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 uses WebGL to draw a house with a chimney, 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> <script type="x-shader/x-vertex" id="vertex-shader"> precision highp float; attribute vec3 aPosition; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; void main() { gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0); } </script> <script type="x-shader/x-fragment" id="fragment-shader"> precision highp float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script type="text/javascript"> 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('An error occurred compiling the shaders:', 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('Unable to initialize the shader program:', gl.getProgramInfoLog(program)); return null; } return program; } function drawHouse(gl, program) { const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); const uModelViewMatrixLocation = gl.getUniformLocation(program, 'uModelViewMatrix'); const uProjectionMatrixLocation = gl.getUniformLocation(program, 'uProjectionMatrix'); const uColorLocation = gl.getUniformLocation(program, 'uColor'); const modelViewMatrix = mat4.create(); mat4.translate(modelViewMatrix, modelViewMatrix, [-0.0, 0.0, -6.0]); const projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, Math.PI / 4, gl.canvas.width / gl.canvas.height, 0.1, 1000.0); gl.useProgram(program); gl.uniformMatrix4fv(uModelViewMatrixLocation, false, modelViewMatrix); gl.uniformMatrix4fv(uProjectionMatrixLocation, false, projectionMatrix); // House const houseVertices = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, ]; const houseColors = [ // Front face 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Back face 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, // Top face 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Bottom face 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, // Right face 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, // Left face 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, ]; const houseIndices = [ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23, // Left face ]; const houseVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); const houseColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseColorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseColors), gl.STATIC_DRAW |
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> <script type="x-shader/x-vertex" id="vertex-shader"> precision highp float; attribute vec3 aPosition; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; void main() { gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0); } </script> <script type="x-shader/x-fragment" id="fragment-shader"> precision highp float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script type="text/javascript"> 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('An error occurred compiling the shaders:', 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('Unable to initialize the shader program:', gl.getProgramInfoLog(program)); return null; } return program; } function drawHouse(gl, program) { const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); const uModelViewMatrixLocation = gl.getUniformLocation(program, 'uModelViewMatrix'); const uProjectionMatrixLocation = gl.getUniformLocation(program, 'uProjectionMatrix'); const uColorLocation = gl.getUniformLocation(program, 'uColor'); const modelViewMatrix = mat4.create(); mat4.translate(modelViewMatrix, modelViewMatrix, [-0.0, 0.0, -6.0]); const projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, Math.PI / 4, gl.canvas.width / gl.canvas.height, 0.1, 1000.0); gl.useProgram(program); gl.uniformMatrix4fv(uModelViewMatrixLocation, false, modelViewMatrix); gl.uniformMatrix4fv(uProjectionMatrixLocation, false, projectionMatrix); // House const houseVertices = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Left face -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, ]; const houseColors = [ // Front face 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Back face 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, // Top face 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Bottom face 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, // Right face 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, // Left face 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, ]; const houseIndices = [ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23, // Left face ]; const houseVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); const houseColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseColorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseColors), gl.STATIC_DRAW); gl.enable |
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?
I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? 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 that draws 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney</title> <style> html, body { margin: 0; padding: 0; overflow: hidden; } </style> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; uniform vec2 u_resolution; void main() { vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = zeroToOne * 2.0 - 1.0; gl_Position = vec4(zeroToTwo * vec2(1, -1), 0, 1); } </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 } </script> <script> function main() { const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Failed to get WebGL 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 resolutionUniformLocation = gl.getUniformLocation(program, 'u_resolution'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House 0.2, 0.4, 0.8, 0.4, 0.5, 0.8, 0.2, 0.4, 0.5, 0.8, 0.2, 0.8, // Chimney 0.6, 0.9, 0.7, 0.9, 0.65, 1.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0.9, 0.9, 0.9, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const size = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); const primitiveType = gl.TRIANGLES; const offset = 0; const count = 9; gl.drawArrays(primitiveType, offset, count); } function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const success = gl.getProgramParameter(program, gl.LINK_STATUS); if (success) { return program; } console.error(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } window.onload = main; </script> </head> <body> </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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney</title> <style> html, body { margin: 0; padding: 0; overflow: hidden; } </style> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; uniform vec2 u_resolution; void main() { vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = zeroToOne * 2.0 - 1.0; gl_Position = vec4(zeroToTwo * vec2(1, -1), 0, 1); } </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 } </script> <script> function main() { const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Failed to get WebGL 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 resolutionUniformLocation = gl.getUniformLocation(program, 'u_resolution'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House 0.2, 0.4, 0.8, 0.4, 0.5, 0.8, 0.2, 0.4, 0.5, 0.8, 0.2, 0.8, // Chimney 0.6, 0.9, 0.7, 0.9, 0.65, 1.0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0.9, 0.9, 0.9, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const size = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset); gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); const primitiveType = gl.TRIANGLES; const offset = 0; const count = 9; gl.drawArrays(primitiveType, offset, count); } function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const success = gl.getProgramParameter(program, gl.LINK_STATUS); if (success) { return program; } console.error(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } window.onload = main; </script> </head> <body> </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?
I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? 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.
Sure, here's a single HTML file that draws a house with a chimney using WebGL. The canvas will 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>House with Chimney</title> <style> html, body { margin: 0; padding: 0; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script type="x-shader/x-vertex" id="vertexShader"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragmentShader"> precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script> window.onload = function() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in your browser.'); return; } const vertexShaderSource = document.getElementById('vertexShader').textContent; const fragmentShaderSource = document.getElementById('fragmentShader').textContent; 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('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program)); return; } gl.useProgram(program); const colorLocation = gl.getUniformLocation(program, 'uColor'); const positionLocation = gl.getAttribLocation(program, 'aPosition'); gl.clearColor(0.9, 0.9, 1.0, 1.0); // Set clear color (sky blue) gl.clear(gl.COLOR_BUFFER_BIT); // Draw house gl.uniform4f(colorLocation, 0.8, 0.6, 0.4, 1.0); // Brown drawRectangle(-0.5, -0.5, 0.6, 0.6, positionLocation); // Draw roof gl.uniform4f(colorLocation, 0.6, 0.2, 0.2, 1.0); // Dark red drawTriangle(-0.6, 0.3, 0.0, 0.7, 0.6, 0.3, positionLocation); // Draw chimney gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray drawRectangle(0.4, 0.5, 0.1, 0.2, positionLocation); function drawRectangle(x, y, width, height, positionLocation) { const vertices = [ x, y, x + width, y, x, y + height, x, y + height, x + width, y, x + width, y + height ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionLocation); gl.drawArrays(gl.TRIANGLES, 0, 6); } function drawTriangle(x1, y1, x2, y2, x3, y3, positionLocation) { const vertices = [ x1, y1, x2, y2, x3, y3 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionLocation); gl.drawArrays(gl.TRIANGLES, 0, 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | <!DOCTYPE html> <html> <head> <title>House with Chimney</title> <style> html, body { margin: 0; padding: 0; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script type="x-shader/x-vertex" id="vertexShader"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragmentShader"> precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script> window.onload = function() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in your browser.'); return; } const vertexShaderSource = document.getElementById('vertexShader').textContent; const fragmentShaderSource = document.getElementById('fragmentShader').textContent; 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('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program)); return; } gl.useProgram(program); const colorLocation = gl.getUniformLocation(program, 'uColor'); const positionLocation = gl.getAttribLocation(program, 'aPosition'); gl.clearColor(0.9, 0.9, 1.0, 1.0); // Set clear color (sky blue) gl.clear(gl.COLOR_BUFFER_BIT); // Draw house gl.uniform4f(colorLocation, 0.8, 0.6, 0.4, 1.0); // Brown drawRectangle(-0.5, -0.5, 0.6, 0.6, positionLocation); // Draw roof gl.uniform4f(colorLocation, 0.6, 0.2, 0.2, 1.0); // Dark red drawTriangle(-0.6, 0.3, 0.0, 0.7, 0.6, 0.3, positionLocation); // Draw chimney gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray drawRectangle(0.4, 0.5, 0.1, 0.2, positionLocation); function drawRectangle(x, y, width, height, positionLocation) { const vertices = [ x, y, x + width, y, x, y + height, x, y + height, x + width, y, x + width, y + height ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionLocation); gl.drawArrays(gl.TRIANGLES, 0, 6); } function drawTriangle(x1, y1, x2, y2, x3, y3, positionLocation) { const vertices = [ x1, y1, x2, y2, x3, y3 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionLocation); gl.drawArrays(gl.TRIANGLES, 0, 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 drew what I wanted. Describe what is drawn in this image?
The image shows three geometric shapes against a light purple background. At the top, there is a red triangle with a flat horizontal base, which could represent a simple 2D pyramid or roof-like structure. Below the triangle to the left, there is a tan or beige rectangle, which could be interpreted as a block or a simplified representation of a building or object. To the right of the triangle and slightly above the rectangle, there is a small dark grey square. The shapes are flat and have no gradients or textures, suggesting a basic or abstract representation rather than a detailed drawing.
Does this answer say that there is a picture of a house with a chimney "The image shows three geometric shapes against a light purple background. At the top, there is a red triangle with a flat horizontal base, which could represent a simple 2D pyramid or roof-like structure. Below the triangle to the left, there is a tan or beige rectangle, which could be interpreted as a block or a simplified representation of a building or object. To the right of the triangle and slightly above the rectangle, there is a small dark grey square. The shapes are flat and have no gradients or textures, suggesting a basic or abstract representation rather than a detailed drawing."? 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 that draws a house with a chimney using WebGL. The canvas will 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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney (WebGL)</title> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 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"> 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 not supported'); 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); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); const houseVertices = [ // House -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // Roof -0.7, 0.5, 0.7, 0.5, 0.0, 0.8, // Chimney 0.3, 0.6, 0.4, 0.6, 0.4, 0.8, 0.3, 0.8 ]; 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(1.0, 1.0, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // House gl.drawArrays(gl.TRIANGLES, 0, 6); // Roof gl.drawArrays(gl.TRIANGLES, 6, 3); // Chimney gl.drawArrays(gl.TRIANGLE_STRIP, 9, 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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>House with Chimney (WebGL)</title> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 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"> 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 not supported'); 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); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); const houseVertices = [ // House -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // Roof -0.7, 0.5, 0.7, 0.5, 0.0, 0.8, // Chimney 0.3, 0.6, 0.4, 0.6, 0.4, 0.8, 0.3, 0.8 ]; 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(1.0, 1.0, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // House gl.drawArrays(gl.TRIANGLES, 0, 6); // Roof gl.drawArrays(gl.TRIANGLES, 6, 3); // Chimney gl.drawArrays(gl.TRIANGLE_STRIP, 9, 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, stylized representation of a house. The house is depicted in a solid red color. It has a rectangular base with a triangular roof on top. There is also a small rectangular chimney on the right side of the roof. The overall shape is quite basic and lacks detailed features such as windows or doors.
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 in a solid red color. It has a rectangular base with a triangular roof on top. There is also a small rectangular chimney on the right side of the roof. The overall shape is quite basic and lacks detailed features such as windows or doors."? 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 with WebGL code to draw a house with a chimney. The canvas will 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 | <!DOCTYPE html> <html> <head> <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 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); // Set the color to red } </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 = 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 positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.5, 0.5, // Top right -0.5, 0.5, // Top left // Chimney -0.1, 0.5, 0.1, 0.5, 0.1, 0.7, -0.1, 0.7 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(1.0, 1.0, 1.0, 1.0); // Set the clear color to white gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the chimney gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); } 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 | <!DOCTYPE html> <html> <head> <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 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); // Set the color to red } </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 = 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 positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // House -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.5, 0.5, // Top right -0.5, 0.5, // Top left // Chimney -0.1, 0.5, 0.1, 0.5, 0.1, 0.7, -0.1, 0.7 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(1.0, 1.0, 1.0, 1.0); // Set the clear color to white gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the chimney gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); } 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 drew what I wanted. Describe what is drawn in this image?
The image shows a simple red square with a small rectangle on top, centered along the upper edge of the square. The overall shape resembles a simplified representation of a house or a building with a flat roof and a chimney or some sort of protrusion on top. The background is white, and there are no other visible elements or details in the image.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple red square with a small rectangle on top, centered along the upper edge of the square. The overall shape resembles a simplified representation of a house or a building with a flat roof and a chimney or some sort of protrusion on top. The background is white, and there are no other visible elements or details in the image."? 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