A canvas renderer using greedy gradients to draw efficiently in Roblox
GreedyCanvas.new(ResolutionX: number, ResolutionY: number)
returns a new canvas of the specified resolution
GreedyCanvas:SetParent(Parent: Instance)
parents the canvas GUI to the passed Instance
GreedyCanvas:SetPixel(X: number, Y: number, Color: Color3)
Sets the color of the canvas specified pixel
GreedyCanvas: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)
GreedyCanvas:Clear()
clears the canvas render
GreedyCanvas:Destroy()
cleans up the canvas and its GUIs
-- Frames
local Demo = script.Parent.Demo
local Ref = script.Parent.Ref
-- Resolution
local ResX, ResY = 16*6, 9*6
-- Create Canvas
local Canvas = require(script.GreedyCanvas).new(ResX, ResY)
Canvas:SetParent(Demo)
-- Draw pixels
for x=1, ResX do
for y=1, ResY do
-- Define color
local v = math.sin(x/ResX) * math.cos(y/ResY)
local c = Color3.fromHSV(v, 0.9, 0.9)
-- Set in canvas
Canvas:SetPixel(x, y, c)
-- Draw naively for reference
local pixel = Instance.new("Frame")
pixel.BorderSizePixel = 0
pixel.BackgroundColor3 = c
pixel.Size = UDim2.fromScale(1/ResX, 1/ResY)
pixel.Position = UDim2.fromScale((1/ResX)*(x-1), (1/ResY)*(y-1))
pixel.Parent = Ref.Canvas
end
end
-- Render canvas
Canvas:Render()
-- Expose counts
Demo.TextLabel.Text = string.format("Frames Instances: %d", Canvas._ActiveFrames)
Ref.TextLabel.Text = string.format("Frames Instances: %d", ResX*ResY)