How to use three method in Molotov

Best Python code snippet using molotov_python

ShaderLib.js

Source:ShaderLib.js Github

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1/**2 * Webgl Shader Library for three.js3 *4 * @author alteredq / http://alteredqualia.com/5 * @author mrdoob / http://mrdoob.com/6 * @author mikael emtinger / http://gomo.se/7 */8THREE.ShaderLib = {9 'basic': {10 uniforms: THREE.UniformsUtils.merge( [11 THREE.UniformsLib[ "common" ],12 THREE.UniformsLib[ "aomap" ],13 THREE.UniformsLib[ "fog" ],14 THREE.UniformsLib[ "shadowmap" ]15 ] ),16 vertexShader: [17 THREE.ShaderChunk[ "common" ],18 THREE.ShaderChunk[ "uv_pars_vertex" ],19 THREE.ShaderChunk[ "uv2_pars_vertex" ],20 THREE.ShaderChunk[ "envmap_pars_vertex" ],21 THREE.ShaderChunk[ "color_pars_vertex" ],22 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],23 THREE.ShaderChunk[ "skinning_pars_vertex" ],24 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],25 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],26 "void main() {",27 THREE.ShaderChunk[ "uv_vertex" ],28 THREE.ShaderChunk[ "uv2_vertex" ],29 THREE.ShaderChunk[ "color_vertex" ],30 THREE.ShaderChunk[ "skinbase_vertex" ],31 " #ifdef USE_ENVMAP",32 THREE.ShaderChunk[ "beginnormal_vertex" ],33 THREE.ShaderChunk[ "morphnormal_vertex" ],34 THREE.ShaderChunk[ "skinnormal_vertex" ],35 THREE.ShaderChunk[ "defaultnormal_vertex" ],36 " #endif",37 THREE.ShaderChunk[ "begin_vertex" ],38 THREE.ShaderChunk[ "morphtarget_vertex" ],39 THREE.ShaderChunk[ "skinning_vertex" ],40 THREE.ShaderChunk[ "project_vertex" ],41 THREE.ShaderChunk[ "logdepthbuf_vertex" ],42 THREE.ShaderChunk[ "worldpos_vertex" ],43 THREE.ShaderChunk[ "envmap_vertex" ],44 THREE.ShaderChunk[ "shadowmap_vertex" ],45 "}"46 ].join( "\n" ),47 fragmentShader: [48 "uniform vec3 diffuse;",49 "uniform float opacity;",50 THREE.ShaderChunk[ "common" ],51 THREE.ShaderChunk[ "color_pars_fragment" ],52 THREE.ShaderChunk[ "uv_pars_fragment" ],53 THREE.ShaderChunk[ "uv2_pars_fragment" ],54 THREE.ShaderChunk[ "map_pars_fragment" ],55 THREE.ShaderChunk[ "alphamap_pars_fragment" ],56 THREE.ShaderChunk[ "aomap_pars_fragment" ],57 THREE.ShaderChunk[ "envmap_pars_fragment" ],58 THREE.ShaderChunk[ "fog_pars_fragment" ],59 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],60 THREE.ShaderChunk[ "specularmap_pars_fragment" ],61 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],62 "void main() {",63 " vec3 outgoingLight = vec3( 0.0 );",64 " vec4 diffuseColor = vec4( diffuse, opacity );",65 " vec3 totalAmbientLight = vec3( 1.0 );", // hardwired66 " vec3 shadowMask = vec3( 1.0 );",67 THREE.ShaderChunk[ "logdepthbuf_fragment" ],68 THREE.ShaderChunk[ "map_fragment" ],69 THREE.ShaderChunk[ "color_fragment" ],70 THREE.ShaderChunk[ "alphamap_fragment" ],71 THREE.ShaderChunk[ "alphatest_fragment" ],72 THREE.ShaderChunk[ "specularmap_fragment" ],73 THREE.ShaderChunk[ "aomap_fragment" ],74 THREE.ShaderChunk[ "shadowmap_fragment" ],75 " outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask;",76 THREE.ShaderChunk[ "envmap_fragment" ],77 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],78 THREE.ShaderChunk[ "fog_fragment" ],79 " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",80 "}"81 ].join( "\n" )82 },83 'lambert': {84 uniforms: THREE.UniformsUtils.merge( [85 THREE.UniformsLib[ "common" ],86 THREE.UniformsLib[ "fog" ],87 THREE.UniformsLib[ "lights" ],88 THREE.UniformsLib[ "shadowmap" ],89 {90 "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }91 }92 ] ),93 vertexShader: [94 "#define LAMBERT",95 "varying vec3 vLightFront;",96 "#ifdef DOUBLE_SIDED",97 " varying vec3 vLightBack;",98 "#endif",99 THREE.ShaderChunk[ "common" ],100 THREE.ShaderChunk[ "uv_pars_vertex" ],101 THREE.ShaderChunk[ "uv2_pars_vertex" ],102 THREE.ShaderChunk[ "envmap_pars_vertex" ],103 THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],104 THREE.ShaderChunk[ "color_pars_vertex" ],105 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],106 THREE.ShaderChunk[ "skinning_pars_vertex" ],107 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],108 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],109 "void main() {",110 THREE.ShaderChunk[ "uv_vertex" ],111 THREE.ShaderChunk[ "uv2_vertex" ],112 THREE.ShaderChunk[ "color_vertex" ],113 THREE.ShaderChunk[ "beginnormal_vertex" ],114 THREE.ShaderChunk[ "morphnormal_vertex" ],115 THREE.ShaderChunk[ "skinbase_vertex" ],116 THREE.ShaderChunk[ "skinnormal_vertex" ],117 THREE.ShaderChunk[ "defaultnormal_vertex" ],118 THREE.ShaderChunk[ "begin_vertex" ],119 THREE.ShaderChunk[ "morphtarget_vertex" ],120 THREE.ShaderChunk[ "skinning_vertex" ],121 THREE.ShaderChunk[ "project_vertex" ],122 THREE.ShaderChunk[ "logdepthbuf_vertex" ],123 THREE.ShaderChunk[ "worldpos_vertex" ],124 THREE.ShaderChunk[ "envmap_vertex" ],125 THREE.ShaderChunk[ "lights_lambert_vertex" ],126 THREE.ShaderChunk[ "shadowmap_vertex" ],127 "}"128 ].join( "\n" ),129 fragmentShader: [130 "uniform vec3 diffuse;",131 "uniform vec3 emissive;",132 "uniform float opacity;",133 "uniform vec3 ambientLightColor;",134 "varying vec3 vLightFront;",135 "#ifdef DOUBLE_SIDED",136 " varying vec3 vLightBack;",137 "#endif",138 THREE.ShaderChunk[ "common" ],139 THREE.ShaderChunk[ "color_pars_fragment" ],140 THREE.ShaderChunk[ "uv_pars_fragment" ],141 THREE.ShaderChunk[ "uv2_pars_fragment" ],142 THREE.ShaderChunk[ "map_pars_fragment" ],143 THREE.ShaderChunk[ "alphamap_pars_fragment" ],144 THREE.ShaderChunk[ "envmap_pars_fragment" ],145 THREE.ShaderChunk[ "fog_pars_fragment" ],146 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],147 THREE.ShaderChunk[ "specularmap_pars_fragment" ],148 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],149 "void main() {",150 " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does151 " vec4 diffuseColor = vec4( diffuse, opacity );",152 " vec3 totalAmbientLight = ambientLightColor;",153 " vec3 shadowMask = vec3( 1.0 );",154 THREE.ShaderChunk[ "logdepthbuf_fragment" ],155 THREE.ShaderChunk[ "map_fragment" ],156 THREE.ShaderChunk[ "color_fragment" ],157 THREE.ShaderChunk[ "alphamap_fragment" ],158 THREE.ShaderChunk[ "alphatest_fragment" ],159 THREE.ShaderChunk[ "specularmap_fragment" ],160 THREE.ShaderChunk[ "shadowmap_fragment" ],161 " #ifdef DOUBLE_SIDED",162 " if ( gl_FrontFacing )",163 " outgoingLight += diffuseColor.rgb * ( vLightFront * shadowMask + totalAmbientLight ) + emissive;",164 " else",165 " outgoingLight += diffuseColor.rgb * ( vLightBack * shadowMask + totalAmbientLight ) + emissive;",166 " #else",167 " outgoingLight += diffuseColor.rgb * ( vLightFront * shadowMask + totalAmbientLight ) + emissive;",168 " #endif",169 THREE.ShaderChunk[ "envmap_fragment" ],170 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],171 THREE.ShaderChunk[ "fog_fragment" ],172 " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",173 "}"174 ].join( "\n" )175 },176 'phong': {177 uniforms: THREE.UniformsUtils.merge( [178 THREE.UniformsLib[ "common" ],179 THREE.UniformsLib[ "aomap" ],180 THREE.UniformsLib[ "lightmap" ],181 THREE.UniformsLib[ "emissivemap" ],182 THREE.UniformsLib[ "bumpmap" ],183 THREE.UniformsLib[ "normalmap" ],184 THREE.UniformsLib[ "displacementmap" ],185 THREE.UniformsLib[ "fog" ],186 THREE.UniformsLib[ "lights" ],187 THREE.UniformsLib[ "shadowmap" ],188 {189 "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },190 "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },191 "shininess": { type: "f", value: 30 }192 }193 ] ),194 vertexShader: [195 "#define PHONG",196 "varying vec3 vViewPosition;",197 "#ifndef FLAT_SHADED",198 " varying vec3 vNormal;",199 "#endif",200 THREE.ShaderChunk[ "common" ],201 THREE.ShaderChunk[ "uv_pars_vertex" ],202 THREE.ShaderChunk[ "uv2_pars_vertex" ],203 THREE.ShaderChunk[ "displacementmap_pars_vertex" ],204 THREE.ShaderChunk[ "envmap_pars_vertex" ],205 THREE.ShaderChunk[ "lights_phong_pars_vertex" ],206 THREE.ShaderChunk[ "color_pars_vertex" ],207 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],208 THREE.ShaderChunk[ "skinning_pars_vertex" ],209 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],210 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],211 "void main() {",212 THREE.ShaderChunk[ "uv_vertex" ],213 THREE.ShaderChunk[ "uv2_vertex" ],214 THREE.ShaderChunk[ "color_vertex" ],215 THREE.ShaderChunk[ "beginnormal_vertex" ],216 THREE.ShaderChunk[ "morphnormal_vertex" ],217 THREE.ShaderChunk[ "skinbase_vertex" ],218 THREE.ShaderChunk[ "skinnormal_vertex" ],219 THREE.ShaderChunk[ "defaultnormal_vertex" ],220 "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED221 " vNormal = normalize( transformedNormal );",222 "#endif",223 THREE.ShaderChunk[ "begin_vertex" ],224 THREE.ShaderChunk[ "displacementmap_vertex" ],225 THREE.ShaderChunk[ "morphtarget_vertex" ],226 THREE.ShaderChunk[ "skinning_vertex" ],227 THREE.ShaderChunk[ "project_vertex" ],228 THREE.ShaderChunk[ "logdepthbuf_vertex" ],229 " vViewPosition = - mvPosition.xyz;",230 THREE.ShaderChunk[ "worldpos_vertex" ],231 THREE.ShaderChunk[ "envmap_vertex" ],232 THREE.ShaderChunk[ "lights_phong_vertex" ],233 THREE.ShaderChunk[ "shadowmap_vertex" ],234 "}"235 ].join( "\n" ),236 fragmentShader: [237 "#define PHONG",238 "uniform vec3 diffuse;",239 "uniform vec3 emissive;",240 "uniform vec3 specular;",241 "uniform float shininess;",242 "uniform float opacity;",243 THREE.ShaderChunk[ "common" ],244 THREE.ShaderChunk[ "color_pars_fragment" ],245 THREE.ShaderChunk[ "uv_pars_fragment" ],246 THREE.ShaderChunk[ "uv2_pars_fragment" ],247 THREE.ShaderChunk[ "map_pars_fragment" ],248 THREE.ShaderChunk[ "alphamap_pars_fragment" ],249 THREE.ShaderChunk[ "aomap_pars_fragment" ],250 THREE.ShaderChunk[ "lightmap_pars_fragment" ],251 THREE.ShaderChunk[ "emissivemap_pars_fragment" ],252 THREE.ShaderChunk[ "envmap_pars_fragment" ],253 THREE.ShaderChunk[ "fog_pars_fragment" ],254 THREE.ShaderChunk[ "lights_phong_pars_fragment" ],255 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],256 THREE.ShaderChunk[ "bumpmap_pars_fragment" ],257 THREE.ShaderChunk[ "normalmap_pars_fragment" ],258 THREE.ShaderChunk[ "specularmap_pars_fragment" ],259 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],260 "void main() {",261 " vec3 outgoingLight = vec3( 0.0 );",262 " vec4 diffuseColor = vec4( diffuse, opacity );",263 " vec3 totalAmbientLight = ambientLightColor;",264 " vec3 totalEmissiveLight = emissive;",265 " vec3 shadowMask = vec3( 1.0 );",266 THREE.ShaderChunk[ "logdepthbuf_fragment" ],267 THREE.ShaderChunk[ "map_fragment" ],268 THREE.ShaderChunk[ "color_fragment" ],269 THREE.ShaderChunk[ "alphamap_fragment" ],270 THREE.ShaderChunk[ "alphatest_fragment" ],271 THREE.ShaderChunk[ "specularmap_fragment" ],272 THREE.ShaderChunk[ "normal_phong_fragment" ],273 THREE.ShaderChunk[ "lightmap_fragment" ],274 THREE.ShaderChunk[ "hemilight_fragment" ],275 THREE.ShaderChunk[ "aomap_fragment" ],276 THREE.ShaderChunk[ "emissivemap_fragment" ],277 THREE.ShaderChunk[ "lights_phong_fragment" ],278 THREE.ShaderChunk[ "shadowmap_fragment" ],279 "totalDiffuseLight *= shadowMask;",280 "totalSpecularLight *= shadowMask;",281 "#ifdef METAL",282 " outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) * specular + totalSpecularLight + totalEmissiveLight;",283 "#else",284 " outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;",285 "#endif",286 THREE.ShaderChunk[ "envmap_fragment" ],287 THREE.ShaderChunk[ "linear_to_gamma_fragment" ],288 THREE.ShaderChunk[ "fog_fragment" ],289 " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",290 "}"291 ].join( "\n" )292 },293 'points': {294 uniforms: THREE.UniformsUtils.merge( [295 THREE.UniformsLib[ "points" ],296 THREE.UniformsLib[ "shadowmap" ]297 ] ),298 vertexShader: [299 "uniform float size;",300 "uniform float scale;",301 THREE.ShaderChunk[ "common" ],302 THREE.ShaderChunk[ "color_pars_vertex" ],303 THREE.ShaderChunk[ "shadowmap_pars_vertex" ],304 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],305 "void main() {",306 THREE.ShaderChunk[ "color_vertex" ],307 " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",308 " #ifdef USE_SIZEATTENUATION",309 " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",310 " #else",311 " gl_PointSize = size;",312 " #endif",313 " gl_Position = projectionMatrix * mvPosition;",314 THREE.ShaderChunk[ "logdepthbuf_vertex" ],315 THREE.ShaderChunk[ "worldpos_vertex" ],316 THREE.ShaderChunk[ "shadowmap_vertex" ],317 "}"318 ].join( "\n" ),319 fragmentShader: [320 "uniform vec3 psColor;",321 "uniform float opacity;",322 THREE.ShaderChunk[ "common" ],323 THREE.ShaderChunk[ "color_pars_fragment" ],324 THREE.ShaderChunk[ "map_particle_pars_fragment" ],325 THREE.ShaderChunk[ "fog_pars_fragment" ],326 THREE.ShaderChunk[ "shadowmap_pars_fragment" ],327 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],328 "void main() {",329 " vec3 outgoingLight = vec3( 0.0 );",330 " vec4 diffuseColor = vec4( psColor, opacity );",331 " vec3 shadowMask = vec3( 1.0 );",332 THREE.ShaderChunk[ "logdepthbuf_fragment" ],333 THREE.ShaderChunk[ "map_particle_fragment" ],334 THREE.ShaderChunk[ "color_fragment" ],335 THREE.ShaderChunk[ "alphatest_fragment" ],336 THREE.ShaderChunk[ "shadowmap_fragment" ],337 " outgoingLight = diffuseColor.rgb * shadowMask;",338 THREE.ShaderChunk[ "fog_fragment" ],339 " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",340 "}"341 ].join( "\n" )342 },343 'dashed': {344 uniforms: THREE.UniformsUtils.merge( [345 THREE.UniformsLib[ "common" ],346 THREE.UniformsLib[ "fog" ],347 {348 "scale" : { type: "f", value: 1 },349 "dashSize" : { type: "f", value: 1 },350 "totalSize": { type: "f", value: 2 }351 }352 ] ),353 vertexShader: [354 "uniform float scale;",355 "attribute float lineDistance;",356 "varying float vLineDistance;",357 THREE.ShaderChunk[ "common" ],358 THREE.ShaderChunk[ "color_pars_vertex" ],359 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],360 "void main() {",361 THREE.ShaderChunk[ "color_vertex" ],362 " vLineDistance = scale * lineDistance;",363 " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",364 " gl_Position = projectionMatrix * mvPosition;",365 THREE.ShaderChunk[ "logdepthbuf_vertex" ],366 "}"367 ].join( "\n" ),368 fragmentShader: [369 "uniform vec3 diffuse;",370 "uniform float opacity;",371 "uniform float dashSize;",372 "uniform float totalSize;",373 "varying float vLineDistance;",374 THREE.ShaderChunk[ "common" ],375 THREE.ShaderChunk[ "color_pars_fragment" ],376 THREE.ShaderChunk[ "fog_pars_fragment" ],377 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],378 "void main() {",379 " if ( mod( vLineDistance, totalSize ) > dashSize ) {",380 " discard;",381 " }",382 " vec3 outgoingLight = vec3( 0.0 );",383 " vec4 diffuseColor = vec4( diffuse, opacity );",384 THREE.ShaderChunk[ "logdepthbuf_fragment" ],385 THREE.ShaderChunk[ "color_fragment" ],386 " outgoingLight = diffuseColor.rgb;", // simple shader387 THREE.ShaderChunk[ "fog_fragment" ],388 " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",389 "}"390 ].join( "\n" )391 },392 'depth': {393 uniforms: {394 "mNear": { type: "f", value: 1.0 },395 "mFar" : { type: "f", value: 2000.0 },396 "opacity" : { type: "f", value: 1.0 }397 },398 vertexShader: [399 THREE.ShaderChunk[ "common" ],400 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],401 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],402 "void main() {",403 THREE.ShaderChunk[ "begin_vertex" ],404 THREE.ShaderChunk[ "morphtarget_vertex" ],405 THREE.ShaderChunk[ "project_vertex" ],406 THREE.ShaderChunk[ "logdepthbuf_vertex" ],407 "}"408 ].join( "\n" ),409 fragmentShader: [410 "uniform float mNear;",411 "uniform float mFar;",412 "uniform float opacity;",413 THREE.ShaderChunk[ "common" ],414 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],415 "void main() {",416 THREE.ShaderChunk[ "logdepthbuf_fragment" ],417 " #ifdef USE_LOGDEPTHBUF_EXT",418 " float depth = gl_FragDepthEXT / gl_FragCoord.w;",419 " #else",420 " float depth = gl_FragCoord.z / gl_FragCoord.w;",421 " #endif",422 " float color = 1.0 - smoothstep( mNear, mFar, depth );",423 " gl_FragColor = vec4( vec3( color ), opacity );",424 "}"425 ].join( "\n" )426 },427 'normal': {428 uniforms: {429 "opacity" : { type: "f", value: 1.0 }430 },431 vertexShader: [432 "varying vec3 vNormal;",433 THREE.ShaderChunk[ "common" ],434 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],435 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],436 "void main() {",437 " vNormal = normalize( normalMatrix * normal );",438 THREE.ShaderChunk[ "begin_vertex" ],439 THREE.ShaderChunk[ "morphtarget_vertex" ],440 THREE.ShaderChunk[ "project_vertex" ],441 THREE.ShaderChunk[ "logdepthbuf_vertex" ],442 "}"443 ].join( "\n" ),444 fragmentShader: [445 "uniform float opacity;",446 "varying vec3 vNormal;",447 THREE.ShaderChunk[ "common" ],448 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],449 "void main() {",450 " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",451 THREE.ShaderChunk[ "logdepthbuf_fragment" ],452 "}"453 ].join( "\n" )454 },455 /* -------------------------------------------------------------------------456 // Cube map shader457 ------------------------------------------------------------------------- */458 'cube': {459 uniforms: { "tCube": { type: "t", value: null },460 "tFlip": { type: "f", value: - 1 } },461 vertexShader: [462 "varying vec3 vWorldPosition;",463 THREE.ShaderChunk[ "common" ],464 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],465 "void main() {",466 " vWorldPosition = transformDirection( position, modelMatrix );",467 " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",468 THREE.ShaderChunk[ "logdepthbuf_vertex" ],469 "}"470 ].join( "\n" ),471 fragmentShader: [472 "uniform samplerCube tCube;",473 "uniform float tFlip;",474 "varying vec3 vWorldPosition;",475 THREE.ShaderChunk[ "common" ],476 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],477 "void main() {",478 " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",479 THREE.ShaderChunk[ "logdepthbuf_fragment" ],480 "}"481 ].join( "\n" )482 },483 /* -------------------------------------------------------------------------484 // Cube map shader485 ------------------------------------------------------------------------- */486 'equirect': {487 uniforms: { "tEquirect": { type: "t", value: null },488 "tFlip": { type: "f", value: - 1 } },489 vertexShader: [490 "varying vec3 vWorldPosition;",491 THREE.ShaderChunk[ "common" ],492 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],493 "void main() {",494 " vWorldPosition = transformDirection( position, modelMatrix );",495 " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",496 THREE.ShaderChunk[ "logdepthbuf_vertex" ],497 "}"498 ].join( "\n" ),499 fragmentShader: [500 "uniform sampler2D tEquirect;",501 "uniform float tFlip;",502 "varying vec3 vWorldPosition;",503 THREE.ShaderChunk[ "common" ],504 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],505 "void main() {",506 // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",507 "vec3 direction = normalize( vWorldPosition );",508 "vec2 sampleUV;",509 "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",510 "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",511 "gl_FragColor = texture2D( tEquirect, sampleUV );",512 THREE.ShaderChunk[ "logdepthbuf_fragment" ],513 "}"514 ].join( "\n" )515 },516 /* Depth encoding into RGBA texture517 *518 * based on SpiderGL shadow map example519 * http://spidergl.org/example.php?id=6520 *521 * originally from522 * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD523 *524 * see also525 * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/526 */527 'depthRGBA': {528 uniforms: {},529 vertexShader: [530 THREE.ShaderChunk[ "common" ],531 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],532 THREE.ShaderChunk[ "skinning_pars_vertex" ],533 THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],534 "void main() {",535 THREE.ShaderChunk[ "skinbase_vertex" ],536 THREE.ShaderChunk[ "begin_vertex" ],537 THREE.ShaderChunk[ "morphtarget_vertex" ],538 THREE.ShaderChunk[ "skinning_vertex" ],539 THREE.ShaderChunk[ "project_vertex" ],540 THREE.ShaderChunk[ "logdepthbuf_vertex" ],541 "}"542 ].join( "\n" ),543 fragmentShader: [544 THREE.ShaderChunk[ "common" ],545 THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],546 "vec4 pack_depth( const in float depth ) {",547 " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",548 " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",549 " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",550 " res -= res.xxyz * bit_mask;",551 " return res;",552 "}",553 "void main() {",554 THREE.ShaderChunk[ "logdepthbuf_fragment" ],555 " #ifdef USE_LOGDEPTHBUF_EXT",556 " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",557 " #else",558 " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",559 " #endif",560 //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",561 //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",562 //"gl_FragData[ 0 ] = pack_depth( z );",563 //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",564 "}"565 ].join( "\n" )566 },567 'distanceRGBA': {568 uniforms: {569 "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }570 },571 vertexShader: [572 "varying vec4 vWorldPosition;",573 THREE.ShaderChunk[ "common" ],574 THREE.ShaderChunk[ "morphtarget_pars_vertex" ],575 THREE.ShaderChunk[ "skinning_pars_vertex" ],576 "void main() {",577 THREE.ShaderChunk[ "skinbase_vertex" ],578 THREE.ShaderChunk[ "begin_vertex" ],579 THREE.ShaderChunk[ "morphtarget_vertex" ],580 THREE.ShaderChunk[ "skinning_vertex" ],581 THREE.ShaderChunk[ "project_vertex" ],582 THREE.ShaderChunk[ "worldpos_vertex" ],583 "vWorldPosition = worldPosition;",584 "}"585 ].join( "\n" ),586 fragmentShader: [587 "uniform vec3 lightPos;",588 "varying vec4 vWorldPosition;",589 THREE.ShaderChunk[ "common" ],590 "vec4 pack1K ( float depth ) {",591 " depth /= 1000.0;",592 " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",593 " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",594 " vec4 res = fract( depth * bitSh );",595 " res -= res.xxyz * bitMsk;",596 " return res; ",597 "}",598 "float unpack1K ( vec4 color ) {",599 " const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",600 " return dot( color, bitSh ) * 1000.0;",601 "}",602 "void main () {",603 " gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );",604 "}"605 ].join( "\n" )606 }...

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test.py

Source:test.py Github

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1#!/usr/bin/python32import unittest3from primitive_calculator import optimal_sequence, \4 optimal_sequence_simplified, Operation5class OptimalSequenceTestCase(unittest.TestCase):6 def assert_sequences_and_operations(self, n, sequences, operations):7 self.assertEqual(len(sequences), len(operations))8 sequence_length = -19 for i in range(0, len(sequences)):10 if sequence_length == -1:11 sequence_length = len(sequences[i])12 self.assertEqual(sequence_length, len(sequences[i]))13 self.assertEqual(len(sequences[i]), len(operations[i]) + 1)14 x = 115 self.assertEqual(sequences[i][0], x)16 for j in range(0, len(sequences[i]) - 1):17 if operations[i][j] == Operation.multiply_by_three.name:18 x *= 319 elif operations[i][j] == Operation.multiply_by_two.name:20 x *= 221 elif operations[i][j] == Operation.add_one.name:22 x += 123 self.assertEqual(sequences[i][j + 1], x)24 self.assertEqual(n, x)25 def test_with_negative(self):26 with self.assertRaisesRegex(AssertionError, ''):27 optimal_sequence(0)28 def test_with_0(self):29 with self.assertRaisesRegex(AssertionError, ''):30 optimal_sequence(0)31 def test_with_1(self):32 n = 133 sequences, operations = optimal_sequence(n)34 self.assertEqual([ [ 1 ] ], sequences)35 self.assertEqual([ [] ], operations)36 self.assert_sequences_and_operations(n, sequences, operations)37 def test_with_2(self):38 n = 239 sequences, operations = optimal_sequence(n)40 self.assertEqual(41 [42 [ 1, 2 ],43 [ 1, 2 ]44 ],45 sequences)46 self.assertEqual(47 [48 [ 'multiply_by_two' ],49 [ 'add_one' ]50 ],51 operations)52 self.assert_sequences_and_operations(n, sequences, operations)53 def test_with_3(self):54 n = 355 sequences, operations = optimal_sequence(n)56 self.assertEqual(57 [58 [ 1, 3 ]59 ],60 sequences)61 self.assertEqual(62 [63 [ 'multiply_by_three' ],64 ],65 operations)66 self.assert_sequences_and_operations(n, sequences, operations)67 def test_with_4(self):68 n = 469 sequences, operations = optimal_sequence(n)70 self.assertEqual(71 [72 [ 1, 2, 4 ],73 [ 1, 2, 4 ],74 [ 1, 3, 4 ]75 ],76 sequences)77 self.assertEqual(78 [79 [ 'multiply_by_two', 'multiply_by_two' ],80 [ 'add_one', 'multiply_by_two' ],81 [ 'multiply_by_three', 'add_one' ]82 ],83 operations)84 self.assert_sequences_and_operations(n, sequences, operations)85 def test_with_5(self):86 n = 587 sequences, operations = optimal_sequence(n)88 self.assertEqual(89 [90 [ 1, 2, 4, 5 ],91 [ 1, 2, 4, 5 ],92 [ 1, 3, 4, 5 ]93 ],94 sequences)95 self.assertEqual(96 [97 [ 'multiply_by_two', 'multiply_by_two', 'add_one' ],98 [ 'add_one', 'multiply_by_two', 'add_one' ],99 [ 'multiply_by_three', 'add_one', 'add_one' ]100 ],101 operations)102 self.assert_sequences_and_operations(n, sequences, operations)103 def test_with_6(self):104 n = 6105 sequences, operations = optimal_sequence(n)106 self.assertEqual(107 [108 [ 1, 2, 6 ],109 [ 1, 2, 6 ],110 [ 1, 3, 6 ]111 ],112 sequences)113 self.assertEqual(114 [115 [ 'multiply_by_two', 'multiply_by_three' ],116 [ 'add_one', 'multiply_by_three' ],117 [ 'multiply_by_three', 'multiply_by_two' ]118 ],119 operations)120 self.assert_sequences_and_operations(n, sequences, operations)121 def test_with_7(self):122 n = 7123 sequences, operations = optimal_sequence(n)124 self.assertEqual(125 [126 [ 1, 2, 6, 7 ],127 [ 1, 2, 6, 7 ],128 [ 1, 3, 6, 7 ]129 ],130 sequences)131 self.assertEqual(132 [133 [ 'multiply_by_two', 'multiply_by_three', 'add_one' ],134 [ 'add_one', 'multiply_by_three', 'add_one' ],135 [ 'multiply_by_three', 'multiply_by_two', 'add_one' ]136 ],137 operations)138 self.assert_sequences_and_operations(n, sequences, operations)139 def test_with_8(self):140 n = 8141 sequences, operations = optimal_sequence(n)142 self.assertEqual(143 [144 [ 1, 2, 4, 8 ],145 [ 1, 2, 4, 8 ],146 [ 1, 3, 4, 8 ]147 ],148 sequences)149 self.assertEqual(150 [151 [ 'multiply_by_two', 'multiply_by_two', 'multiply_by_two' ],152 [ 'add_one', 'multiply_by_two', 'multiply_by_two' ],153 [ 'multiply_by_three', 'add_one', 'multiply_by_two' ]154 ],155 operations)156 self.assert_sequences_and_operations(n, sequences, operations)157 def test_with_9(self):158 n = 9159 sequences, operations = optimal_sequence(n)160 self.assertEqual(161 [162 [ 1, 3, 9 ]163 ],164 sequences)165 self.assertEqual(166 [167 [ 'multiply_by_three', 'multiply_by_three' ]168 ],169 operations)170 self.assert_sequences_and_operations(n, sequences, operations)171 def test_with_10(self):172 n = 10173 sequences, operations = optimal_sequence(n)174 self.assertEqual(175 [176 [ 1, 3, 9, 10 ]177 ],178 sequences)179 self.assertEqual(180 [181 [ 'multiply_by_three', 'multiply_by_three', 'add_one' ]182 ],183 operations)184 self.assert_sequences_and_operations(n, sequences, operations)185 def test_with_96234(self):186 n = 96234187 sequences, operations = optimal_sequence(n)188 self.assertEqual(189 [190 [191 1, 3, 9, 10, 11, 22, 66, 198, 594, 1782, 5346, 16038,192 16039, 32078, 96234193 ],194 [195 1, 2, 6, 7, 21, 22, 66, 198, 594, 1782, 5346, 16038,196 16039, 32078, 96234197 ],198 [199 1, 2, 6, 7, 21, 22, 66, 198, 594, 1782, 5346, 16038,200 16039, 32078, 96234201 ],202 [203 1, 3, 6, 7, 21, 22, 66, 198, 594, 1782, 5346, 16038,204 16039, 32078, 96234205 ],206 [207 1, 3, 9, 10, 11, 33, 66, 198, 594, 1782, 5346, 16038,208 16039, 32078, 96234209 ],210 [211 1, 3, 9, 10, 11, 33, 99, 198, 594, 1782, 5346, 16038,212 16039, 32078, 96234213 ],214 [215 1, 3, 9, 10, 11, 33, 99, 297, 594, 1782, 5346, 16038,216 16039, 32078, 96234217 ],218 [219 1, 3, 9, 10, 11, 33, 99, 297, 891, 1782, 5346, 16038,220 16039, 32078, 96234221 ],222 [223 1, 3, 9, 10, 11, 33, 99, 297, 891, 2673, 5346, 16038,224 16039, 32078, 96234225 ],226 [227 1, 3, 9, 10, 11, 33, 99, 297, 891, 2673, 8019, 16038,228 16039, 32078, 96234229 ],230 [231 1, 3, 9, 10, 11, 22, 66, 198, 594, 1782, 5346, 16038,232 16039, 48117, 96234233 ],234 [235 1, 2, 6, 7, 21, 22, 66, 198, 594, 1782, 5346, 16038,236 16039, 48117, 96234237 ],238 [239 1, 2, 6, 7, 21, 22, 66, 198, 594, 1782, 5346, 16038,240 16039, 48117, 96234241 ],242 [243 1, 3, 6, 7, 21, 22, 66, 198, 594, 1782, 5346, 16038,244 16039, 48117, 96234245 ],246 [247 1, 3, 9, 10, 11, 33, 66, 198, 594, 1782, 5346, 16038,248 16039, 48117, 96234249 ],250 [251 1, 3, 9, 10, 11, 33, 99, 198, 594, 1782, 5346, 16038,252 16039, 48117, 96234253 ],254 [255 1, 3, 9, 10, 11, 33, 99, 297, 594, 1782, 5346, 16038,256 16039, 48117, 96234257 ],258 [259 1, 3, 9, 10, 11, 33, 99, 297, 891, 1782, 5346, 16038,260 16039, 48117, 96234261 ],262 [263 1, 3, 9, 10, 11, 33, 99, 297, 891, 2673, 5346, 16038,264 16039, 48117, 96234265 ],266 [267 1, 3, 9, 10, 11, 33, 99, 297, 891, 2673, 8019, 16038,268 16039, 48117, 96234269 ]270 ],271 sequences)272 self.assertEqual(273 [274 [275 'multiply_by_three', 'multiply_by_three', 'add_one',276 'add_one', 'multiply_by_two',277 'multiply_by_three', 'multiply_by_three',278 'multiply_by_three', 'multiply_by_three',279 'multiply_by_three', 'multiply_by_three',280 'add_one', 'multiply_by_two', 'multiply_by_three'281 ],282 [283 'multiply_by_two', 'multiply_by_three', 'add_one',284 'multiply_by_three', 'add_one', 'multiply_by_three',285 'multiply_by_three', 'multiply_by_three',286 'multiply_by_three', 'multiply_by_three',287 'multiply_by_three', 'add_one', 'multiply_by_two',288 'multiply_by_three'289 ],290 [291 'add_one', 'multiply_by_three', 'add_one',292 'multiply_by_three', 'add_one', 'multiply_by_three',293 'multiply_by_three', 'multiply_by_three',294 'multiply_by_three', 'multiply_by_three',295 'multiply_by_three', 'add_one', 'multiply_by_two',296 'multiply_by_three'297 ],298 [299 'multiply_by_three', 'multiply_by_two', 'add_one',300 'multiply_by_three', 'add_one', 'multiply_by_three',301 'multiply_by_three', 'multiply_by_three',302 'multiply_by_three', 'multiply_by_three',303 'multiply_by_three', 'add_one', 'multiply_by_two',304 'multiply_by_three'305 ],306 [307 'multiply_by_three', 'multiply_by_three', 'add_one',308 'add_one', 'multiply_by_three', 'multiply_by_two',309 'multiply_by_three', 'multiply_by_three',310 'multiply_by_three', 'multiply_by_three',311 'multiply_by_three', 'add_one', 'multiply_by_two',312 'multiply_by_three'313 ],314 [315 'multiply_by_three', 'multiply_by_three', 'add_one',316 'add_one', 'multiply_by_three', 'multiply_by_three',317 'multiply_by_two', 'multiply_by_three',318 'multiply_by_three', 'multiply_by_three',319 'multiply_by_three', 'add_one', 'multiply_by_two',320 'multiply_by_three'321 ],322 [323 'multiply_by_three', 'multiply_by_three', 'add_one',324 'add_one', 'multiply_by_three', 'multiply_by_three',325 'multiply_by_three', 'multiply_by_two',326 'multiply_by_three', 'multiply_by_three',327 'multiply_by_three', 'add_one', 'multiply_by_two',328 'multiply_by_three'329 ],330 [331 'multiply_by_three', 'multiply_by_three', 'add_one',332 'add_one', 'multiply_by_three', 'multiply_by_three',333 'multiply_by_three', 'multiply_by_three',334 'multiply_by_two', 'multiply_by_three',335 'multiply_by_three', 'add_one', 'multiply_by_two',336 'multiply_by_three'337 ],338 [339 'multiply_by_three', 'multiply_by_three', 'add_one',340 'add_one', 'multiply_by_three', 'multiply_by_three',341 'multiply_by_three', 'multiply_by_three',342 'multiply_by_three', 'multiply_by_two',343 'multiply_by_three', 'add_one', 'multiply_by_two',344 'multiply_by_three'345 ],346 [347 'multiply_by_three', 'multiply_by_three', 'add_one',348 'add_one', 'multiply_by_three', 'multiply_by_three',349 'multiply_by_three', 'multiply_by_three',350 'multiply_by_three', 'multiply_by_three',351 'multiply_by_two', 'add_one', 'multiply_by_two',352 'multiply_by_three'353 ],354 [355 'multiply_by_three', 'multiply_by_three', 'add_one',356 'add_one', 'multiply_by_two', 'multiply_by_three',357 'multiply_by_three', 'multiply_by_three',358 'multiply_by_three', 'multiply_by_three',359 'multiply_by_three', 'add_one', 'multiply_by_three',360 'multiply_by_two'361 ],362 [363 'multiply_by_two', 'multiply_by_three', 'add_one',364 'multiply_by_three', 'add_one', 'multiply_by_three',365 'multiply_by_three', 'multiply_by_three',366 'multiply_by_three', 'multiply_by_three',367 'multiply_by_three', 'add_one', 'multiply_by_three',368 'multiply_by_two'369 ],370 [371 'add_one', 'multiply_by_three', 'add_one',372 'multiply_by_three', 'add_one', 'multiply_by_three',373 'multiply_by_three', 'multiply_by_three',374 'multiply_by_three', 'multiply_by_three',375 'multiply_by_three', 'add_one', 'multiply_by_three',376 'multiply_by_two'377 ],378 [379 'multiply_by_three', 'multiply_by_two', 'add_one',380 'multiply_by_three', 'add_one', 'multiply_by_three',381 'multiply_by_three', 'multiply_by_three',382 'multiply_by_three', 'multiply_by_three',383 'multiply_by_three', 'add_one', 'multiply_by_three',384 'multiply_by_two'385 ],386 [387 'multiply_by_three', 'multiply_by_three', 'add_one',388 'add_one', 'multiply_by_three', 'multiply_by_two',389 'multiply_by_three', 'multiply_by_three',390 'multiply_by_three', 'multiply_by_three',391 'multiply_by_three', 'add_one', 'multiply_by_three',392 'multiply_by_two'393 ],394 [395 'multiply_by_three', 'multiply_by_three', 'add_one',396 'add_one', 'multiply_by_three', 'multiply_by_three',397 'multiply_by_two', 'multiply_by_three',398 'multiply_by_three', 'multiply_by_three',399 'multiply_by_three', 'add_one', 'multiply_by_three',400 'multiply_by_two'401 ],402 [403 'multiply_by_three', 'multiply_by_three', 'add_one',404 'add_one', 'multiply_by_three', 'multiply_by_three',405 'multiply_by_three', 'multiply_by_two',406 'multiply_by_three', 'multiply_by_three',407 'multiply_by_three', 'add_one', 'multiply_by_three',408 'multiply_by_two'409 ],410 [411 'multiply_by_three', 'multiply_by_three', 'add_one',412 'add_one', 'multiply_by_three', 'multiply_by_three',413 'multiply_by_three', 'multiply_by_three',414 'multiply_by_two', 'multiply_by_three',415 'multiply_by_three', 'add_one', 'multiply_by_three',416 'multiply_by_two'417 ],418 [419 'multiply_by_three', 'multiply_by_three', 'add_one',420 'add_one', 'multiply_by_three', 'multiply_by_three',421 'multiply_by_three', 'multiply_by_three',422 'multiply_by_three', 'multiply_by_two',423 'multiply_by_three', 'add_one', 'multiply_by_three',424 'multiply_by_two'425 ],426 [427 'multiply_by_three', 'multiply_by_three', 'add_one',428 'add_one', 'multiply_by_three', 'multiply_by_three',429 'multiply_by_three', 'multiply_by_three',430 'multiply_by_three', 'multiply_by_three',431 'multiply_by_two', 'add_one', 'multiply_by_three',432 'multiply_by_two'433 ]434 ],435 operations)436 self.assert_sequences_and_operations(n, sequences, operations)437class OptimalSequenceSimplifiedTestCase(unittest.TestCase):438 def test_with_negative(self):439 with self.assertRaisesRegex(AssertionError, ''):440 optimal_sequence_simplified(0)441 def test_with_0(self):442 with self.assertRaisesRegex(AssertionError, ''):443 optimal_sequence_simplified(0)444 def test_with_1(self):445 n = 1446 sequence = optimal_sequence_simplified(n)447 self.assertEqual([ 1 ], sequence)448 def test_with_2(self):449 n = 2450 sequence = optimal_sequence_simplified(n)451 self.assertEqual(452 [ 1, 2 ],453 sequence)454 def test_with_3(self):455 n = 3456 sequence = optimal_sequence_simplified(n)457 self.assertEqual(458 [ 1, 3 ],459 sequence)460 def test_with_4(self):461 n = 4462 sequence = optimal_sequence_simplified(n)463 self.assertEqual(464 [ 1, 2, 4 ],465 sequence)466 def test_with_5(self):467 n = 5468 sequence = optimal_sequence_simplified(n)469 self.assertEqual(470 [ 1, 2, 4, 5 ],471 sequence)472 def test_with_6(self):473 n = 6474 sequence = optimal_sequence_simplified(n)475 self.assertEqual(476 [ 1, 2, 6 ],477 sequence)478 def test_with_7(self):479 n = 7480 sequence = optimal_sequence_simplified(n)481 self.assertEqual(482 [ 1, 2, 6, 7 ],483 sequence)484 def test_with_8(self):485 n = 8486 sequence = optimal_sequence_simplified(n)487 self.assertEqual(488 [ 1, 2, 4, 8 ],489 sequence)490 def test_with_9(self):491 n = 9492 sequence = optimal_sequence_simplified(n)493 self.assertEqual(494 [ 1, 3, 9 ],495 sequence)496 def test_with_10(self):497 n = 10498 sequence = optimal_sequence_simplified(n)499 self.assertEqual(500 [ 1, 3, 9, 10 ],501 sequence)502 def test_with_96234(self):503 n = 96234504 sequence = optimal_sequence_simplified(n)505 self.assertEqual(506 [507 1, 3, 9, 10, 11, 22, 66, 198, 594, 1782, 5346, 16038,508 16039, 32078, 96234509 ],510 sequence)511if __name__ == '__main__':...

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multi-color-cube.js

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1"use strict"; // good practice - see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Strict_mode2////////////////////////////////////////////////////////////////////////////////3/*global THREE, window, document, $*/4var camera, scene, renderer;5var cameraControls;6var clock = new THREE.Clock();7var ambientLight, light;8function drawCube0(x1, y1, z1, x2, y2, z2) {9 scene = new THREE.Scene();10 // CUBE MESH11 var material, geometry, mesh;12 material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );13 geometry = new THREE.Geometry();14 geometry.vertices.push( new THREE.Vector3( x1, y1, z1 ) ); //vertex 015 geometry.vertices.push( new THREE.Vector3( x2, y1, z1 ) ); //vertex 116 geometry.vertices.push( new THREE.Vector3( x1, y2, z1 ) ); //vertex 217 geometry.vertices.push( new THREE.Vector3( x2, y2, z1 ) ); //vertex 318 geometry.vertices.push( new THREE.Vector3( x1, y2, z2 ) ); //vertex 419 geometry.vertices.push( new THREE.Vector3( x2, y2, z2 ) ); //vertex 520 geometry.vertices.push( new THREE.Vector3( x1, y1, z2 ) ); //vertex 621 geometry.vertices.push( new THREE.Vector3( x2, y1, z2 ) ); //vertex 722 var triangle0 = new THREE.Face3( 2, 1, 0);23 var triangle1 = new THREE.Face3( 2, 3, 1);24 var triangle2 = new THREE.Face3( 3, 2, 4);25 var triangle3 = new THREE.Face3( 3, 4, 5);26 var triangle4 = new THREE.Face3( 2, 0, 6);27 var triangle5 = new THREE.Face3( 2, 6, 4);28 var triangle6 = new THREE.Face3( 0, 1, 7);29 var triangle7 = new THREE.Face3( 0, 7, 6);30 var triangle8 = new THREE.Face3( 1, 3, 5);31 var triangle9 = new THREE.Face3( 1, 5, 7);32 var triangle10 = new THREE.Face3( 6, 7, 5);33 var triangle11 = new THREE.Face3( 6, 5, 4);34 triangle0.vertexColors[0] = new THREE.Color(0x000000);35 triangle0.vertexColors[1] = new THREE.Color(0x000000);36 triangle0.vertexColors[2] = new THREE.Color(0x000000);37 triangle1.vertexColors[0] = new THREE.Color(0x000000);38 triangle1.vertexColors[1] = new THREE.Color(0x000000);39 triangle1.vertexColors[2] = new THREE.Color(0x000000);40 triangle2.vertexColors[0] = new THREE.Color(0xff0000);41 triangle2.vertexColors[1] = new THREE.Color(0xff0000);42 triangle2.vertexColors[2] = new THREE.Color(0xff0000);43 triangle3.vertexColors[0] = new THREE.Color(0xff0000);44 triangle3.vertexColors[1] = new THREE.Color(0xff0000);45 triangle3.vertexColors[2] = new THREE.Color(0xff0000);46 triangle4.vertexColors[0] = new THREE.Color(0x00ff00);47 triangle4.vertexColors[1] = new THREE.Color(0x00ff00);48 triangle4.vertexColors[2] = new THREE.Color(0x00ff00);49 triangle5.vertexColors[0] = new THREE.Color(0x00ff00);50 triangle5.vertexColors[1] = new THREE.Color(0x00ff00);51 triangle5.vertexColors[2] = new THREE.Color(0x00ff00);52 triangle6.vertexColors[0] = new THREE.Color(0x0000ff);53 triangle6.vertexColors[1] = new THREE.Color(0x0000ff);54 triangle6.vertexColors[2] = new THREE.Color(0x0000ff);55 triangle7.vertexColors[0] = new THREE.Color(0x0000ff);56 triangle7.vertexColors[1] = new THREE.Color(0x0000ff);57 triangle7.vertexColors[2] = new THREE.Color(0x0000ff);58 triangle8.vertexColors[0] = new THREE.Color(0xffff00);59 triangle8.vertexColors[1] = new THREE.Color(0xffff00);60 triangle8.vertexColors[2] = new THREE.Color(0xffff00);61 triangle9.vertexColors[0] = new THREE.Color(0xffff00);62 triangle9.vertexColors[1] = new THREE.Color(0xffff00);63 triangle9.vertexColors[2] = new THREE.Color(0xffff00);64 triangle10.vertexColors[0] = new THREE.Color(0x00ffff);65 triangle10.vertexColors[1] = new THREE.Color(0x00ffff);66 triangle10.vertexColors[2] = new THREE.Color(0x00ffff);67 triangle11.vertexColors[0] = new THREE.Color(0x00ffff);68 triangle11.vertexColors[1] = new THREE.Color(0x00ffff);69 triangle11.vertexColors[2] = new THREE.Color(0x00ffff);70 geometry.faces.push( triangle0 );71 geometry.faces.push( triangle1 );72 geometry.faces.push( triangle2 ); //triangle73 geometry.faces.push( triangle3 ); //triangle74 geometry.faces.push( triangle4 ); //triangle75 geometry.faces.push( triangle5 ); //triangle76 geometry.faces.push( triangle6 ); //triangle77 geometry.faces.push( triangle7 ); //triangle78 geometry.faces.push( triangle8 ); //triangle79 geometry.faces.push( triangle9 ); //triangle80 geometry.faces.push( triangle10 ); //triangle81 geometry.faces.push( triangle11 ); //triangle82 mesh = new THREE.Mesh( geometry, material );83 scene.add( mesh );84}85function drawCube1(x1, y1, z1, x2, y2, z2) {86 scene = new THREE.Scene();87 // CUBE MESH88 var material, geometry, mesh;89 material = new THREE.MeshLambertMaterial( { vertexColors: THREE.VertexColors } );90 geometry = new THREE.Geometry();91 geometry.vertices.push( new THREE.Vector3( x1, y1, z1 ) ); //vertex 092 geometry.vertices.push( new THREE.Vector3( x2, y1, z1 ) ); //vertex 193 geometry.vertices.push( new THREE.Vector3( x1, y2, z1 ) ); //vertex 294 geometry.vertices.push( new THREE.Vector3( x2, y2, z1 ) ); //vertex 395 geometry.vertices.push( new THREE.Vector3( x1, y2, z2 ) ); //vertex 496 geometry.vertices.push( new THREE.Vector3( x2, y2, z2 ) ); //vertex 597 geometry.vertices.push( new THREE.Vector3( x1, y1, z2 ) ); //vertex 698 geometry.vertices.push( new THREE.Vector3( x2, y1, z2 ) ); //vertex 799 var triangle0 = new THREE.Face3( 2, 1, 0);100 var triangle1 = new THREE.Face3( 2, 3, 1);101 var triangle2 = new THREE.Face3( 3, 2, 4);102 var triangle3 = new THREE.Face3( 3, 4, 5);103 var triangle4 = new THREE.Face3( 2, 0, 6);104 var triangle5 = new THREE.Face3( 2, 6, 4);105 var triangle6 = new THREE.Face3( 0, 1, 7);106 var triangle7 = new THREE.Face3( 0, 7, 6);107 var triangle8 = new THREE.Face3( 1, 3, 5);108 var triangle9 = new THREE.Face3( 1, 5, 7);109 var triangle10 = new THREE.Face3( 6, 7, 5);110 var triangle11 = new THREE.Face3( 6, 5, 4);111 triangle0.vertexColors[0] = new THREE.Color(0x000000);112 triangle0.vertexColors[1] = new THREE.Color(0x000000);113 triangle0.vertexColors[2] = new THREE.Color(0x000000);114 triangle1.vertexColors[0] = new THREE.Color(0x000000);115 triangle1.vertexColors[1] = new THREE.Color(0x000000);116 triangle1.vertexColors[2] = new THREE.Color(0x000000);117 triangle2.vertexColors[0] = new THREE.Color(0xff0000);118 triangle2.vertexColors[1] = new THREE.Color(0xff0000);119 triangle2.vertexColors[2] = new THREE.Color(0xff0000);120 triangle3.vertexColors[0] = new THREE.Color(0xff0000);121 triangle3.vertexColors[1] = new THREE.Color(0xff0000);122 triangle3.vertexColors[2] = new THREE.Color(0xff0000);123 triangle4.vertexColors[0] = new THREE.Color(0x00ff00);124 triangle4.vertexColors[1] = new THREE.Color(0x00ff00);125 triangle4.vertexColors[2] = new THREE.Color(0x00ff00);126 triangle5.vertexColors[0] = new THREE.Color(0x00ff00);127 triangle5.vertexColors[1] = new THREE.Color(0x00ff00);128 triangle5.vertexColors[2] = new THREE.Color(0x00ff00);129 triangle6.vertexColors[0] = new THREE.Color(0x0000ff);130 triangle6.vertexColors[1] = new THREE.Color(0x0000ff);131 triangle6.vertexColors[2] = new THREE.Color(0x0000ff);132 triangle7.vertexColors[0] = new THREE.Color(0x0000ff);133 triangle7.vertexColors[1] = new THREE.Color(0x0000ff);134 triangle7.vertexColors[2] = new THREE.Color(0x0000ff);135 triangle8.vertexColors[0] = new THREE.Color(0xffff00);136 triangle8.vertexColors[1] = new THREE.Color(0xffff00);137 triangle8.vertexColors[2] = new THREE.Color(0xffff00);138 triangle9.vertexColors[0] = new THREE.Color(0xffff00);139 triangle9.vertexColors[1] = new THREE.Color(0xffff00);140 triangle9.vertexColors[2] = new THREE.Color(0xffff00);141 triangle10.vertexColors[0] = new THREE.Color(0x00ffff);142 triangle10.vertexColors[1] = new THREE.Color(0x00ffff);143 triangle10.vertexColors[2] = new THREE.Color(0x00ffff);144 triangle11.vertexColors[0] = new THREE.Color(0x00ffff);145 triangle11.vertexColors[1] = new THREE.Color(0x00ffff);146 triangle11.vertexColors[2] = new THREE.Color(0x00ffff);147 geometry.faces.push( triangle0 );148 geometry.faces.push( triangle1 );149 geometry.faces.push( triangle2 ); //triangle150 geometry.faces.push( triangle3 ); //triangle151 geometry.faces.push( triangle4 ); //triangle152 geometry.faces.push( triangle5 ); //triangle153 geometry.faces.push( triangle6 ); //triangle154 geometry.faces.push( triangle7 ); //triangle155 geometry.faces.push( triangle8 ); //triangle156 geometry.faces.push( triangle9 ); //triangle157 geometry.faces.push( triangle10 ); //triangle158 geometry.faces.push( triangle11 ); //triangle159 geometry.computeVertexNormals();160 mesh = new THREE.Mesh( geometry, material );161 scene.add( mesh );162 // LIGHTS163 scene.add( ambientLight );164 scene.add( light );165}166function drawCubes(x1, y1, z1, x2, y2, z2){167 scene = new THREE.Scene();168 for (var i = 0; i < 1000; i++){169 var x = Math.random()*100-50;170 var y = Math.random()*100-50;171 var z = Math.random()*100-50;172 if (x*x + y*y + z*z < 1000){173 var material = new THREE.MeshLambertMaterial({color:0xa6b3d8, opacity: 1-(x*x + y*y + z*z)/1000, transparent: true});174 var geometry = new THREE.Mesh( new THREE.CubeGeometry(5, 5, 5), material);175 geometry.position.set(x, y, z);176 scene.add(geometry);177 }178 }179 // LIGHTS180 scene.add( ambientLight );181 scene.add( light );182}183function init() {184 var canvasWidth = 846;185 var canvasHeight = 494;186 // For grading the window is fixed in size; here's general code:187 //var canvasWidth = window.innerWidth;188 //var canvasHeight = window.innerHeight;189 var canvasRatio = canvasWidth / canvasHeight;190 // RENDERER191 renderer = new THREE.WebGLRenderer( { antialias: true } );192 renderer.gammaInput = true;193 renderer.gammaOutput = true;194 renderer.setSize(canvasWidth, canvasHeight);195 renderer.setClearColor( 0xAAAAAA, 1.0 );196 // LIGHTS197 ambientLight = new THREE.AmbientLight( 0x222222, 0.6 );198 light = new THREE.DirectionalLight( 0xFFFFFF );199 light.position.set( -1, -1, -1 );200 // CAMERA201 camera = new THREE.PerspectiveCamera( 55, canvasRatio, 1, 4000 );202 camera.position.set( 100, 150, 130 );203 // CONTROLS204 cameraControls = new THREE.OrbitControls(camera, renderer.domElement);205 cameraControls.target.set(0,0,0);206}207function addToDOM() {208 var container = document.getElementById('container5');209 var canvas = container.getElementsByTagName('canvas');210 if (canvas.length>0) {211 container.removeChild(canvas[0]);212 }213 container.appendChild( renderer.domElement );214}215function animate() {216 window.requestAnimationFrame(animate);217 render();218}219function render() {220 var delta = clock.getDelta();221 cameraControls.update(delta);222 renderer.render(scene, camera);223}224try {225 init();226 drawCubes();227 addToDOM();228 animate();229} catch(e) {230 var errorReport = "Your program encountered an unrecoverable error, can not draw on canvas. Error was:<br/><br/>";231 $('#container').append(errorReport+e);...

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challenge-1.py

Source:challenge-1.py Github

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1"""2This is a dumb calculator that can add and subtract whole numbers from zero to five.3When you run the code, you are prompted to enter two numbers (in the form of English4word instead of number) and the operator sign (also in the form of English word).5The code will perform the calculation and give the result if your input is what it6expects.7The code is very long and messy. Refactor it according to what you have learned about8code simplicity and efficiency.9"""10print('Welcome to this calculator!')11print('It can add and subtract whole numbers from zero to five')12a = input('Please choose your first number (zero to five): ')13b = input('What do you want to do? plus or minus: ')14c = input('Please choose your second number (zero to five): ')15if a == 'zero' and b == 'plus' and c == 'zero':16 print("zero plus zero equals zero")17if a == 'zero' and b == 'plus' and c == 'one':18 print("zero plus one equals one")19if a == 'zero' and b == 'plus' and c == 'two':20 print("zero plus two equals two")21if a == 'zero' and b == 'plus' and c == 'three':22 print("zero plus three equals three")23if a == 'zero' and b == 'plus' and c == 'four':24 print("zero plus four equals four")25if a == 'zero' and b == 'plus' and c == 'five':26 print("zero plus five equals five")27if a == 'one' and b == 'plus' and c == 'zero':28 print("one plus zero equals one")29if a == 'one' and b == 'plus' and c == 'one':30 print("one plus one equals two")31if a == 'one' and b == 'plus' and c == 'two':32 print("one plus two equals three")33if a == 'one' and b == 'plus' and c == 'three':34 print("one plus three equals four")35if a == 'one' and b == 'plus' and c == 'four':36 print("one plus four equals five")37if a == 'one' and b == 'plus' and c == 'five':38 print("one plus five equals six")39if a == 'two' and b == 'plus' and c == 'zero':40 print("two plus zero equals two")41if a == 'two' and b == 'plus' and c == 'one':42 print("two plus one equals three")43if a == 'two' and b == 'plus' and c == 'two':44 print("two plus two equals four")45if a == 'two' and b == 'plus' and c == 'three':46 print("two plus three equals five")47if a == 'two' and b == 'plus' and c == 'four':48 print("two plus four equals six")49if a == 'two' and b == 'plus' and c == 'five':50 print("two plus five equals seven")51if a == 'three' and b == 'plus' and c == 'zero':52 print("three plus zero equals three")53if a == 'three' and b == 'plus' and c == 'one':54 print("three plus one equals four")55if a == 'three' and b == 'plus' and c == 'two':56 print("three plus two equals five")57if a == 'three' and b == 'plus' and c == 'three':58 print("three plus three equals six")59if a == 'three' and b == 'plus' and c == 'four':60 print("three plus four equals seven")61if a == 'three' and b == 'plus' and c == 'five':62 print("three plus five equals eight")63if a == 'four' and b == 'plus' and c == 'zero':64 print("four plus zero equals four")65if a == 'four' and b == 'plus' and c == 'one':66 print("four plus one equals five")67if a == 'four' and b == 'plus' and c == 'two':68 print("four plus two equals six")69if a == 'four' and b == 'plus' and c == 'three':70 print("four plus three equals seven")71if a == 'four' and b == 'plus' and c == 'four':72 print("four plus four equals eight")73if a == 'four' and b == 'plus' and c == 'five':74 print("four plus five equals nine")75if a == 'five' and b == 'plus' and c == 'zero':76 print("five plus zero equals five")77if a == 'five' and b == 'plus' and c == 'one':78 print("five plus one equals six")79if a == 'five' and b == 'plus' and c == 'two':80 print("five plus two equals seven")81if a == 'five' and b == 'plus' and c == 'three':82 print("five plus three equals eight")83if a == 'five' and b == 'plus' and c == 'four':84 print("five plus four equals nine")85if a == 'five' and b == 'plus' and c == 'five':86 print("five plus five equals ten")87if a == 'zero' and b == 'minus' and c == 'zero':88 print("zero minus zero equals zero")89if a == 'zero' and b == 'minus' and c == 'one':90 print("zero minus one equals negative one")91if a == 'zero' and b == 'minus' and c == 'two':92 print("zero minus two equals negative two")93if a == 'zero' and b == 'minus' and c == 'three':94 print("zero minus three equals negative three")95if a == 'zero' and b == 'minus' and c == 'four':96 print("zero minus four equals negative four")97if a == 'zero' and b == 'minus' and c == 'five':98 print("zero minus five equals negative five")99if a == 'one' and b == 'minus' and c == 'zero':100 print("one minus zero equals one")101if a == 'one' and b == 'minus' and c == 'one':102 print("one minus one equals zero")103if a == 'one' and b == 'minus' and c == 'two':104 print("one minus two equals negative one")105if a == 'one' and b == 'minus' and c == 'three':106 print("one minus three equals negative three")107if a == 'one' and b == 'minus' and c == 'four':108 print("one minus four equals negative three")109if a == 'one' and b == 'minus' and c == 'five':110 print("one minus five equals negative four")111if a == 'two' and b == 'minus' and c == 'zero':112 print("two minus zero equals two")113if a == 'two' and b == 'minus' and c == 'one':114 print("two minus one equals one")115if a == 'two' and b == 'minus' and c == 'two':116 print("two minus two equals zero")117if a == 'two' and b == 'minus' and c == 'three':118 print("two minus three equals negative one")119if a == 'two' and b == 'minus' and c == 'four':120 print("two minus four equals negative two")121if a == 'two' and b == 'minus' and c == 'five':122 print("two minus five equals negative three")123if a == 'three' and b == 'minus' and c == 'zero':124 print("three minus zero equals three")125if a == 'three' and b == 'minus' and c == 'one':126 print("three minus one equals two")127if a == 'three' and b == 'minus' and c == 'two':128 print("three minus two equals one")129if a == 'three' and b == 'minus' and c == 'three':130 print("three minus three equals zero")131if a == 'three' and b == 'minus' and c == 'four':132 print("three minus four equals negative one")133if a == 'three' and b == 'minus' and c == 'five':134 print("three minus five equals negative two")135if a == 'four' and b == 'minus' and c == 'zero':136 print("four minus zero equals four")137if a == 'four' and b == 'minus' and c == 'one':138 print("four minus one equals three")139if a == 'four' and b == 'minus' and c == 'two':140 print("four minus two equals two")141if a == 'four' and b == 'minus' and c == 'three':142 print("four minus three equals one")143if a == 'four' and b == 'minus' and c == 'four':144 print("four minus four equals zero")145if a == 'four' and b == 'minus' and c == 'five':146 print("four minus five equals negative one")147if a == 'five' and b == 'minus' and c == 'zero':148 print("five minus zero equals five")149if a == 'five' and b == 'minus' and c == 'one':150 print("five minus one equals four")151if a == 'five' and b == 'minus' and c == 'two':152 print("five minus two equals three")153if a == 'five' and b == 'minus' and c == 'three':154 print("five minus three equals two")155if a == 'five' and b == 'minus' and c == 'four':156 print("five minus four equals one")157if a == 'five' and b == 'minus' and c == 'five':158 print("five minus five equals zero")159if (not a == 'zero' and not a == 'one' and not a == 'two' and not a == 'three' and not a == 'four' and not a == 'five') or (not c == 'zero' and not c == 'one' and not c == 'two' and not c == 'three' and not c == 'four' and not c == 'five') or (not b == 'plus' and not b == 'minus'):160 print("I am not able to answer this question. Check your input.")...

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