Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a simple house with a chimney, filling the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set canvas to full window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Vertex shader const vsSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; void main() { gl_Position = vec4(a_position, 1.0); v_color = a_color; } `; // Fragment shader const fsSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; // Create shader program function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // House vertices const vertices = [ // Main house body -0.5, -0.3, 0, 0.8, 0.4, 0.2, // bottom left 0.5, -0.3, 0, 0.8, 0.4, 0.2, // bottom right 0.5, 0.3, 0, 0.6, 0.3, 0.1, // top right -0.5, 0.3, 0, 0.6, 0.3, 0.1, // top left // Roof 0.0, 0.7, 0, 0.5, 0.2, 0.0, // roof peak -0.5, 0.3, 0, 0.5, 0.2, 0.0, // left roof base 0.5, 0.3, 0, 0.5, 0.2, 0.0, // right roof base // Chimney 0.3, 0.5, 0, 0.6, 0.3, 0.1, // chimney top right 0.2, 0.5, 0, 0.6, 0.3, 0.1, // chimney top left 0.3, 0.3, 0, 0.5, 0.2, 0.0, // chimney bottom right 0.2, 0.3, 0, 0.5, 0.2, 0.0 // chimney bottom left ]; // Create buffer const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Position attribute const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 24, 0); // Color attribute const colorAttributeLocation = gl.getAttribLocation(program, 'a_color'); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 24, 12); // Draw gl.clearColor(0.7, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house body gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.drawArrays(gl.TRIANGLE_STRIP, 7, 4); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set canvas to full window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Vertex shader const vsSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; void main() { gl_Position = vec4(a_position, 1.0); v_color = a_color; } `; // Fragment shader const fsSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; // Create shader program function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // House vertices const vertices = [ // Main house body -0.5, -0.3, 0, 0.8, 0.4, 0.2, // bottom left 0.5, -0.3, 0, 0.8, 0.4, 0.2, // bottom right 0.5, 0.3, 0, 0.6, 0.3, 0.1, // top right -0.5, 0.3, 0, 0.6, 0.3, 0.1, // top left // Roof 0.0, 0.7, 0, 0.5, 0.2, 0.0, // roof peak -0.5, 0.3, 0, 0.5, 0.2, 0.0, // left roof base 0.5, 0.3, 0, 0.5, 0.2, 0.0, // right roof base // Chimney 0.3, 0.5, 0, 0.6, 0.3, 0.1, // chimney top right 0.2, 0.5, 0, 0.6, 0.3, 0.1, // chimney top left 0.3, 0.3, 0, 0.5, 0.2, 0.0, // chimney bottom right 0.2, 0.3, 0, 0.5, 0.2, 0.0 // chimney bottom left ]; // Create buffer const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Position attribute const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 24, 0); // Color attribute const colorAttributeLocation = gl.getAttribLocation(program, 'a_color'); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 24, 12); // Draw gl.clearColor(0.7, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house body gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.drawArrays(gl.TRIANGLE_STRIP, 7, 4); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image depicts a simple, stylized house against a light blue background. The house has a brown, triangular roof and a rectangular body. There is also a small rectangular chimney on the right side of the roof.
Does this answer say that there is a picture of a house with a chimney "The image depicts a simple, stylized house against a light blue background. The house has a brown, triangular roof and a rectangular body. There is also a small rectangular chimney on the right side of the roof."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a simple house with a chimney:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0); } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const positionBuffer = gl.createBuffer(); function drawHouse() { const vertices = [ // Main house body (rectangle) -0.5, -0.3, // bottom left 0.5, -0.3, // bottom right 0.5, 0.3, // top right -0.5, 0.3, // top left // Roof (triangle) -0.6, 0.3, // left point 0.0, 0.7, // top point 0.6, 0.3, // right point // Chimney 0.3, 0.5, // bottom left 0.4, 0.5, // bottom right 0.4, 0.7, // top right 0.3, 0.7 // top left ]; gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); gl.useProgram(program); // Draw main house body (rectangle) gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof (triangle) gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney (rectangle) gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } gl.clearColor(0.8, 0.8, 0.8, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); drawHouse(); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0); } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const positionBuffer = gl.createBuffer(); function drawHouse() { const vertices = [ // Main house body (rectangle) -0.5, -0.3, // bottom left 0.5, -0.3, // bottom right 0.5, 0.3, // top right -0.5, 0.3, // top left // Roof (triangle) -0.6, 0.3, // left point 0.0, 0.7, // top point 0.6, 0.3, // right point // Chimney 0.3, 0.5, // bottom left 0.4, 0.5, // bottom right 0.4, 0.7, // top right 0.3, 0.7 // top left ]; gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); gl.useProgram(program); // Draw main house body (rectangle) gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof (triangle) gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney (rectangle) gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } gl.clearColor(0.8, 0.8, 0.8, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); drawHouse(); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image shows a simple, stylized silhouette of a house. It has a triangular roof and a rectangular chimney on the right side. The house is filled with a solid gray color against a lighter gray background.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple, stylized silhouette of a house. It has a triangular roof and a rectangular chimney on the right side. The house is filled with a solid gray color against a lighter gray background."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a simple house with a chimney:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>House with WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set canvas to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Vertex shader const vsSource = ` attribute vec3 aVertexPosition; attribute vec3 aVertexColor; varying vec3 vColor; void main() { gl_Position = vec4(aVertexPosition, 1.0); vColor = aVertexColor; } `; // Fragment shader const fsSource = ` precision mediump float; varying vec3 vColor; void main() { gl_FragColor = vec4(vColor, 1.0); } `; // Create shader program const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // House body vertices const vertices = [ // House main body -0.5, -0.3, 0, // Bottom left 0.5, -0.3, 0, // Bottom right 0.5, 0.3, 0, // Top right -0.5, 0.3, 0, // Top left // Roof 0, 0.7, 0, // Roof peak -0.7, 0.3, 0, // Left roof corner 0.7, 0.3, 0, // Right roof corner // Chimney 0.3, 0.5, 0, // Chimney bottom right 0.2, 0.5, 0, // Chimney bottom left 0.2, 0.7, 0, // Chimney top left 0.3, 0.7, 0 // Chimney top right ]; // Colors for vertices const colors = [ // House body colors 0.8, 0.6, 0.4, // Brown 0.8, 0.6, 0.4, 0.8, 0.6, 0.4, 0.8, 0.6, 0.4, // Roof colors 0.6, 0.3, 0.1, // Dark red 0.6, 0.3, 0.1, 0.6, 0.3, 0.1, // Chimney colors 0.5, 0.5, 0.5, // Gray 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5 ]; // Indices for drawing const indices = [ // House body 0, 1, 2, 0, 2, 3, // Roof 4, 5, 6, // Chimney 7, 8, 9, 7, 9, 10 ]; // Create buffers const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set up attributes const positionAttributeLocation = gl.getAttribLocation(program, 'aVertexPosition'); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); const colorAttributeLocation = gl.getAttribLocation(program, 'aVertexColor'); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Clear and draw gl.clearColor(0.8, 0.9, 1.0, 1.0); // Light blue sky gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>House with WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set canvas to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Vertex shader const vsSource = ` attribute vec3 aVertexPosition; attribute vec3 aVertexColor; varying vec3 vColor; void main() { gl_Position = vec4(aVertexPosition, 1.0); vColor = aVertexColor; } `; // Fragment shader const fsSource = ` precision mediump float; varying vec3 vColor; void main() { gl_FragColor = vec4(vColor, 1.0); } `; // Create shader program const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // House body vertices const vertices = [ // House main body -0.5, -0.3, 0, // Bottom left 0.5, -0.3, 0, // Bottom right 0.5, 0.3, 0, // Top right -0.5, 0.3, 0, // Top left // Roof 0, 0.7, 0, // Roof peak -0.7, 0.3, 0, // Left roof corner 0.7, 0.3, 0, // Right roof corner // Chimney 0.3, 0.5, 0, // Chimney bottom right 0.2, 0.5, 0, // Chimney bottom left 0.2, 0.7, 0, // Chimney top left 0.3, 0.7, 0 // Chimney top right ]; // Colors for vertices const colors = [ // House body colors 0.8, 0.6, 0.4, // Brown 0.8, 0.6, 0.4, 0.8, 0.6, 0.4, 0.8, 0.6, 0.4, // Roof colors 0.6, 0.3, 0.1, // Dark red 0.6, 0.3, 0.1, 0.6, 0.3, 0.1, // Chimney colors 0.5, 0.5, 0.5, // Gray 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5 ]; // Indices for drawing const indices = [ // House body 0, 1, 2, 0, 2, 3, // Roof 4, 5, 6, // Chimney 7, 8, 9, 7, 9, 10 ]; // Create buffers const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set up attributes const positionAttributeLocation = gl.getAttribLocation(program, 'aVertexPosition'); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); const colorAttributeLocation = gl.getAttribLocation(program, 'aVertexColor'); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Clear and draw gl.clearColor(0.8, 0.9, 1.0, 1.0); // Light blue sky gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image shows a simple drawing of a house. It has a brown triangular roof and a rectangular body in a lighter brown color. There is also a small gray rectangle on the roof, which resembles a chimney. The background is a light blue color.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple drawing of a house. It has a brown triangular roof and a rectangular body in a lighter brown color. There is also a small gray rectangle on the roof, which resembles a chimney. The background is a light blue color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file with WebGL code to draw a simple house with a chimney:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); // Vertex shader const vsSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_position, 1.0); v_color = a_color; } `; // Fragment shader const fsSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; // Create shader program const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // House vertices and colors const vertices = [ // House base -0.5, -0.5, 0, 0.5, 0.3, 0.2, // bottom left 0.5, -0.5, 0, 0.5, 0.3, 0.2, // bottom right 0.5, 0.5, 0, 0.7, 0.5, 0.3, // top right -0.5, 0.5, 0, 0.7, 0.5, 0.3, // top left // Roof 0.0, 0.8, 0, 0.6, 0.2, 0.2, // top point -0.7, 0.5, 0, 0.4, 0.2, 0.2, // left point 0.7, 0.5, 0, 0.4, 0.2, 0.2, // right point // Chimney 0.3, 0.7, 0, 0.5, 0.5, 0.5, // chimney bottom left 0.4, 0.7, 0, 0.5, 0.5, 0.5, // chimney bottom right 0.4, 0.9, 0, 0.7, 0.7, 0.7, // chimney top right 0.3, 0.9, 0, 0.7, 0.7, 0.7 // chimney top left ]; const indices = [ // House base 0, 1, 2, 0, 2, 3, // Roof 4, 5, 6, // Chimney 7, 8, 9, 7, 9, 10 ]; // Create buffers const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Get attribute locations gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const colorAttributeLocation = gl.getAttribLocation(program, 'a_color'); // Set up attributes gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 24, 0); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 24, 12); // Create matrix function makeOrthoMatrix(left, right, bottom, top, near, far) { return [ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 2 / (near - far), 0, (left + right) / (left - right), (bottom + top) / (bottom - top), (near + far) / (near - far), 1 ]; } const orthoMatrix = makeOrthoMatrix(-1, 1, -1, 1, -1, 1); const matrixLocation = gl.getUniformLocation(program, 'u_matrix'); gl.uniformMatrix4fv(matrixLocation, false, orthoMatrix); // Draw gl.clearColor(0.8, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); // Vertex shader const vsSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_position, 1.0); v_color = a_color; } `; // Fragment shader const fsSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; // Create shader program const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // House vertices and colors const vertices = [ // House base -0.5, -0.5, 0, 0.5, 0.3, 0.2, // bottom left 0.5, -0.5, 0, 0.5, 0.3, 0.2, // bottom right 0.5, 0.5, 0, 0.7, 0.5, 0.3, // top right -0.5, 0.5, 0, 0.7, 0.5, 0.3, // top left // Roof 0.0, 0.8, 0, 0.6, 0.2, 0.2, // top point -0.7, 0.5, 0, 0.4, 0.2, 0.2, // left point 0.7, 0.5, 0, 0.4, 0.2, 0.2, // right point // Chimney 0.3, 0.7, 0, 0.5, 0.5, 0.5, // chimney bottom left 0.4, 0.7, 0, 0.5, 0.5, 0.5, // chimney bottom right 0.4, 0.9, 0, 0.7, 0.7, 0.7, // chimney top right 0.3, 0.9, 0, 0.7, 0.7, 0.7 // chimney top left ]; const indices = [ // House base 0, 1, 2, 0, 2, 3, // Roof 4, 5, 6, // Chimney 7, 8, 9, 7, 9, 10 ]; // Create buffers const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Get attribute locations gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const colorAttributeLocation = gl.getAttribLocation(program, 'a_color'); // Set up attributes gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 24, 0); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 24, 12); // Create matrix function makeOrthoMatrix(left, right, bottom, top, near, far) { return [ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 2 / (near - far), 0, (left + right) / (left - right), (bottom + top) / (bottom - top), (near + far) / (near - far), 1 ]; } const orthoMatrix = makeOrthoMatrix(-1, 1, -1, 1, -1, 1); const matrixLocation = gl.getUniformLocation(program, 'u_matrix'); gl.uniformMatrix4fv(matrixLocation, false, orthoMatrix); // Draw gl.clearColor(0.8, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image depicts a simple house-like structure. It has a brown rectangular base representing the walls and a dark red triangular shape on top representing the roof. There is also a small gray rectangle above the roof, which could represent a chimney. The background is a light blue color.
Does this answer say that there is a picture of a house with a chimney "The image depicts a simple house-like structure. It has a brown rectangular base representing the walls and a dark red triangular shape on top representing the roof. There is also a small gray rectangle above the roof, which could represent a chimney. The background is a light blue color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file with WebGL code to draw a simple house with a chimney:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | <!DOCTYPE html> <html> <head> <title>House with WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_position, 1.0); v_color = a_color; } `; const fragmentShaderSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const colorAttributeLocation = gl.getAttribLocation(program, 'a_color'); const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix'); // House vertices and colors const vertices = new Float32Array([ // Main House (walls) -0.5, -0.5, 0.0, 0.7, 0.5, 0.3, 0.5, -0.5, 0.0, 0.7, 0.5, 0.3, 0.5, 0.5, 0.0, 0.7, 0.5, 0.3, -0.5, 0.5, 0.0, 0.7, 0.5, 0.3, // Roof 0.0, 0.8, 0.0, 0.6, 0.3, 0.1, -0.7, 0.5, 0.0, 0.6, 0.3, 0.1, 0.7, 0.5, 0.0, 0.6, 0.3, 0.1, // Chimney 0.3, 0.6, 0.0, 0.5, 0.5, 0.5, 0.4, 0.6, 0.0, 0.5, 0.5, 0.5, 0.4, 0.8, 0.0, 0.5, 0.5, 0.5, 0.3, 0.8, 0.0, 0.5, 0.5, 0.5, ]); const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(0.8, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 6 * 4, 0); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 6 * 4, 3 * 4); const aspectRatio = canvas.width / canvas.height; const matrix = [ 1/aspectRatio, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]; gl.uniformMatrix4fv(matrixUniformLocation, false, matrix); // Draw House walls gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw Roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw Chimney gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | <!DOCTYPE html> <html> <head> <title>House with WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_position, 1.0); v_color = a_color; } `; const fragmentShaderSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const colorAttributeLocation = gl.getAttribLocation(program, 'a_color'); const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix'); // House vertices and colors const vertices = new Float32Array([ // Main House (walls) -0.5, -0.5, 0.0, 0.7, 0.5, 0.3, 0.5, -0.5, 0.0, 0.7, 0.5, 0.3, 0.5, 0.5, 0.0, 0.7, 0.5, 0.3, -0.5, 0.5, 0.0, 0.7, 0.5, 0.3, // Roof 0.0, 0.8, 0.0, 0.6, 0.3, 0.1, -0.7, 0.5, 0.0, 0.6, 0.3, 0.1, 0.7, 0.5, 0.0, 0.6, 0.3, 0.1, // Chimney 0.3, 0.6, 0.0, 0.5, 0.5, 0.5, 0.4, 0.6, 0.0, 0.5, 0.5, 0.5, 0.4, 0.8, 0.0, 0.5, 0.5, 0.5, 0.3, 0.8, 0.0, 0.5, 0.5, 0.5, ]); const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(0.8, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 6 * 4, 0); gl.enableVertexAttribArray(colorAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 6 * 4, 3 * 4); const aspectRatio = canvas.width / canvas.height; const matrix = [ 1/aspectRatio, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]; gl.uniformMatrix4fv(matrixUniformLocation, false, matrix); // Draw House walls gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw Roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw Chimney gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image shows a simple drawing of a house. It has a brown rectangular base and a darker brown triangular roof. There is also a small gray rectangle on the roof, which resembles a chimney. The background is a light blue color.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple drawing of a house. It has a brown rectangular base and a darker brown triangular roof. There is also a small gray rectangle on the roof, which resembles a chimney. The background is a light blue color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False