How to use Ec method in backstopjs

Best JavaScript code snippet using backstopjs

PolylineShadowVolumeVS.js

Source:PolylineShadowVolumeVS.js Github

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1//This file is automatically rebuilt by the Cesium build process.2define(function() {3 'use strict';4 return "attribute vec3 position3DHigh;\n\5attribute vec3 position3DLow;\n\6\n\7// In 2D and in 3D, texture coordinate normalization component signs encodes:\n\8// * X sign - sidedness relative to right plane\n\9// * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume\n\10#ifndef COLUMBUS_VIEW_2D\n\11attribute vec4 startHiAndForwardOffsetX;\n\12attribute vec4 startLoAndForwardOffsetY;\n\13attribute vec4 startNormalAndForwardOffsetZ;\n\14attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\15attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\16#else\n\17attribute vec4 startHiLo2D;\n\18attribute vec4 offsetAndRight2D;\n\19attribute vec4 startEndNormals2D;\n\20attribute vec2 texcoordNormalization2D;\n\21#endif\n\22\n\23attribute float batchId;\n\24\n\25varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\26varying vec4 v_endPlaneNormalEcAndBatchId;\n\27varying vec4 v_rightPlaneEC;\n\28varying vec4 v_endEcAndStartEcX;\n\29varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\30\n\31// For materials\n\32#ifdef WIDTH_VARYING\n\33varying float v_width;\n\34#endif\n\35#ifdef ANGLE_VARYING\n\36varying float v_polylineAngle;\n\37#endif\n\38\n\39#ifdef PER_INSTANCE_COLOR\n\40varying vec4 v_color;\n\41#endif\n\42\n\43void main()\n\44{\n\45#ifdef COLUMBUS_VIEW_2D\n\46 vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz;\n\47\n\48 vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy);\n\49 vec3 ecEnd = forwardDirectionEC + ecStart;\n\50 forwardDirectionEC = normalize(forwardDirectionEC);\n\51\n\52 // Right plane\n\53 v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);\n\54 v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\55\n\56 // start plane\n\57 vec4 startPlaneEC;\n\58 startPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);\n\59 startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\60\n\61 // end plane\n\62 vec4 endPlaneEC;\n\63 endPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);\n\64 endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\65\n\66 v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x);\n\67 v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y;\n\68\n\69#else // COLUMBUS_VIEW_2D\n\70 vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz;\n\71 vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w);\n\72 vec3 ecEnd = ecStart + offset;\n\73\n\74 vec3 forwardDirectionEC = normalize(offset);\n\75\n\76 // start plane\n\77 vec4 startPlaneEC;\n\78 startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;\n\79 startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\80\n\81 // end plane\n\82 vec4 endPlaneEC;\n\83 endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;\n\84 endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\85\n\86 // Right plane\n\87 v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;\n\88 v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\89\n\90 v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w);\n\91 v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w;\n\92\n\93#endif // COLUMBUS_VIEW_2D\n\94\n\95 v_endEcAndStartEcX.xyz = ecEnd;\n\96 v_endEcAndStartEcX.w = ecStart.x;\n\97 v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz;\n\98\n\99#ifdef PER_INSTANCE_COLOR\n\100 v_color = czm_batchTable_color(batchId);\n\101#endif // PER_INSTANCE_COLOR\n\102\n\103 // Compute a normal along which to \"push\" the position out, extending the miter depending on view distance.\n\104 // Position has already been \"pushed\" by unit length along miter normal, and miter normals are encoded in the planes.\n\105 // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be.\n\106 vec4 positionRelativeToEye = czm_computePosition();\n\107\n\108 // Check distance to the end plane and start plane, pick the plane that is closer\n\109 vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye; // w = 1.0, see czm_computePosition\n\110 float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz));\n\111 float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz));\n\112 vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz);\n\113 vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection)); // Points \"up\" for start plane, \"down\" at end plane.\n\114 vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too.\n\115\n\116 // Extrude bottom vertices downward for far view distances, like for GroundPrimitives\n\117 upOrDown = cross(forwardDirectionEC, normalEC);\n\118 upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown;\n\119 upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown;\n\120 upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown;\n\121 positionEC.xyz += upOrDown;\n\122\n\123 v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y));\n\124\n\125 // Determine distance along normalEC to push for a volume of appropriate width.\n\126 // Make volumes about double pixel width for a conservative fit - in practice the\n\127 // extra cost here is minimal compared to the loose volume heights.\n\128 //\n\129 // N = normalEC (guaranteed \"right-facing\")\n\130 // R = rightEC\n\131 // p = angle between N and R\n\132 // w = distance to push along R if R == N\n\133 // d = distance to push along N\n\134 //\n\135 // N R\n\136 // { \ p| } * cos(p) = dot(N, R) = w / d\n\137 // d\ \ | |w * d = w / dot(N, R)\n\138 // { \| }\n\139 // o---------- polyline segment ---->\n\140 //\n\141 float width = czm_batchTable_width(batchId);\n\142#ifdef WIDTH_VARYING\n\143 v_width = width;\n\144#endif\n\145\n\146 v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz;\n\147 v_startPlaneNormalEcAndHalfWidth.w = width * 0.5;\n\148\n\149 v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz;\n\150 v_endPlaneNormalEcAndBatchId.w = batchId;\n\151\n\152 width = width * max(0.0, czm_metersPerPixel(positionEC)); // width = distance to push along R\n\153 width = width / dot(normalEC, v_rightPlaneEC.xyz); // width = distance to push along N\n\154\n\155 // Determine if this vertex is on the \"left\" or \"right\"\n\156#ifdef COLUMBUS_VIEW_2D\n\157 normalEC *= sign(texcoordNormalization2D.x);\n\158#else\n\159 normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);\n\160#endif\n\161\n\162 positionEC.xyz += width * normalEC;\n\163 gl_Position = czm_depthClampFarPlane(czm_projection * positionEC);\n\164\n\165#ifdef ANGLE_VARYING\n\166 // Approximate relative screen space direction of the line.\n\167 vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y));\n\168 approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);\n\169 v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);\n\170#endif\n\171}\n\172";...

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PolylineShadowVolumeFS.js

Source:PolylineShadowVolumeFS.js Github

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1//This file is automatically rebuilt by the Cesium build process.2define(function() {3 'use strict';4 return "#ifdef GL_EXT_frag_depth\n\5#extension GL_EXT_frag_depth : enable\n\6#endif\n\7\n\8varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\9varying vec4 v_endPlaneNormalEcAndBatchId;\n\10varying vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\11varying vec4 v_endEcAndStartEcX;\n\12varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\13\n\14#ifdef PER_INSTANCE_COLOR\n\15varying vec4 v_color;\n\16#endif\n\17\n\18void main(void)\n\19{\n\20 float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\21 vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);\n\22\n\23 // Discard for sky\n\24 if (logDepthOrDepth == 0.0) {\n\25#ifdef DEBUG_SHOW_VOLUME\n\26 gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\27 return;\n\28#else // DEBUG_SHOW_VOLUME\n\29 discard;\n\30#endif // DEBUG_SHOW_VOLUME\n\31 }\n\32\n\33 vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\34 eyeCoordinate /= eyeCoordinate.w;\n\35\n\36 float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);\n\37 // Check distance of the eye coordinate against the right-facing plane\n\38 float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);\n\39\n\40 // Check eye coordinate against the mitering planes\n\41 float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);\n\42 float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);\n\43\n\44 if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\45#ifdef DEBUG_SHOW_VOLUME\n\46 gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\47 return;\n\48#else // DEBUG_SHOW_VOLUME\n\49 discard;\n\50#endif // DEBUG_SHOW_VOLUME\n\51 }\n\52\n\53 // Check distance of the eye coordinate against start and end planes with normals in the right plane.\n\54 // For computing unskewed lengthwise texture coordinate.\n\55 // Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking.\n\56\n\57 // aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more \"forward\"\n\58 vec3 alignedPlaneNormal;\n\59\n\60 // start aligned plane\n\61 alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);\n\62 alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\63 distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);\n\64\n\65 // end aligned plane\n\66 alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);\n\67 alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\68 distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);\n\69\n\70#ifdef PER_INSTANCE_COLOR\n\71 gl_FragColor = v_color;\n\72#else // PER_INSTANCE_COLOR\n\73 // Clamp - distance to aligned planes may be negative due to mitering,\n\74 // so fragment texture coordinate might be out-of-bounds.\n\75 float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);\n\76 s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;\n\77 float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);\n\78\n\79 czm_materialInput materialInput;\n\80\n\81 materialInput.s = s;\n\82 materialInput.st = vec2(s, t);\n\83 materialInput.str = vec3(s, t, 0.0);\n\84\n\85 czm_material material = czm_getMaterial(materialInput);\n\86 gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\87#endif // PER_INSTANCE_COLOR\n\88\n\89 czm_writeDepthClampedToFarPlane();\n\90}\n\91";...

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AllMaterialAppearanceFS.js

Source:AllMaterialAppearanceFS.js Github

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1//This file is automatically rebuilt by the Cesium build process.2define(function() {3 'use strict';4 return "varying vec3 v_positionEC;\n\5varying vec3 v_normalEC;\n\6varying vec3 v_tangentEC;\n\7varying vec3 v_bitangentEC;\n\8varying vec2 v_st;\n\9\n\10void main()\n\11{\n\12 vec3 positionToEyeEC = -v_positionEC;\n\13 mat3 tangentToEyeMatrix = czm_tangentToEyeSpaceMatrix(v_normalEC, v_tangentEC, v_bitangentEC);\n\14\n\15 vec3 normalEC = normalize(v_normalEC);\n\16#ifdef FACE_FORWARD\n\17 normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);\n\18#endif\n\19\n\20 czm_materialInput materialInput;\n\21 materialInput.normalEC = normalEC;\n\22 materialInput.tangentToEyeMatrix = tangentToEyeMatrix;\n\23 materialInput.positionToEyeEC = positionToEyeEC;\n\24 materialInput.st = v_st;\n\25 czm_material material = czm_getMaterial(materialInput);\n\26\n\27#ifdef FLAT\n\28 gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\29#else\n\30 gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\31#endif\n\32}\n\33";...

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Using AI Code Generation

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1module.exports = async (page, scenario) => {2 await require('./loadCookies')(page, scenario);3 var hoverSelector = scenario.hoverSelectors || scenario.hoverSelector;4 var clickSelector = scenario.clickSelectors || scenario.clickSelector;5 if (hoverSelector) {6 for (const hoverSelector of scenario.hoverSelectors) {7 await page.waitForSelector(hoverSelector);8 await page.hover(hoverSelector);9 }10 }11 if (clickSelector) {12 for (const clickSelector of scenario.clickSelectors) {13 await page.waitForSelector(clickSelector);14 await page.click(clickSelector);15 }16 }17 if (postInteractionWait) {18 await page.waitFor(postInteractionWait);19 }20};

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Using AI Code Generation

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1module.exports = async (page, scenario, vp) => {2 console.log('SCENARIO > ' + scenario.label);3 await require('./loadCookies')(page, scenario);4 await page.evaluate(_ => {5 });6};

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Using AI Code Generation

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1var backstop = require('backstopjs');2backstop('test', {config: 'backstop.json'});3{4 {5 },6 {7 },8 {9 },10 {11 }12 {13 }14 "paths": {15 },16 "engineOptions": {17 },18}19module.exports = async (page, scenario, vp) => {20 console.log('SCENARIO > ' + scenario.label);21 await require('./loadCookies')(page, scenario);22};

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Using AI Code Generation

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1var fs = require('fs');2var path = require('path');3var backstopjs = require('backstopjs');4var backstopConfig = require('./backstop.json');5var args = require('yargs').argv;6var scenarios = require('./scenarios.js');7var url = require('./url.js');8var scenario = scenarios.scenarios;9var url = url.url;10var test = {11 {12 },13 {14 },15 {16 },17 {18 }19 "paths": {20 },21 "engineOptions": {22 },23}24for (var i = 0; i < url.length; i++) {25 test.scenarios[i].url = url[i];26}27var testJson = JSON.stringify(test);28fs.writeFileSync('backstop.json', testJson, 'utf-8');29backstopjs('test');

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Using AI Code Generation

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1module.exports = async (page, scenario, vp) => {2 await require('./loadCookies')(page, scenario);3 await page.evaluate(_ => {4 window.Ec = {5 }6 });7};

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Using AI Code Generation

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1module.exports = (engine, scenario, vp) => {2 engine.evaluate(function () {3 });4 engine.waitForSelector('.my-class');5 engine.click('.my-class');6 engine.waitForSelector('.my-class-2');7 engine.click('.my-class-2');8};

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Using AI Code Generation

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1var ec = require('backstopjs/commands/ec');2ec.run({3});4var backstop = require('backstopjs');5backstop('reference', {config: './backstop.json'});6The configuration is a json file. Please see the [BackstopJS Docs](

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Using AI Code Generation

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1module.exports = async (page, scenario) => {2 await require('./loadCookies')(page, scenario);3};4{5 {6 }7}

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