How to use setupSimpleTextureProgram method in wpt

Best JavaScript code snippet using wpt

webgl-test-utils.js

Source:webgl-test-utils.js Github

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...179 * @return {!WebGLProgram}180 */181 var setupTexturedQuad = function(182 gl, opt_positionLocation, opt_texcoordLocation) {183 var program = setupSimpleTextureProgram(184 gl, opt_positionLocation, opt_texcoordLocation);185 setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);186 return program;187 };188 /**189 * Draws a previously setup quad.190 * @param {!WebGLContext} gl The WebGLContext to use.191 * @param {!Array.<number>} opt_color The color to fill clear with before192 * drawing. A 4 element array where each element is in the range 0 to193 * 255. Default [255, 255, 255, 255]194 */195 var drawQuad = function(gl, opt_color) {196 opt_color = opt_color || [255, 255, 255, 255];197 gl.clearColor(...

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Using AI Code Generation

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1var gl = wpt.create3DContext();2var program = wpt.setupSimpleTextureProgram(gl);3var texture = gl.createTexture();4gl.bindTexture(gl.TEXTURE_2D, texture);5gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));6gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);7gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);8gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);9gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);10gl.viewport(0, 0, 1, 1);11gl.clearColor(0, 0, 0, 1);12gl.clear(gl.COLOR_BUFFER_BIT);13gl.useProgram(program);14gl.bindTexture(gl.TEXTURE_2D, texture);15gl.drawArrays(gl.TRIANGLES, 0, 6);16var pixels = new Uint8Array(4);17gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);18if (pixels[0] != 255 || pixels[1] != 0 || pixels[2] != 0 || pixels[3] != 255) {19 testFailed("drawArrays with texture failed");20} else {21 testPassed("drawArrays with texture passed");22}23> + if (m_isIntel && m_isOSX) 24if (m_isIntel && m_isOSX && !m_isIOS)

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Using AI Code Generation

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1var program = setupSimpleTextureProgram(gl);2var program = setupSimpleTextureProgram(gl);3var program = setupSimpleTextureProgram(gl);4var program = setupSimpleTextureProgram(gl);5var program = setupSimpleTextureProgram(gl);6var program = setupSimpleTextureProgram(gl);7var program = setupSimpleTextureProgram(gl);8var program = setupSimpleTextureProgram(gl);9var program = setupSimpleTextureProgram(gl);10var program = setupSimpleTextureProgram(gl);11var program = setupSimpleTextureProgram(gl);12var program = setupSimpleTextureProgram(gl);13var program = setupSimpleTextureProgram(gl);14var program = setupSimpleTextureProgram(gl

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Using AI Code Generation

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1let canvas = document.getElementById('canvas');2let gl = canvas.getContext('webgl');3let program = wpt.setupSimpleTextureProgram(gl);4let texture = wpt.setupSimpleTexture(gl);5gl.bindTexture(gl.TEXTURE_2D, texture);6gl.useProgram(program);7gl.drawArrays(gl.TRIANGLES, 0, 6);8setupSimpleTextureProgram: function(gl) {9 attribute vec4 aVertexPosition;10 attribute vec2 aTextureCoord;11 uniform mat4 uModelViewMatrix;12 uniform mat4 uProjectionMatrix;13 varying highp vec2 vTextureCoord;14 void main(void) {15 gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;16 vTextureCoord = aTextureCoord;17 }18 `;19 varying highp vec2 vTextureCoord;20 uniform sampler2D uSampler;21 void main(void) {22 gl_FragColor = texture2D(uSampler, vTextureCoord);23 }24 `;25 const shaderProgram = wpt.initShaderProgram(gl, vsSource, fsSource);26 const programInfo = {27 attribLocations: {28 vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),29 textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),30 },31 uniformLocations: {32 projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),33 modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),34 uSampler: gl.getUniformLocation(shaderProgram, 'uSampler'),35 },36 };37 const buffers = wpt.initBuffers(gl);38 const texture = wpt.setupSimpleTexture(gl);39 wpt.drawScene(gl, programInfo, buffers, texture);40 return programInfo;41},42setupSimpleTexture: function(gl) {43 const texture = gl.createTexture();44 gl.bindTexture(gl.TEXTURE_2D, texture);

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Using AI Code Generation

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1var program = setupSimpleTextureProgram(gl, vertexShaderSource, fragmentShaderSource);2gl.useProgram(program);3function setupSimpleTextureProgram(gl, vertexShaderSource, fragmentShaderSource) {4 var program = createProgram(gl, vertexShaderSource, fragmentShaderSource);5 gl.useProgram(program);6 program.positionLocation = gl.getAttribLocation(program, "a_position");7 program.texcoordLocation = gl.getAttribLocation(program, "a_texCoord");8 program.matrixLocation = gl.getUniformLocation(program, "u_matrix");9 program.textureLocation = gl.getUniformLocation(program, "u_texture");10 program.colorLocation = gl.getUniformLocation(program, "u_color");11 return program;12}13function createProgram(gl, vertexShaderSource, fragmentShaderSource) {14 var program = gl.createProgram();15 var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);16 var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);17 gl.attachShader(program, vertexShader);18 gl.attachShader(program, fragmentShader);19 gl.linkProgram(program);20 var success = gl.getProgramParameter(program, gl.LINK_STATUS);21 if (success) {22 return program;23 }24 console.log(gl.getProgramInfoLog(program));25 gl.deleteProgram(program);26}27function createShader(gl, type, source) {28 var shader = gl.createShader(type);29 gl.shaderSource(shader, source);30 gl.compileShader(shader);31 var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);32 if (success) {33 return shader;34 }35 console.log(gl.getShaderInfoLog(shader));36 gl.deleteShader(shader);37}

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Using AI Code Generation

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1function main() {2 var canvas = document.getElementById("canvas");3 var gl = canvas.getContext("webgl");4 var program = wptSetupSimpleTextureProgram(gl);5}6function wptSetupSimpleTextureProgram(gl) {7 var program = gl.createProgram();8 var vs = wptCreateShaderFromScriptElement(gl, "vertex-shader");9 var fs = wptCreateShaderFromScriptElement(gl, "fragment-shader");10 gl.attachShader(program, vs);11 gl.attachShader(program, fs);12 gl.linkProgram(program);13 gl.useProgram(program);14 return program;15}16function wptCreateShaderFromScriptElement(gl, scriptId) {17 var shaderScript = document.getElementById(scriptId);18 if (!shaderScript) {19 return null;20 }21 var shaderSource = shaderScript.text;22 var shader;23 if (shaderScript.type == "x-shader/x-fragment") {24 shader = gl.createShader(gl.FRAGMENT_SHADER);25 } else if (shaderScript.type == "x-shader/x-vertex") {26 shader = gl.createShader(gl.VERTEX_SHADER);27 } else {28 return null;29 }30 gl.shaderSource(shader, shaderSource);31 gl.compileShader(shader);32 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {33 return null;34 }35 return shader;36}37precision mediump float;38varying vec2 v_texCoord;39uniform sampler2D u_texture;40void main() {41 gl_FragColor = texture2D(u_texture, v_texCoord);42}43attribute vec2 a_position;44attribute vec2 a_texCoord;45varying vec2 v_texCoord;46void main() {47 gl_Position = vec4(a_position, 0, 1);48 v_texCoord = a_texCoord;49}

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Using AI Code Generation

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1var canvas = document.getElementById("canvas");2var gl = canvas.getContext("webgl");3var program = setupSimpleTextureProgram(gl);4gl.useProgram(program);5gl.drawArrays(gl.TRIANGLES, 0, 6);6var canvas = document.getElementById("canvas");7var gl = canvas.getContext("webgl");8var program = setupTextureProgram(gl);9gl.useProgram(program);10gl.drawArrays(gl.TRIANGLES, 0, 6);11var canvas = document.getElementById("canvas");12var gl = canvas.getContext("webgl");13var program = setupTextureProgram(gl);14gl.useProgram(program);15gl.drawArrays(gl.TRIANGLES, 0, 6);16var canvas = document.getElementById("canvas");17var gl = canvas.getContext("webgl");18var program = setupTextureProgram(gl);19gl.useProgram(program);20gl.drawArrays(gl.TRIANGLES, 0, 6);

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Using AI Code Generation

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1"use strict";2var canvas;3var gl;4var numVertices = 6;5var texSize = 64;6var program;7var pointsArray = [];8var texCoordsArray = [];9var texture;10var c;11window.onload = function init()12{13 canvas = document.getElementById( "gl-canvas" );14 gl = WebGLUtils.setupWebGL( canvas );15 if ( !gl ) { alert( "WebGL isn't available" ); }16 gl.viewport( 0, 0, canvas.width, canvas.height );17 gl.clearColor( 0.0, 0.0, 0.0, 1.0 );18 program = initShaders( gl, "vertex-shader", "fragment-shader" );19 gl.useProgram( program);20 setupSimpleTextureProgram(gl, program);21 initTexture();22 configureTexture( texture );23 render();24}25function initTexture() {26 texture = gl.createTexture();27 gl.bindTexture( gl.TEXTURE_2D, texture );28 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);29 gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0,30 gl.RGBA, gl.UNSIGNED_BYTE, null );31 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,32 gl.NEAREST );33 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER,34 gl.NEAREST );35 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S,36 gl.CLAMP_TO_EDGE );37 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T,38 gl.CLAMP_TO_EDGE );39}40function configureTexture( image ) {41 gl.bindTexture( gl.TEXTURE_2D, texture );42 gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,43 gl.UNSIGNED_BYTE, image );44 gl.generateMipmap( gl.TEXTURE_2D );45 gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,

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Using AI Code Generation

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1var textureProgram = setupSimpleTextureProgram(gl);2var texture = gl.createTexture();3gl.bindTexture(gl.TEXTURE_2D, texture);4gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,5new Uint8Array([255, 0, 0, 255]));6gl.bindTexture(gl.TEXTURE_2D, null);7var vertexBuffer = gl.createBuffer();8gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);9var vertices = new Float32Array([10]);11gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);12gl.bindBuffer(gl.ARRAY_BUFFER, null);13var indexBuffer = gl.createBuffer();14gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);15var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);16gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);17gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);18gl.useProgram(textureProgram);19gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);20gl.enableVertexAttribArray(textureProgram.vertexPositionAttribute);21gl.vertexAttribPointer(textureProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 16, 0);22gl.enableVertexAttribArray(textureProgram.textureCoordAttribute);23gl.vertexAttribPointer(textureProgram.textureCoordAttribute, 2, gl.FLOAT, false, 16, 8);24gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);25gl.activeTexture(gl.TEXTURE0);26gl.bindTexture(gl.TEXTURE_2D, texture);27gl.uniform1i(textureProgram.samplerUniform, 0);28gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);29gl.bindTexture(gl.TEXTURE_2D, null);

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