@munusshih/p5.export 0.1.0-beta.0
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- package/LICENSE +21 -0
- package/README.md +156 -0
- package/dist/p5.export.js +4406 -0
- package/dist/p5.export.js.map +1 -0
- package/dist/p5.export.min.js +90 -0
- package/dist/p5.export.min.js.map +1 -0
- package/package.json +79 -0
package/LICENSE
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MIT License
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Copyright (c) 2026 Munus Shih
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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package/README.md
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# p5.export
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A [p5.js](https://p5js.org) add-on for one-line exports — **PNG, JPG, WebP, animated WebP, GIF, MP4, WebM, SVG, PDF, STL, OBJ** — with an optional floating GUI panel.
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Works with **p5.js 1.x and 2.x**. p5 is brought by you (CDN or bundler); this package only ships the add-on.
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## Install
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### Drop-in `<script>`
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```html
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<script src="https://cdn.jsdelivr.net/npm/p5@2/lib/p5.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/p5.export"></script>
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<script src="sketch.js"></script>
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```
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### npm + bundler
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```bash
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npm install p5.export
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```
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```js
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import 'p5'; // however you bring p5 onto the page
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import 'p5.export'; // auto-registers against the global p5
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```
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That's it. The GUI auto-mounts after `setup()` runs. Disable it with `window.p5ExportConfig = { autoGUI: false }` declared before this script loads, or remove it later with `removeExportGUI()`.
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## API
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Every export attaches to the p5 prototype, so the calls work like any other p5 function — global mode or instance mode.
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### Images
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```js
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savePNG('artwork') // 'artwork.png'
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saveJPG('artwork', { quality: 0.9 })
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saveWebP('artwork')
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saveImage('png', 'artwork', { scale: 2 }) // any of png/jpg/webp/jpeg
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// `scale` re-renders at 1×–4× pixelDensity. Trails / fade overlays are
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// preserved by replaying the recorded draw history (no `redraw()` reset).
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savePNG('big', { scale: 4 })
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```
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### Vector
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```js
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saveSVG('artwork')
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saveSVG('artwork', { forceVector: true }) // skip raster-fallback threshold
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saveSVG('artwork', { raster: true }) // embed canvas PNG inside an SVG
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saveSVG('artwork', { silent: true }) // skip the fallback confirm dialog
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savePDF('artwork')
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savePDF('artwork', { scale: 2 })
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```
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`saveSVG()` records every Canvas2D draw call as the sketch runs and replays them onto an SVG context. Trails, fade rects, blend modes, gradients (linear / radial — emitted as native SVG gradients), and `drawingContext.setLineDash` all survive. WebGL renderers can only be embedded as a single raster `<image>`; the function prompts before doing so unless `{ silent: true }` or `{ raster: true }` is passed.
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For dense sketches whose vector replay would balloon past 2 million ops, the export falls back to raster-in-SVG and asks the user to confirm. To force vector regardless of size, pass `{ forceVector: true }`.
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#### Hybrid SVG
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Mark expensive sections of your draw so they get rasterised inside the otherwise-vector SVG:
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```js
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function setup() {
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createCanvas(800, 800);
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// …vector shapes…
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beginRasterRegion();
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for (let i = 0; i < 8000; i++) {
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fill(random(255), random(255), random(255), 80);
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rect(random(width), random(height), 2, 2);
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}
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endRasterRegion();
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// …more vector shapes on top…
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}
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```
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### Video (record once, export to multiple formats)
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```js
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const buffer = createVideoBuffer({ duration: 3, fps: 30 }); // starts immediately
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// later, after the buffer auto-stops or you call `stopVideoBuffer()`:
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await exportVideoBuffer(buffer, { format: 'mp4', filename: 'clip' });
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await exportVideoBuffer(buffer, { format: 'webm', filename: 'clip' });
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await exportVideoBuffer(buffer, { format: 'webp', filename: 'clip' }); // animated WebP
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await exportVideoBuffer(buffer, { format: 'gif', filename: 'clip' });
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```
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Frames are captured in real RGBA at the canvas's native resolution. `exportVideoBuffer()` is re-callable on the same buffer — no re-recording — so users can pick the format they want from the GUI without losing the take.
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You can also do a one-shot `recordVideo({ format: 'mp4', duration: 3, filename: 'clip' })` if you don't need the multi-format buffer.
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### 3D (WEBGL only)
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```js
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const myModel = buildGeometry(() => sphere(50));
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saveSTL(myModel, 'sphere.stl');
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saveSTL(myModel, 'sphere.stl', { binary: true });
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// Or pass a callback that p5 will run inside buildGeometry for you:
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saveSTL(() => { sphere(50); cone(20, 40); }, 'scene.stl');
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saveOBJ(() => { sphere(50); }, 'scene.obj');
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```
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These delegate to p5.js 2.x's native `p5.Geometry.saveStl` / `saveObj`, so the encoded files match what p5 itself produces.
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### GUI
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The panel auto-mounts post-setup. You can also drive it manually:
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```js
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createExportGUI({ title: 'my sketch', filename: 'artwork', collapsed: false });
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removeExportGUI();
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```
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Drag from the header to move it. The two tabs (Image / Video) share the same compact form. The Video tab shows a low-res preview with a scrubbable timeline before you commit to encoding.
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## Browser support
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| Feature | Chrome | Firefox | Safari |
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|---|---|---|---|
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| PNG / JPG / WebP image | ✓ | ✓ | ✓ (WebP 16+) |
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| SVG (vector replay) | ✓ | ✓ | ✓ |
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| PDF | ✓ | ✓ | ✓ |
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| GIF | ✓ | ✓ | ✓ |
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| Animated WebP | ✓ | ✓ | ✓ (16+) |
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| MP4 (WebCodecs / MediaRecorder) | ✓ | partial | partial |
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| WebM (WebCodecs / MediaRecorder) | ✓ | ✓ | partial |
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| STL / OBJ (p5 2.x WEBGL) | ✓ | ✓ | ✓ |
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MP4 falls back to WebM automatically if the browser's `MediaRecorder` can't encode H.264.
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## Notes
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- **p5 1.x**: image, GIF, WebM/MP4, PDF, SVG, and the GUI all work. The SVG path uses a getter-based rebind on the prototype globals so `p5.pattern` and similar 1.x add-ons keep working through the recorder.
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- **STL/OBJ** require a `p5.Geometry`, which only exists in p5 2.x's WEBGL renderer.
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- The GUI's status row uses the `hidden` attribute, so empty messages take no vertical space.
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- The vector SVG recorder caps at 60 frames of draw history by default. Override with `setSVGRecordingFrames(n)` (use `Infinity` to keep everything; expect memory growth on long-running sketches).
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## Develop
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```bash
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npm install
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npm run build # writes dist/p5.export.js + dist/p5.export.min.js
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npm run dev # vite dev server at /examples/index.html
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npm run test:sketches # headless harness over examples/ — exports each format
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npm run test:webp # sanity test for the animated WebP encoder
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```
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## License
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[MIT](./LICENSE)
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