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 an HTML file that draws a house with a chimney using WebGL and makes the canvas take up the full 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 | <!DOCTYPE html> <html> <head> <title>House with Chimney - WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script> // Vertex shader source code const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; // Initialize WebGL context const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Create shader program const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Set up vertex buffer const positions = [ // House body -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // Roof -0.6, 0.5, 0.6, 0.5, 0.0, 0.8, // Chimney 0.2, 0.6, 0.4, 0.6, 0.4, 0.9, 0.2, 0.9 ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Set up drawing gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house body gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.6, 0.4, 0.2, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.8, 0.0, 0.0, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.4, 0.4, 0.4, 1.0); 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 | <!DOCTYPE html> <html> <head> <title>House with Chimney - WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script> // Vertex shader source code const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; // Initialize WebGL context const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Create shader program const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Set up vertex buffer const positions = [ // House body -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // Roof -0.6, 0.5, 0.6, 0.5, 0.0, 0.8, // Chimney 0.2, 0.6, 0.4, 0.6, 0.4, 0.9, 0.2, 0.9 ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Set up drawing gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house body gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.6, 0.4, 0.2, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.8, 0.0, 0.0, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.4, 0.4, 0.4, 1.0); 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 drwe what I wanted. Describe what is drawn in this image?
The image appears to show a simple, abstract representation of a house or building. There is a brown rectangle that seems to represent the walls of the structure, topped with a red trapezoid that suggests a gabled roof. Above the roof, there is a smaller grey square, which could be interpreted as a chimney or vent. The shapes are flat and lack texture, indicating a basic or rudimentary rendering, possibly for a simple graphic or a placeholder in a more complex scene.
Does this answer say that there is a picture of a house with a chimney "The image appears to show a simple, abstract representation of a house or building. There is a brown rectangle that seems to represent the walls of the structure, topped with a red trapezoid that suggests a gabled roof. Above the roof, there is a smaller grey square, which could be interpreted as a chimney or vent. The shapes are flat and lack texture, indicating a basic or rudimentary rendering, possibly for a simple graphic or a placeholder in a more complex scene."? 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 single HTML file that draws an image of a house with a chimney using WebGL and makes the canvas take up the full 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 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> // Vertex shader source code const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } `; // Initialize WebGL const canvas = document.getElementById('webglCanvas'); const gl = canvas.getContext('webgl'); // Create shaders const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create program and attach shaders const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Set up viewport gl.viewport(0, 0, canvas.width, canvas.height); // Clear canvas gl.clearColor(0.8, 0.8, 0.8, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Set up vertex data for the house const houseVertices = [ -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.25, 0.5, 0.25, 0.5, 0.0, 0.8 ]; // Create buffer and bind vertex data const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); // Get position attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Draw the house gl.useProgram(program); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); gl.drawArrays(gl.TRIANGLES, 4, 3); </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 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> // Vertex shader source code const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } `; // Initialize WebGL const canvas = document.getElementById('webglCanvas'); const gl = canvas.getContext('webgl'); // Create shaders const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create program and attach shaders const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Set up viewport gl.viewport(0, 0, canvas.width, canvas.height); // Clear canvas gl.clearColor(0.8, 0.8, 0.8, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Set up vertex data for the house const houseVertices = [ -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.25, 0.5, 0.25, 0.5, 0.0, 0.8 ]; // Create buffer and bind vertex data const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); // Get position attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Draw the house gl.useProgram(program); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); gl.drawArrays(gl.TRIANGLES, 4, 3); </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 drwe what I wanted. Describe what is drawn in this image?
The image shows a simple black shape against a grey background. The shape appears to be a polygon with five vertices: two at the base, two at the sides, and one at the top, creating a rough house-like or mountain-like silhouette. It's a symmetrical figure with the top vertex forming a peak, which could be interpreted as the roof of a house or the summit of a mountain, depending on the context. The base is horizontal and the sides are slanted, meeting at the peak. There are no other details or textures visible within the shape or the background.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple black shape against a grey background. The shape appears to be a polygon with five vertices: two at the base, two at the sides, and one at the top, creating a rough house-like or mountain-like silhouette. It's a symmetrical figure with the top vertex forming a peak, which could be interpreted as the roof of a house or the summit of a mountain, depending on the context. The base is horizontal and the sides are slanted, meeting at the peak. There are no other details or textures visible within the shape or the background."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
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 an example of drawing a house with a chimney using WebGL in a single HTML file, with the canvas taking up the full 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> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec2 a_position; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_position, 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix'); const colorUniformLocation = gl.getUniformLocation(program, 'u_color'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House body -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, // Roof -0.6, 0.5, 0.6, 0.5, 0.0, 0.8, // Chimney 0.2, 0.6, 0.4, 0.6, 0.2, 0.9, 0.4, 0.9, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const resizeCanvas = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); }; const drawScene = () => { resizeCanvas(); gl.clear(gl.COLOR_BUFFER_BIT); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); const aspectRatio = gl.canvas.width / gl.canvas.height; const projectionMatrix = [ 2 / aspectRatio, 0, 0, 0, 0, -2, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, ]; gl.uniformMatrix4fv(matrixUniformLocation, false, projectionMatrix); // Draw house body gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Draw roof gl.uniform4f(colorUniformLocation, 0.6, 0.2, 0.2, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_STRIP, 7, 4); }; window.addEventListener('resize', drawScene); drawScene(); </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> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec2 a_position; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_position, 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix'); const colorUniformLocation = gl.getUniformLocation(program, 'u_color'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House body -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, // Roof -0.6, 0.5, 0.6, 0.5, 0.0, 0.8, // Chimney 0.2, 0.6, 0.4, 0.6, 0.2, 0.9, 0.4, 0.9, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const resizeCanvas = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); }; const drawScene = () => { resizeCanvas(); gl.clear(gl.COLOR_BUFFER_BIT); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); const aspectRatio = gl.canvas.width / gl.canvas.height; const projectionMatrix = [ 2 / aspectRatio, 0, 0, 0, 0, -2, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, ]; gl.uniformMatrix4fv(matrixUniformLocation, false, projectionMatrix); // Draw house body gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Draw roof gl.uniform4f(colorUniformLocation, 0.6, 0.2, 0.2, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_STRIP, 7, 4); }; window.addEventListener('resize', drawScene); drawScene(); </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 drwe what I wanted. Describe what is drawn in this image?
I'm sorry, but the image you've provided appears to be a solid color with no distinguishable features or drawings. It's just a plain orange background. If there was supposed to be something drawn with WebGL, it's not visible in this image.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, but the image you've provided appears to be a solid color with no distinguishable features or drawings. It's just a plain orange background. If there was supposed to be something drawn with WebGL, it's not visible in this image."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
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 an HTML file that draws a house with a chimney using WebGL and makes the canvas take up the full 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec4 a_position; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; void main() { gl_Position = u_projectionMatrix * u_modelViewMatrix * a_position; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; 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); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const modelViewMatrixUniformLocation = gl.getUniformLocation(program, 'u_modelViewMatrix'); const projectionMatrixUniformLocation = gl.getUniformLocation(program, 'u_projectionMatrix'); const colorUniformLocation = gl.getUniformLocation(program, 'u_color'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House body -0.5, -0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0, -0.5, 0.5, 0, // Roof 0.0, 0.8, 0, -0.6, 0.5, 0, 0.6, 0.5, 0, // Chimney 0.2, 0.9, 0, 0.2, 0.6, 0, 0.4, 0.6, 0, 0.4, 0.9, 0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); function render() { gl.clear(gl.COLOR_BUFFER_BIT); const aspectRatio = canvas.clientWidth / canvas.clientHeight; const projectionMatrix = glMatrix.mat4.create(); glMatrix.mat4.perspective(projectionMatrix, Math.PI / 4, aspectRatio, 0.1, 100.0); gl.uniformMatrix4fv(projectionMatrixUniformLocation, false, projectionMatrix); const modelViewMatrix = glMatrix.mat4.create(); glMatrix.mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -5]); gl.uniformMatrix4fv(modelViewMatrixUniformLocation, false, modelViewMatrix); // Draw house body gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4f(colorUniformLocation, 0.6, 0.4, 0.2, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } function onResize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); render(); } window.addEventListener('resize', onResize); onResize(); </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 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec4 a_position; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; void main() { gl_Position = u_projectionMatrix * u_modelViewMatrix * a_position; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; 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); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const modelViewMatrixUniformLocation = gl.getUniformLocation(program, 'u_modelViewMatrix'); const projectionMatrixUniformLocation = gl.getUniformLocation(program, 'u_projectionMatrix'); const colorUniformLocation = gl.getUniformLocation(program, 'u_color'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House body -0.5, -0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0, -0.5, 0.5, 0, // Roof 0.0, 0.8, 0, -0.6, 0.5, 0, 0.6, 0.5, 0, // Chimney 0.2, 0.9, 0, 0.2, 0.6, 0, 0.4, 0.6, 0, 0.4, 0.9, 0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); function render() { gl.clear(gl.COLOR_BUFFER_BIT); const aspectRatio = canvas.clientWidth / canvas.clientHeight; const projectionMatrix = glMatrix.mat4.create(); glMatrix.mat4.perspective(projectionMatrix, Math.PI / 4, aspectRatio, 0.1, 100.0); gl.uniformMatrix4fv(projectionMatrixUniformLocation, false, projectionMatrix); const modelViewMatrix = glMatrix.mat4.create(); glMatrix.mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -5]); gl.uniformMatrix4fv(modelViewMatrixUniformLocation, false, modelViewMatrix); // Draw house body gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4f(colorUniformLocation, 0.6, 0.4, 0.2, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } function onResize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); render(); } window.addEventListener('resize', onResize); onResize(); </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 drwe what I wanted. Describe what is drawn in this image?
I'm sorry, but I cannot provide a description because the image appears to be blank or not loading correctly. If there is supposed to be something displayed, I am unable to see it. Please check the image source or provide a different image for analysis.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I cannot provide a description because the image appears to be blank or not loading correctly. If there is supposed to be something displayed, I am unable to see it. Please check the image source or provide a different image for analysis."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
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 an HTML file that draws a house with a chimney using WebGL and makes the canvas take up the full 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 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); const vertices = [ // House body -0.5, -0.5, 0.5, -0.5, 0.5, 0.3, -0.5, 0.3, // Roof -0.6, 0.3, 0.6, 0.3, 0.0, 0.8, // Chimney 0.2, 0.5, 0.4, 0.5, 0.4, 0.9, 0.2, 0.9 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0.8, 0.8, 0.8, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); gl.drawArrays(gl.TRIANGLES, 4, 3); 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 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); const vertices = [ // House body -0.5, -0.5, 0.5, -0.5, 0.5, 0.3, -0.5, 0.3, // Roof -0.6, 0.3, 0.6, 0.3, 0.0, 0.8, // Chimney 0.2, 0.5, 0.4, 0.5, 0.4, 0.9, 0.2, 0.9 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0.8, 0.8, 0.8, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); gl.drawArrays(gl.TRIANGLES, 4, 3); 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 drwe what I wanted. Describe what is drawn in this image?
The image shows a simple, black silhouette of a house against a grey background. The house has a classic pitched roof with a chimney on the right side. The silhouette is quite basic with no windows or doors, and it appears to be a flat, two-dimensional shape.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple, black silhouette of a house against a grey background. The house has a classic pitched roof with a chimney on the right side. The silhouette is quite basic with no windows or doors, and it appears to be a flat, two-dimensional shape."? 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