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 an image of a house with a chimney using WebGL and takes 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 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color } </script> <script type="text/javascript"> window.onload = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in your browser.'); return; } const vertexShaderSource = document.getElementById('vertex-shader').text; const fragmentShaderSource = document.getElementById('fragment-shader').text; 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); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Failed to link shader program:', gl.getProgramInfoLog(program)); return; } gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const houseVertices = [ // House -0.4, -0.4, -0.4, 0.4, 0.4, 0.4, 0.4, -0.4, // Chimney -0.1, 0.5, -0.1, 0.6, 0.1, 0.6, 0.1, 0.5 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); // Draw house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw chimney gl.drawArrays(gl.TRIANGLE_FAN, 4, 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 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color } </script> <script type="text/javascript"> window.onload = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in your browser.'); return; } const vertexShaderSource = document.getElementById('vertex-shader').text; const fragmentShaderSource = document.getElementById('fragment-shader').text; 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); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Failed to link shader program:', gl.getProgramInfoLog(program)); return; } gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const houseVertices = [ // House -0.4, -0.4, -0.4, 0.4, 0.4, 0.4, 0.4, -0.4, // Chimney -0.1, 0.5, -0.1, 0.6, 0.1, 0.6, 0.1, 0.5 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); // Draw house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw chimney gl.drawArrays(gl.TRIANGLE_FAN, 4, 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 two orange rectangles on a purple background. The larger rectangle is centered in the image and occupies a significant portion of the space. Above it and slightly to the left, there is a smaller rectangle that appears to be floating above the larger one. The rectangles have sharp edges and are solidly filled with an orange color. There are no other discernible details or elements in the image.
Does this answer say that there is a picture of a house with a chimney "The image shows two orange rectangles on a purple background. The larger rectangle is centered in the image and occupies a significant portion of the space. Above it and slightly to the left, there is a smaller rectangle that appears to be floating above the larger one. The rectangles have sharp edges and are solidly filled with an orange color. There are no other discernible details or elements in the 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. This code will create a full-screen canvas on the 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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 aPosition; void main() { gl_Position = aPosition; } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Brown color } </script> <script> function initShaders(gl, vertexShaderId, fragmentShaderId) { const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, document.getElementById(vertexShaderId).text); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, document.getElementById(fragmentShaderId).text); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function drawHouse(gl) { const vertices = new Float32Array([ // House -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, -0.5, 0.5, 0.0, // Roof -0.7, 0.5, 0.0, 0.7, 0.5, 0.0, 0.0, 0.8, 0.0, // Chimney 0.4, 0.6, 0.0, 0.4, 0.8, 0.0, 0.5, 0.8, 0.0, 0.5, 0.6, 0.0 ]); const indices = new Uint16Array([ // House 0, 1, 2, 2, 3, 0, // Roof 4, 5, 6, // Chimney 7, 8, 9, 9, 10, 7 ]); const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); const program = initShaders(gl, 'vertex-shader', 'fragment-shader'); gl.useProgram(program); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); } window.onload = function () { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL is not supported in your browser.'); return; } drawHouse(gl); } </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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 aPosition; void main() { gl_Position = aPosition; } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Brown color } </script> <script> function initShaders(gl, vertexShaderId, fragmentShaderId) { const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, document.getElementById(vertexShaderId).text); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, document.getElementById(fragmentShaderId).text); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function drawHouse(gl) { const vertices = new Float32Array([ // House -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, -0.5, 0.5, 0.0, // Roof -0.7, 0.5, 0.0, 0.7, 0.5, 0.0, 0.0, 0.8, 0.0, // Chimney 0.4, 0.6, 0.0, 0.4, 0.8, 0.0, 0.5, 0.8, 0.0, 0.5, 0.6, 0.0 ]); const indices = new Uint16Array([ // House 0, 1, 2, 2, 3, 0, // Roof 4, 5, 6, // Chimney 7, 8, 9, 9, 10, 7 ]); const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); const program = initShaders(gl, 'vertex-shader', 'fragment-shader'); gl.useProgram(program); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); } window.onload = function () { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL is not supported in your browser.'); return; } drawHouse(gl); } </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, stylized representation of a house. The house is depicted as an orange silhouette against a light purple background. The house has a rectangular base with a triangular roof and a small rectangular chimney on the right side of the roof. There are no visible windows or doors, and the design is quite abstract and minimalistic.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple, stylized representation of a house. The house is depicted as an orange silhouette against a light purple background. The house has a rectangular base with a triangular roof and a small rectangular chimney on the right side of the roof. There are no visible windows or doors, and the design is quite abstract and minimalistic."? 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.
Sure, here's an HTML file that draws an image of a house with a chimney using WebGL, 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="canvas"></canvas> <script type="x-shader/x-vertex" id="vertex-shader"> attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragment-shader"> precision mediump float; uniform vec4 color; void main() { gl_FragColor = color; } </script> <script> // Get the canvas element const canvas = document.getElementById('canvas'); // Initialize the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas size to the full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = document.getElementById('vertex-shader').textContent; // Fragment shader source code const fragmentShaderSource = document.getElementById('fragment-shader').textContent; // Create the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set the vertex positions const vertices = [ // House -0.5, 0.3, // Bottom left 0.5, 0.3, // Bottom right 0.0, 0.7, // Top // Chimney -0.1, 0.8, 0.1, 0.8, 0.0, 1.0 ]; // Create a buffer for the vertex positions const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the attribute location for the position const positionLocation = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); // Get the uniform location for the color const colorLocation = gl.getUniformLocation(program, 'color'); // Set the clear color gl.clearColor(1.0, 1.0, 1.0, 1.0); // White // Draw the house gl.uniform4f(colorLocation, 0.8, 0.6, 0.2, 1.0); // Brown color gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw the chimney gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray color gl.drawArrays(gl.TRIANGLES, 3, 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 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="canvas"></canvas> <script type="x-shader/x-vertex" id="vertex-shader"> attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragment-shader"> precision mediump float; uniform vec4 color; void main() { gl_FragColor = color; } </script> <script> // Get the canvas element const canvas = document.getElementById('canvas'); // Initialize the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas size to the full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = document.getElementById('vertex-shader').textContent; // Fragment shader source code const fragmentShaderSource = document.getElementById('fragment-shader').textContent; // Create the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set the vertex positions const vertices = [ // House -0.5, 0.3, // Bottom left 0.5, 0.3, // Bottom right 0.0, 0.7, // Top // Chimney -0.1, 0.8, 0.1, 0.8, 0.0, 1.0 ]; // Create a buffer for the vertex positions const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the attribute location for the position const positionLocation = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); // Get the uniform location for the color const colorLocation = gl.getUniformLocation(program, 'color'); // Set the clear color gl.clearColor(1.0, 1.0, 1.0, 1.0); // White // Draw the house gl.uniform4f(colorLocation, 0.8, 0.6, 0.2, 1.0); // Brown color gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw the chimney gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray color gl.drawArrays(gl.TRIANGLES, 3, 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, small, solid-colored triangle centered at the bottom of the canvas. The triangle is pointing upwards, and the background of the webpage is white. There are no other visible elements or details in the image. If you intended to draw a triangle with WebGL, it appears that the drawing was successful.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple, small, solid-colored triangle centered at the bottom of the canvas. The triangle is pointing upwards, and the background of the webpage is white. There are no other visible elements or details in the image. If you intended to draw a triangle with WebGL, it appears that the drawing was successful."? 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 a single HTML file with a WebGL script that draws a house with a chimney on a full-page canvas:
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 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <meta charset="utf-8"> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aVertexPosition; void main() { gl_Position = vec4(aVertexPosition, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } </script> <script type="text/javascript"> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Initialize the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = document.getElementById('vertex-shader').textContent; // Fragment shader source code const fragmentShaderSource = document.getElementById('fragment-shader').textContent; // Create vertex shader object const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create fragment shader object const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Use the shader program gl.useProgram(shaderProgram); // Get the attribute location const vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Enable the attribute gl.enableVertexAttribArray(vertexPositionAttribute); // Define the vertices for the house and chimney const houseVertices = [ // House -0.4, 0.2, 0.4, 0.2, 0.4, -0.4, -0.4, -0.4, // Roof -0.6, 0.4, 0.6, 0.4, 0.0, 0.8, // Chimney 0.2, 0.6, 0.3, 0.6, 0.3, 0.8, 0.2, 0.8 ]; // Create a buffer for the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); // Specify how to read the vertex data const stride = 2; // 2 floats per vertex const offset = 0; gl.vertexAttribPointer(vertexPositionAttribute, 2, gl.FLOAT, false, stride * Float32Array.BYTES_PER_ELEMENT, offset); // Clear the canvas gl.clearColor(1.0, 1.0, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house and chimney gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House gl.drawArrays(gl.TRIANGLE_FAN, 4, 3); // Roof gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney </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 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <meta charset="utf-8"> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aVertexPosition; void main() { gl_Position = vec4(aVertexPosition, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } </script> <script type="text/javascript"> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Initialize the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = document.getElementById('vertex-shader').textContent; // Fragment shader source code const fragmentShaderSource = document.getElementById('fragment-shader').textContent; // Create vertex shader object const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create fragment shader object const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Use the shader program gl.useProgram(shaderProgram); // Get the attribute location const vertexPositionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Enable the attribute gl.enableVertexAttribArray(vertexPositionAttribute); // Define the vertices for the house and chimney const houseVertices = [ // House -0.4, 0.2, 0.4, 0.2, 0.4, -0.4, -0.4, -0.4, // Roof -0.6, 0.4, 0.6, 0.4, 0.0, 0.8, // Chimney 0.2, 0.6, 0.3, 0.6, 0.3, 0.8, 0.2, 0.8 ]; // Create a buffer for the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); // Specify how to read the vertex data const stride = 2; // 2 floats per vertex const offset = 0; gl.vertexAttribPointer(vertexPositionAttribute, 2, gl.FLOAT, false, stride * Float32Array.BYTES_PER_ELEMENT, offset); // Clear the canvas gl.clearColor(1.0, 1.0, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house and chimney gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House gl.drawArrays(gl.TRIANGLE_FAN, 4, 3); // Roof gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney </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 can't provide details about the content of the image as it appears to be not visible or not loaded correctly. The image is mostly blank with a white background, and there is a small red shape resembling a house icon or a simple drawing of a house at the bottom. If there is supposed to be more content drawn with WebGL, it is not visible in this image.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I can't provide details about the content of the image as it appears to be not visible or not loaded correctly. The image is mostly blank with a white background, and there is a small red shape resembling a house icon or a simple drawing of a house at the bottom. If there is supposed to be more content drawn with WebGL, it is 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.
To draw an image of a house with a chimney using WebGL in a single HTML file, and make the canvas take the full page, you can use the following code:
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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney</title> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } </script> <script type="text/javascript"> function main() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('Failed to get WebGL rendering context.'); return; } const vertexShaderSource = document.getElementById('vertex-shader').text; const fragmentShaderSource = document.getElementById('fragment-shader').text; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ -0.5, 0.5, // Top-left corner 0.5, 0.5, // Top-right corner 0.5, -0.5, // Bottom-right corner -0.5, -0.5 // Bottom-left corner ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Error linking program:', gl.getProgramInfoLog(program)); gl.deleteProgram(program); return null; } return program; } window.onload = main; </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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney</title> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } </script> <script type="text/javascript"> function main() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('Failed to get WebGL rendering context.'); return; } const vertexShaderSource = document.getElementById('vertex-shader').text; const fragmentShaderSource = document.getElementById('fragment-shader').text; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ -0.5, 0.5, // Top-left corner 0.5, 0.5, // Top-right corner 0.5, -0.5, // Bottom-right corner -0.5, -0.5 // Bottom-left corner ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Error linking program:', gl.getProgramInfoLog(program)); gl.deleteProgram(program); return null; } return program; } window.onload = main; </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 red square centered on a white background. The square has solid color fill and sharp edges, indicating that it is 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 red square centered on a white background. The square has solid color fill and sharp edges, indicating that it is a flat, two-dimensional shape."? 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