- Fix camera tilt function to prevent orientation flipping by @Forchapeatl in #7598
- Fix #7259 TypeError for Offscreen Shapes by @himanshuukholiya in #7626
- Grammar and Syntax Improvements in p5.js Documentation by @SITADRITA1 in #7596
- fix typo by @probablynotval in #7556
- Fix typos in color_namer.js by @pearmini in #7570
- Fix typos in gridOutput.js by @ChloeYanYan in #7571
- Fix typos by @omahs in #7592
- [p5.js - zh(Hans)] translation of missing FES contribution docs by @lirenjie95 in #7667
- Added Hritvik Bhatia to the contributors list by @HritvikBhatia in #7645
- Update .all-contributorsrc by @min-kim42 in #7349
- fix: mouseWheel example fixed while drawing the circle by @swastikCommits in #7614
- Fix: Update sin(), cos(), and tan() docs to respect angleMode() & cl… by @VANSH3104 in #7593
- add Chinese translation for documentation_style_guide.md by @lirenjie95 in #7717
- creating_libraries.md typo by @ffd8 in #7735
- Contributor unit tests documentation in main by @Vaivaswat2244 in #7740
New Contributors
- @himanshuukholiya made their first contribution in #7626
- @SITADRITA1 made their first contribution in #7596
- @probablynotval made their first contribution in #7556
- @ChloeYanYan made their first contribution in #7571
- @omahs made their first contribution in #7592
- @HritvikBhatia made their first contribution in #7645
- @swastikCommits made their first contribution in #7614
Full Changelog: v1.11.3...v1.11.4
v2.0.0-beta.8
What's Changed
What's Changed 🎊
- Start to add pako support by @davepagurek in #7716
- Fix division by 0 in textToPoints by @davepagurek in #7723
- [p5.js 2.0] Refactor out reference to fn in p5.Image class by @limzykenneth in #7720
- Support variable fonts in textToPoints + WebGL rendering by @davepagurek in #7724
- Set FontFace weight ranges based on Typr info by @davepagurek in #7727
- Fix incorrect text weight for variable fonts in Safari by @davepagurek in #7738
- Merge attribution and contributor docs from main to 2.0 by @ksen0 in #7731
Full Changelog: v2.0.0-beta.7...v2.0.0-beta.8
v2.0.0-beta.7
What's Changed
What's Changed 🎊
- 2.0 beta 6 bug fixes by @davepagurek in #7709
- 2.0 bug fixes by @davepagurek in #7713
- Clamp color() to maxes by @davepagurek in #7715
- Make deprecation in data.json match 1.x by @davepagurek in #7719
Full Changelog: v2.0.0-beta.6...v2.0.0-beta.7
v2.0.0-beta.6
What's Changed
What's Changed 🎊
- Minor 2.0 shape changes by @davepagurek in #7656
- Fix binding of texture() by @davepagurek in #7668
- [dev-2.0] fix bug in textAscent/Descent by @dhowe in #7657
- Remove debug logs from the Shader Generator file by @lukeplowden in #7663
- Rename uv in vertex shader hooks to texCoord for consistency by @davepagurek in #7669
- Fix debug mode for 2.0 by @davepagurek in #7672
- Fix default fill color blowing out lighting in WebGL mode by @davepagurek in #7673
- Updating the docs for
colorMode()
. by @perminder-17 in #7654 - Added Docs for the new visual tests by @Vaivaswat2244 in #7640
- fixing-strokeShader() and some minor fixes in shaderHooks-docs by @perminder-17 in #7649
- Update examples that use createCamera() to explicitly call setCamera() by @webermayank in #7607
- Added fontAscent Docs by @perminder-17 in #7606
- Adding documentation for all text functions by @perminder-17 in #7658
- Add back docs for existing font methods by @davepagurek in #7683
- Make sure some new APIs have param types for FES by @davepagurek in #7684
- Fix a few camera bugs by @davepagurek in #7688
- [p5.js 2.0] Restore single color value define grayscale color by @limzykenneth in #7676
- Rename curvePoint/curveTangent to splinePoint/splineTangent by @davepagurek in #7703
- Text to model docs by @perminder-17 in #7595
- Updating loadModel function by @perminder-17 in #7691
- Updating docs for new text functions by @perminder-17 in #7692
- Adding loadBlob() docs by @perminder-17 in #7694
- Bug fixes for Shader API by @lukeplowden in #7675
- Glsl types by @davepagurek in #7706
- Add support for woff2 via an addon by @davepagurek in #7693
- Updating Gray-scale in colorMode() by @perminder-17 in #7690
- fixing-keyboard.js docs by @perminder-17 in #7689
- Update bezier() to use new bezierVetext by @ksen0 in #7701
- loadbytes, loadTable and some minor fixes with other modified functions. by @perminder-17 in #7638
- [dev-2.0] p5.Matrix and p5.Vector docs update by @holomorfo in #7637
- Update phrasing in dev2 branch for trigonometric f functions by @VANSH3104 in #7666
New Contributors
- @webermayank made their first contribution in #7607
Full Changelog: v2.0.0-beta.5...v2.0.0-beta.6
v2.0.0-beta.5
What's Changed
What's Changed 🎊
- [p5.js 2.0] Loading functions fixes by @limzykenneth in #7594
- Remove old overloads for bezierVertex() and quadraticVertex() by @davepagurek in #7600
- Fix endShape() to Properly Close Paths and Prevent Shape Merging by @Forchapeatl in #7601
- Replace p5.Element mouse/touch events with pointer events by @davepagurek in #7608
- Updated Stencil Test Case to prevent it from disable after every draw by @Vaivaswat2244 in #7578
- Tried an approch for text case in pixelmatch by @Vaivaswat2244 in #7552
- Add deprecation info for p5.Table and splitTokens by @davepagurek in #7624
- Fixes to get the website to build the 2.0 branch by @davepagurek in #7625
- [p5.js 2.0] Remove typed dict and array functions by @limzykenneth in #7616
- Typescript declaration files script by @diyaayay in #7465
- loadFilterShader fixes by @perminder-17 in #7636
- [p5.js 2.0] Fix p5.Table.getColumn does not work with named columns by @limzykenneth in #7643
- Convert docs and types scripts to .mjs to fix node errors on some platforms by @davepagurek in #7644
- fixing getString(), getNum() and get() by @perminder-17 in #7647
- fixing get() in p5.Table by @perminder-17 in #7646
- p5.js Shader generation API by @lukeplowden in #7622
Full Changelog: v2.0.0-beta.4...v2.0.0-beta.5
v2.0.0-beta.4
The library is available from JSDelivr:
- p5.js - https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.js
- p5.min.js - https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.min.js
You can duplicate this p5.js web editor project: https://editor.p5js.org/limzykenneth/sketches/FF4krBr6P
You can also import p5 directly from NPM as an ESM module. More documentation on ESM usage to come.
What's Changed
What's Changed 🎊
- Fix: Preserve canvas position when calling noSmooth() in WEBGL by @ImRAJAS-SAMSE in #7568
- Add back WebGL matrices via getters by @davepagurek in #7588
- Add filter shader hooks by @davepagurek in #7582
Full Changelog: v2.0.0-beta.3...v2.0.0-beta.4
v2.0.0-beta.3
This release has been pulled as it was published incorrectly on NPM. Please use 2.0.0-beta.4 onwards instead. The release will be kept here for the release notes but the version will be pulled on NPM.
The library is available from JSDelivr:
* p5.js - https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.js
* p5.min.js - https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.min.js
You can duplicate this p5.js web editor project: https://editor.p5js.org/davepagurek/sketches/RwD_DbVR7
You can also import p5 directly from NPM as an ESM module. More documentation on ESM usage to come.
What's Changed
What's Changed 🎊
- Minor refactors, cleanup, comments by @dhowe in #7521
- Text adjustments by @dhowe in #7523
- Remove wrong rendererGL textWidth function by @seyko1 in #7524
- Replaced deprecated keyCode functionality and docs with KeyboardEvent.code & KeyboardEvent.key also updates the keyIsDown function to accept alphanumerics as parameters by @Vaivaswat2244 in #7472
- Clean up modifier key constants by @davepagurek in #7526
- Interleave example between other docs by @davepagurek in #7466
- Add splineProperties by @davepagurek in #7528
- 2.0 perf updates by @davepagurek in #7543
- fixed vertex property to take single digits by @Vaivaswat2244 in #7547
- Add warning when using preload function by @aferriss in #7542
- Two fixes for #7486 by @dhowe in #7555
- [p5.js 2.0] Documentation updates by @limzykenneth in #7558
- Stop future errors when encountering an async error by @davepagurek in #7563
- Add screenToWorld function mirroring worldToScreen by @bojidar-bg in #7561
- [p5.js 2.0] Attach p5.Element methods to WebGL canvas by @limzykenneth in #7567
- [p5.js 2.0] Expose global drawingContext by @limzykenneth in #7572
- Fix saveCanvas for framebuffers by @davepagurek in #7576
New Contributors
- @seyko1 made their first contribution in #7524
- @Vaivaswat2244 made their first contribution in #7472
- @bojidar-bg made their first contribution in #7561
Full Changelog: v2.0.0-beta.2...v2.0.0-beta.3
v2.0.0-beta.2
The library is available from JSDelivr:
- p5.js - https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.js
- p5.min.js - https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.min.js
You can duplicate this p5.js web editor project: https://editor.p5js.org/davepagurek/sketches/RwD_DbVR7
You can also import p5
directly from NPM as an ESM module. More documentation on ESM usage to come.
What's Changed
- Merged main into 2.0
- Fix bug where
pixels
is not available - Fixed
model()
not working insidebuildGeometry()
- Fixed WebGL text alignment bugs
- Fixed bugs in closed splines
What to test
Async loading (thanks to @limzykenneth)
Rather than having a preload
function, p5 2.0 has async setup
!
1.x | 2.0 |
---|---|
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!
var font;
async function setup() {
createCanvas(100, 100);
font = await loadFont(
'https://fonts.googleapis.com/css2?family=Roboto:ital,wght@0,100..900;1,100..900&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 uniform
s, 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.x | 2.0 |
---|---|
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.x | 2.0 |
---|---|
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.x | 2.0 |
---|---|
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...