anpin / perfect-fifth

F# Fable bindings for p5js, with some functional sugar on top.

Home Page:https://mark-gerarts.github.io/perfect-fifth/

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Perfect Fifth

Homepage (with examples!)

Perfect Fifth is a Processing-like creative coding environment for F#. It is a thin wrapper around p5js, with some extra functional sugar on top.

⚠️ All of the core p5.js library functions have been implemented, except those under the Data and IO namespaces. This is not due to a technical limitation, but because of a lack of time/need. PRs are welcome!

For a project using this library, see Nature of Code in F#.

Installation

If you have not done so yet, set up a Fable project. More info can be found on the Fable site.

Add the NuGet package (in src/):

dotnet add package PerfectFifth --prerelease

⚠️ The Fable starter template is not 7.0-ready yet. When starting from this template, do the following as well:

  • set <TargetFramework>net7.0</TargetFramework> in your App.fsproj
  • Target 7+ in global.json (e.g. "version": "7.0.108").
  • Target 7+ in .config/dotnet-tools.json (e.g. "version": "4.0.0")
  • Run dotnet tool restore and dotnet restore src, applying any version mismatch warnings.

Make sure p5js is installed as a dependency:

npm i --save p5@^1.6.0

That's it! Take a look at the usage for the next steps.

Examples

A part of the examples on the p5js site are ported to Perfect Fifth. You can find the sketches and their source code on the project site. The reference contains function-specific examples.

Usage

You can create a sketch in four different ways, depending on your use case:

  • display renders a single frame, without animation.
  • animate creates an animation that updates itself based on time.
  • simulate creates a stateful simulation.
  • play creates a simulation that also handles input events.

These functions are a way to make life easier. If you want to use p5js directly, take a look at this section.

Display

Using display, you can draw a single frame and nothing more.

// Definition:
let display
  (node: Node) // Element to render the canvas.
  (draw: P5 -> Unit) // Draw function that gets called a single time.
  : Unit = ...

The first argument is node, the target HTML element where the sketch should be rendered. It can be set in three different ways:

type Node =
    // The query selector of an element.
    | Selector of string
    // A Fable Browser.Dom.Element, e.g. the result of document.querySelector
    | Element of Browser.Types.Element
    // Nothing. Create the canvas yourself in `draw` using `createCanvas`, or
    // let P5 handle it.
    | NoNode

The second argument is the draw function that will be called a single time. It gets passed the p5 context variable, which is needed for all p5 functionality.

For example:

module DrawExample

open Browser.Dom
open P5.Core
open P5.Rendering
open P5.Color
open P5.Environment
open P5.Shape

let draw p5 =
    resizeCanvas p5 720 400
    stroke p5 (Grayscale 255)

    let y = (height p5 |> float) * 0.5
    let width = width p5 |> float

    background p5 (Grayscale 0)
    line2D p5 0 y width y

display (Selector ".canvas-wrapper") draw

// Or
display (Element (document.querySelector ".canvas-wrapper")) draw

// Or
display NoNode draw

Animate

animate is used to create an animation. Its draw function gets passed the elapsed milliseconds since the start of the sketch.

// Definition:
let animate
    (node: Node) // Element to render the canvas.
    (setup: P5 -> Unit) // Setup function that gets called once, before the sketch starts.
    (draw: P5 -> int -> Unit) // Draw function that receives the time elapsed in ms.
  : Unit = ...
open P5.Core
open P5.Color
open P5.Shape
open P5.Rendering

let setup p5 = createCanvas p5 100 100

let draw p5 t =
    background p5 (Grayscale 0)

    // Grow between radius 50 and 100 based on time passed.
    let size = 50 + ((t / 100) % 50)
    circle p5 50 50 size

animate NoNode setup draw

Simulate

With simulate you can create a simulation that is able to update its state every frame. The state can be any data type. For example, a simple counter can use a single integer, while a complex simulation might use a big record type or a class.

You provide an initial state in the setup function, which can then be updated every step using the update function.

// Definition:
let simulate
    (node: Node) // Element to render the canvas.
    (setup: P5 -> 'a) // Setup function that gets called once, before the sketch starts. Returns the initial state.
    (update: P5 -> 'a -> 'a) // A function to step the state one iteration.
    (draw: P5 -> 'a -> Unit) // A function to draw something based on the current state.
    : Unit = ...
open P5.Core
open P5.Color
open P5.Shape
open P5.Rendering
open P5.Math

// The state can be anything. In this case it is a record,
// but scalars, tuples, classes, etc. work as well.
type State = { x: float; c: Color }

let setup p5 =
    createCanvas p5 100 100

    // Setup must return some initial state.
    { x = 0; c = (Grayscale 0) }

// Update receives the current state and returns the new one.
let update p5 state =
    let newX =
        match state.x + 1.0 with
        | 100.0 -> 0.0
        | x -> x

    // Switch colors every 10 steps.
    let newColor =
        match newX % 10.0 with
        | 0.0 -> RGB(randomBetween p5 0 255, randomBetween p5 0 255, randomBetween p5 0 255)
        | _ -> state.c

    { x = newX; c = newColor }

let draw p5 state =
    background p5 (Grayscale 0)
    fill p5 state.c
    square p5 state.x 50 20

let run node = simulate node setup update draw

Play

Much the same as simulate, but play is able to handle input as well.

type EventHandler<'e, 'a> =
    // An event handler that only triggers side effects.
    | Effect of (P5 -> 'e -> Unit)
    // An event handler that updates the world state (and possibly triggers
    // side effects as well).
    | Update of (P5 -> 'e -> 'a -> 'a)

// A subscription binds an event type to an event handler.
type Subscription<'a> =
    | OnMouseMoved of EventHandler<MouseEvent, 'a>
    // ... and a lot more. See the reference.
    | OnWindowResized of EventHandler<UIEvent, 'a>
    // Recursive case that signals the default event should be prevented.
    | PreventDefault of Subscription<'a>

let play
    (node: Node) // Element to render the canvas.
    (setup: P5 -> 'a) // Setup function that gets called once, before the sketch starts. Returns the initial state.
    (update: P5 -> 'a -> 'a) // A function to step the state one iteration.
    (draw: P5 -> 'a -> Unit) // A function to draw something based on the current state.
    (subscriptions: Subscription<'a> list)// A list of subscriptions.
    : Unit = ...
module Example

open P5.Core
open P5.Shape
open P5.Color
open Browser.Types
open P5.Typography

type Shape =
    | Square
    | Circle

type State = { counter: int; shape: Shape }

// Set up the sketch and provide an initial state.
let setup p5 =
    createCanvas p5 100 100
    { counter = 0; shape = Circle } // Initial state.

// Update the state every render step.
let update p5 state =
    { state with counter = state.counter + 1 }

// Draw something based on the current state.
let draw p5 state =
    background p5 (Grayscale 51)

    match state.shape with
    | Circle -> circle p5 50 50 50
    | Square -> square p5 25 25 50

    text p5 (string state.counter) 40 15

// Alternate between square and circle when mouse is pressed. This is an event
// handler that updates the state.
let onMouseClicked p5 event state =
    let shape =
        match state.shape with
        | Circle -> Square
        | Square -> Circle

    { state with shape = shape }

// Multiple event handlers of the same type are perfectly possible. This one
// does not transform the state, and only has a side effect.
let onMouseClickedEff p5 event =
    let rand = System.Random()
    let r = rand.Next(0, 255)
    let g = rand.Next(0, 255)
    let b = rand.Next(0, 255)

    fill p5 (RGB(r, g, b))

// Event handlers get passed their respective JavaScript events (e.g.
// MouseEvent, UIEvent, ...).
let onMouseMoved p5 (event: MouseEvent) = printfn "%A" event.clientX

let subscriptions =
    [ OnMouseClicked(Update onMouseClicked)
      OnMouseClicked(Effect onMouseClickedEff)
      OnMouseMoved(Effect onMouseMoved) ]

play NoNode setup update draw subscriptions

In regular JavaScript p5js, you can return false from an event handler in order to prevent the default event. E.g. returning false from keyPressed would prevent normal keyboard shortcuts from working (F11, Ctrl+R, ...). In Perfect Fifth, this is achieved by wrapping the subscription with PreventDefault.

// Or equivalent: (PreventDefault (OnKeyPressed (Effect onKeyPressed)))
let subscriptions = [ Effect onKeyPressed |> OnKeyPressed |> PreventDefault ]

If there are multiple subscriptions registered for the same event, the default event will be prevented if at least one of the subscriptions is wrapped in PreventDefault.

Using p5js Directly

Perfect Fifth is built with p5js' instanced mode. If you want full control, you can create a sketch using this underlying technique directly.

let nodeElement = document.querySelector "some-selector"

let p5Sketch =
    // Inspired by https://github.com/aolney/fable-p5-demo
    new Func<obj, unit>(fun boxedP5 ->
        let p5 = unbox<P5> boxedP5

        p5.setup <-
            fun () -> resizeCanvas p5 200 200

        p5.draw <-
            fun () -> rect p5 10 10 10
    )

new P5(p5Sketch, nodeElement) |> ignore

Preloading

If you need preloading, you can use drawWithPreload, simulateWithPreload, or playWithPreload. The way these work is as follows:

  • The preload function returns some state
  • This state gets passed to setup, which returns some other initial state
  • update and draw work with this state
let simulateWithPreload
    (node: Node)
    (preload: P5 -> 'a)
    (setup: P5 -> 'a -> 'b)
    (update: P5 -> 'b -> 'b)
    (draw: P5 -> 'b -> Unit) = ...

For example:

open P5.Core
open P5.Color
open P5.Environment
open P5.Shape
open P5.Rendering
open P5.Transform

let preload p5 =
    loadModel p5 "assets/octahedron.obj" false

let setup p5 octahedron =
    createWebGLCanvas p5 100 100
    (octahedron, 0.0)

let update p5 (octahedron, t) = (octahedron, t + 0.01)

let draw p5 (octahedron, t) =
    background p5 (Grayscale 200)
    rotateX p5 t
    rotateY p5 t
    model p5 octahedron

simulateWithPreload NoNode preload setup noUpdate draw

Remarks

Some additional remarks, in no particular order.

  • If you don't need a setup/update function, you can use the built-in functions noSetup (does no setup and returns Unit) and noUpdate (similar to id).
  • The library is built using p5js in instanced mode. This is the reason why all functions require a p5 instance as an argument.
  • The function naming scheme tries to mimic p5js as much as possible. However, p5js relies a lot on overloading, which is not possible in F#. Most overloads have different names in Perfect Fifth. E.g. point(x, y, [z]) in p5js becomes point2D p5 x y and point3D p5 x y z. Check the reference for a full overview.

Tests

A basic test suite exists that simply checks every reference check to see if an error is thrown. To use it, make sure the example site is running at port 8000:

$ pushd gh-pages && python -m venv venv && . venv/bin/active && pip install -r requirements.txt && popd
$ ./scripts/build-and-serve-site

Then run:

$ npm run test:e2e

Credits

Inspired by Haskell's Gloss, Clojure's Quil, and aolney's Fable P5 Demo. Made possible with Fable and p5js.

About

F# Fable bindings for p5js, with some functional sugar on top.

https://mark-gerarts.github.io/perfect-fifth/

License:MIT License


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