A canvas renderer using greedy meshed parts in a ViewportFrame to draw efficiently in Roblox. Serves as an alternative to GradientCanvas since that one hits Roblox's UI cap.
Here's ViewportCanvas rendering a 4k image (that's 8,294,400 pixels!) using just 1,176,336 Parts. No UI cap to concern yourself with!
ViewportCanvas.new(ResolutionX: number, ResolutionY: number)
returns a new canvas of the specified resolution
ViewportCanvas.Threshold: number
Defines the greediness of the mesher using CIE76 color distances, should stay between 1 and 30
ViewportCanvas:SetParent(Parent: Instance)
parents the canvas GUI to the passed Instance
ViewportCanvas:SetPixel(X: number, Y: number, Color: Color3)
Sets the color of the canvas specified pixel
ViewportCanvas:Render()
renders the canvas based on the set pixels
(It will not automatically render, you must call this method when you've completed your pixel updates)
ViewportCanvas:Clear()
clears the canvas render
ViewportCanvas:Destroy()
cleans up the canvas and its GUIs
-- Frames
local Demo = script.Parent.Demo
local Ref = script.Parent.Ref
-- Resolution
local ResX, ResY = 16*10, 9*10
-- Create Canvas
local Canvas = require(script.ViewportCanvas).new(ResX, ResY)
Canvas:SetParent(Demo.Holder)
-- Draw pixels
for x=1, ResX do
for y=1, ResY do
-- Define color
local color = Color3.fromHSV(x/ResX, y/ResY, 1)
-- Set in canvas
Canvas:SetPixel(x, y, color)
-- Draw naively for reference
local pixel = Instance.new("Frame")
pixel.BorderSizePixel = 0
pixel.BackgroundColor3 = color
pixel.Size = UDim2.fromScale(1/ResX, 1/ResY)
pixel.Position = UDim2.fromScale((1/ResX)*(x-1), (1/ResY)*(y-1))
pixel.Parent = Ref.Holder
end
end
-- Render canvas
Canvas:Render()
-- Expose counts
Demo.Info.Text = string.format("%d Part instances (%.1f%% improvement!)", Canvas._ActiveParts, ((ResX*ResY)-Canvas._ActiveParts)/(ResX*ResY)*100)
Ref.Info.Text = string.format("Frames Instances: %d", ResX*ResY)