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Fix a few lingering merge issues, remove unused files
1 parent a414e6b commit aeb5a39

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7 files changed

+54
-112
lines changed

7 files changed

+54
-112
lines changed

src/webgl/p5.RendererGL.Retained.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -141,7 +141,7 @@ p5.RendererGL.prototype.drawBuffers = function(gId) {
141141
this._useVertexColor = (geometry.model.vertexColors.length > 0);
142142

143143
let fillShader;
144-
if (this.states._drawingFilter && this.states.userFillShader) {
144+
if (this._drawingFilter && this.states.userFillShader) {
145145
fillShader = this.states.userFillShader;
146146
} else {
147147
fillShader = this._getFillShader();

src/webgl/p5.RendererGL.js

Lines changed: 8 additions & 26 deletions
Original file line numberDiff line numberDiff line change
@@ -28,9 +28,6 @@ defineStrokeJoinEnum('BEVEL', 2);
2828

2929
import lightingShader from './shaders/lighting.glsl';
3030
import webgl2CompatibilityShader from './shaders/webgl2Compatibility.glsl';
31-
import immediateVert from './shaders/immediate.vert';
32-
import vertexColorVert from './shaders/vertexColor.vert';
33-
import vertexColorFrag from './shaders/vertexColor.frag';
3431
import normalVert from './shaders/normal.vert';
3532
import normalFrag from './shaders/normal.frag';
3633
import basicFrag from './shaders/basic.frag';
@@ -50,9 +47,6 @@ import imageLightDiffusedFrag from './shaders/imageLightDiffused.frag';
5047
import imageLightSpecularFrag from './shaders/imageLightSpecular.frag';
5148

5249
const defaultShaders = {
53-
immediateVert,
54-
vertexColorVert,
55-
vertexColorFrag,
5650
normalVert,
5751
normalFrag,
5852
basicFrag,
@@ -560,7 +554,8 @@ p5.RendererGL = class RendererGL extends Renderer {
560554
this.executeZoom = false;
561555
this.executeRotateAndMove = false;
562556

563-
this.states._drawingFilter = false;
557+
this._drawingFilter = false;
558+
this._drawingImage = false;
564559

565560
this.states.specularShader = undefined;
566561
this.sphereMapping = undefined;
@@ -1160,9 +1155,10 @@ p5.RendererGL = class RendererGL extends Renderer {
11601155
target.filterCamera._resize();
11611156
this._pInst.setCamera(target.filterCamera);
11621157
this._pInst.resetMatrix();
1163-
this.states._drawingFilter = true;
1158+
this._drawingFilter = true;
11641159
this._pInst.image(fbo, -target.width / 2, -target.height / 2,
11651160
target.width, target.height);
1161+
this._drawingFilter = false;
11661162
this._pInst.clearDepth();
11671163
this._pInst.pop();
11681164
this._pInst.pop();
@@ -1663,9 +1659,9 @@ p5.RendererGL = class RendererGL extends Renderer {
16631659
*/
16641660
_getFillShader() {
16651661
// If drawing an image, check for user-defined image shader and filters
1666-
if (this.states._drawingImage) {
1662+
if (this._drawingImage) {
16671663
// Use user-defined image shader if available and no filter is applied
1668-
if (this.states.userImageShader && !this.states._drawingFilter) {
1664+
if (this.states.userImageShader && !this._drawingFilter) {
16691665
return this.states.userImageShader;
16701666
} else {
16711667
return this._getLightShader(); // Fallback to light shader
@@ -1676,11 +1672,11 @@ p5.RendererGL = class RendererGL extends Renderer {
16761672
return this.states.userFillShader;
16771673
}
16781674
// Use normal shader if normal material is active
1679-
else if (this._useNormalMaterial) {
1675+
else if (this.states._useNormalMaterial) {
16801676
return this._getNormalShader();
16811677
}
16821678
// Use light shader if lighting or textures are enabled
1683-
else if (this._enableLighting || this._tex) {
1679+
else if (this.states._enableLighting || this.states._tex) {
16841680
return this._getLightShader();
16851681
}
16861682
// Default to color shader if no other conditions are met
@@ -1761,20 +1757,6 @@ p5.RendererGL = class RendererGL extends Renderer {
17611757
return this._defaultLightShader;
17621758
}
17631759

1764-
_getImmediateModeShader() {
1765-
if (!this._defaultImmediateModeShader) {
1766-
this._defaultImmediateModeShader = new p5.Shader(
1767-
this,
1768-
this._webGL2CompatibilityPrefix('vert', 'mediump') +
1769-
defaultShaders.immediateVert,
1770-
this._webGL2CompatibilityPrefix('frag', 'mediump') +
1771-
defaultShaders.vertexColorFrag
1772-
);
1773-
}
1774-
1775-
return this._defaultImmediateModeShader;
1776-
}
1777-
17781760
baseNormalShader() {
17791761
return this._getNormalShader();
17801762
}

src/webgl/shaders/immediate.vert

Lines changed: 0 additions & 15 deletions
This file was deleted.

src/webgl/shaders/vertexColor.frag

Lines changed: 0 additions & 4 deletions
This file was deleted.

src/webgl/shaders/vertexColor.vert

Lines changed: 0 additions & 13 deletions
This file was deleted.

test/unit/visual/cases/webgl.js

Lines changed: 43 additions & 49 deletions
Original file line numberDiff line numberDiff line change
@@ -229,65 +229,59 @@ visualSuite('WebGL', function() {
229229

230230
visualSuite('ShaderFunctionality', function() {
231231
visualTest('FillShader', async (p5, screenshot) => {
232-
return new Promise(async resolve => {
233-
p5.createCanvas(50, 50, p5.WEBGL);
234-
const img = await new Promise(resolve => p5.loadImage('unit/assets/cat.jpg', resolve));
235-
const fillShader = p5.createShader(
236-
`
237-
attribute vec3 aPosition;
238-
void main() {
239-
gl_Position = vec4(aPosition, 1.0);
240-
}
241-
`,
242-
`
243-
precision mediump float;
244-
void main() {
245-
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
246-
}
232+
p5.createCanvas(50, 50, p5.WEBGL);
233+
const img = await new Promise(resolve => p5.loadImage('/unit/assets/cat.jpg', resolve));
234+
const fillShader = p5.createShader(
247235
`
248-
);
249-
p5.shader(fillShader);
250-
p5.lights();
251-
p5.texture(img);
252-
p5.noStroke();
253-
p5.rect(-p5.width / 2, -p5.height / 2, p5.width, p5.height);
254-
screenshot();
255-
resolve();
256-
});
236+
attribute vec3 aPosition;
237+
void main() {
238+
gl_Position = vec4(aPosition, 1.0);
239+
}
240+
`,
241+
`
242+
precision mediump float;
243+
void main() {
244+
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
245+
}
246+
`
247+
);
248+
p5.shader(fillShader);
249+
p5.lights();
250+
p5.texture(img);
251+
p5.noStroke();
252+
p5.rect(-p5.width / 2, -p5.height / 2, p5.width, p5.height);
253+
screenshot();
257254
});
258255

259256
visualTest('StrokeShader', (p5, screenshot) => {
260-
return new Promise(resolve => {
261-
p5.createCanvas(50, 50, p5.WEBGL);
262-
// Create a stroke shader with a fading effect based on distance
263-
const strokeshader = p5.baseStrokeShader().modify({
264-
'Inputs getPixelInputs': `(Inputs inputs) {
265-
float opacity = 1.0 - smoothstep(
266-
0.0,
267-
15.0,
268-
length(inputs.position - inputs.center)
269-
);
270-
inputs.color *= opacity;
271-
return inputs;
272-
}`
273-
});
274-
275-
p5.strokeShader(strokeshader);
276-
p5.strokeWeight(15);
277-
p5.line(
278-
-p5.width / 3,
279-
p5.sin(p5.millis() * 0.001) * p5.height / 4,
280-
p5.width / 3,
281-
p5.sin(p5.millis() * 0.001 + 1) * p5.height / 4
257+
p5.createCanvas(50, 50, p5.WEBGL);
258+
// Create a stroke shader with a fading effect based on distance
259+
const strokeshader = p5.baseStrokeShader().modify({
260+
'Inputs getPixelInputs': `(Inputs inputs) {
261+
float opacity = 1.0 - smoothstep(
262+
0.0,
263+
15.0,
264+
length(inputs.position - inputs.center)
282265
);
283-
screenshot();
284-
resolve();
266+
inputs.color *= opacity;
267+
return inputs;
268+
}`
285269
});
270+
271+
p5.strokeShader(strokeshader);
272+
p5.strokeWeight(15);
273+
p5.line(
274+
-p5.width / 3,
275+
p5.sin(p5.millis() * 0.001) * p5.height / 4,
276+
p5.width / 3,
277+
p5.sin(p5.millis() * 0.001 + 1) * p5.height / 4
278+
);
279+
screenshot();
286280
});
287281

288282
visualTest('ImageShader', async (p5, screenshot) => {
289283
p5.createCanvas(50, 50, p5.WEBGL);
290-
const img = await new Promise(resolve => p5.loadImage('unit/assets/cat.jpg', resolve));
284+
const img = await new Promise(resolve => p5.loadImage('/unit/assets/cat.jpg', resolve));
291285
const imgShader = p5.createShader(
292286
`
293287
precision mediump float;

test/unit/webgl/p5.Shader.js

Lines changed: 2 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -123,13 +123,11 @@ suite('p5.Shader', function() {
123123
var expectedUniforms = [
124124
'uModelViewMatrix',
125125
'uProjectionMatrix',
126-
/*'uResolution',*/
127-
'uPointSize'
128126
];
129127

130128
testShader(
131129
'Immediate Mode Shader',
132-
myp5._renderer._getImmediateModeShader(),
130+
myp5._renderer._getColorShader(),
133131
expectedAttributes,
134132
expectedUniforms
135133
);
@@ -154,7 +152,7 @@ suite('p5.Shader', function() {
154152
myp5.fill(0);
155153
var retainedColorShader = myp5._renderer._getColorShader();
156154
var texLightShader = myp5._renderer._getLightShader();
157-
var immediateColorShader = myp5._renderer._getImmediateModeShader();
155+
var immediateColorShader = myp5._renderer._getColorShader();
158156
var selectedRetainedShader = myp5._renderer._getFillShader();
159157
var selectedImmediateShader = myp5._renderer._getFillShader();
160158

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