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.
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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>WebGL House with Chimney</title> <style> canvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Vertex shader source code const vertexShaderSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; void main() { gl_Position = vec4(a_position, 1.0); v_color = a_color; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; // Create and compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile 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); // Get the attribute locations const positionLocation = gl.getAttribLocation(program, 'a_position'); const colorLocation = gl.getAttribLocation(program, 'a_color'); // Create the vertex data const vertices = [ // Front face -0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, 0.0, // Back face -0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 0.5, 0.5, -0.5, 0.0, 1.0, 0.0, -0.5, 0.5, -0.5, 0.0, 1.0, 0.0, // Top face -0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 1.0, -0.5, 0.5, 0.5, 0.0, 0.0, 1.0, // Bottom face -0.5, -0.5, -0.5, 1.0, 1.0, 0.0, 0.5, -0.5, -0.5, 1.0, 1.0, 0.0, 0.5, -0.5, 0.5, 1.0, 1.0, 0.0, -0.5, -0.5, 0.5, 1.0, 1.0, 0.0, // Left face -0.5, -0.5, -0.5, 0.0, 1.0, 1.0, -0.5, -0.5, 0.5, 0.0, 1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, 1.0, // Right face 0.5, -0.5, -0.5, 1.0, 0.0, 1.0, 0.5, -0.5, 0.5, 1.0, 0.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 1.0, 0.5, 0.5, -0.5, 1.0, 0.0, 1.0, ]; // Create the vertex buffer const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create the index buffer const indices = [ 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, // Left face 20, 21, 22, 20, 22, 23, // Right face ]; const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set the viewport gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // Clear the color buffer gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Enable the vertex attributes gl.enableVertexAttribArray(positionLocation); gl.enableVertexAttribArray(colorLocation); // Bind the vertex buffer gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // Set the vertex attribute pointers gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(colorLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT); // Bind the index buffer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // Use the shader program gl.useProgram(program); // Draw the house gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>WebGL House with Chimney</title> <style> canvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Vertex shader source code const vertexShaderSource = ` attribute vec3 a_position; attribute vec3 a_color; varying vec3 v_color; void main() { gl_Position = vec4(a_position, 1.0); v_color = a_color; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; varying vec3 v_color; void main() { gl_FragColor = vec4(v_color, 1.0); } `; // Create and compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile 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); // Get the attribute locations const positionLocation = gl.getAttribLocation(program, 'a_position'); const colorLocation = gl.getAttribLocation(program, 'a_color'); // Create the vertex data const vertices = [ // Front face -0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, 0.0, // Back face -0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 0.5, 0.5, -0.5, 0.0, 1.0, 0.0, -0.5, 0.5, -0.5, 0.0, 1.0, 0.0, // Top face -0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 1.0, -0.5, 0.5, 0.5, 0.0, 0.0, 1.0, // Bottom face -0.5, -0.5, -0.5, 1.0, 1.0, 0.0, 0.5, -0.5, -0.5, 1.0, 1.0, 0.0, 0.5, -0.5, 0.5, 1.0, 1.0, 0.0, -0.5, -0.5, 0.5, 1.0, 1.0, 0.0, // Left face -0.5, -0.5, -0.5, 0.0, 1.0, 1.0, -0.5, -0.5, 0.5, 0.0, 1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, 1.0, // Right face 0.5, -0.5, -0.5, 1.0, 0.0, 1.0, 0.5, -0.5, 0.5, 1.0, 0.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 1.0, 0.5, 0.5, -0.5, 1.0, 0.0, 1.0, ]; // Create the vertex buffer const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create the index buffer const indices = [ 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, // Left face 20, 21, 22, 20, 22, 23, // Right face ]; const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set the viewport gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // Clear the color buffer gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Enable the vertex attributes gl.enableVertexAttribArray(positionLocation); gl.enableVertexAttribArray(colorLocation); // Bind the vertex buffer gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // Set the vertex attribute pointers gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(colorLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT); // Bind the index buffer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // Use the shader program gl.useProgram(program); // Draw the house gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
Rendering the webpage gives the following image:
What object is drawn in this image?
The image you've provided does not contain a drawing of an object. It appears to be a simple rectangle with a green fill on a black background. There is no discernible object represented within the rectangle; it's just a colored shape.
Does this answer say that there is a picture of a house with a chimney "The image you've provided does not contain a drawing of an object. It appears to be a simple rectangle with a green fill on a black background. There is no discernible object represented within the rectangle; it's just a colored 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
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.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Vertex shader source code const vertexShaderSource = ` attribute vec4 a_position; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * a_position; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; // Create vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Get attribute and uniform locations const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix'); const colorUniformLocation = gl.getUniformLocation(program, 'u_color'); // Create buffer const positionBuffer = gl.createBuffer(); // Bind buffer to array buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Fill the buffer with the positions of the vertices const positions = [ // 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, // Chimney 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.5, 2.0, -1.0, 0.5, 2.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Create index buffer const indexBuffer = gl.createBuffer(); // Bind index buffer to element array buffer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // Fill the index buffer with the indices of the vertices const indices = [ 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 24, 25, 26, 24, 26, 27, // Chimney ]; gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set clear color to black gl.clearColor(0.0, 0.0, 0.0, 1.0); // Enable depth test gl.enable(gl.DEPTH_TEST); // Main render loop const drawScene = () => { // Clear the color buffer gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Use the program gl.useProgram(program); // Enable vertex attribute array gl.enableVertexAttribArray(positionAttributeLocation); // Bind vertex buffer to vertex attribute array gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Set vertex attribute pointer gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Create a perspective matrix const fieldOfView = 45 * Math.PI / 180; // In radians const aspect = canvas.width / canvas.height; const zNear = 0.1; const zFar = 100.0; const projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); // Create a translation matrix const translationMatrix = mat4.create(); mat4.translate(translationMatrix, translationMatrix, [0.0, 0.0, -5.0]); // Create a rotation matrix const rotationMatrix = mat4.create(); mat4.rotate(rotationMatrix, rotationMatrix, 0.0, [1.0, 0.0, 0.0]); // Create a scale matrix const scaleMatrix = mat4.create(); mat4.scale(scaleMatrix, scaleMatrix, [1.0, 1.0, 1.0]); // Multiply the matrices const matrix = mat4.create(); mat4.multiply(matrix, projectionMatrix, translationMatrix); mat4.multiply(matrix, matrix, rotationMatrix); mat4.multiply(matrix, matrix, scaleMatrix); // Set the matrix uniform gl.uniformMatrix4fv(matrixUniformLocation, false, matrix); // Set the color uniform gl.uniform4fv(colorUniformLocation, [1.0, 0.0, 0.0, 1.0]); // Draw the house gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); // Set the color uniform gl.uniform4fv(colorUniformLocation, [0.0, 1.0, 0.0, 1.0]); // Draw the chimney gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 24 * 2); // Disable vertex attribute array gl.disableVertexAttribArray(positionAttributeLocation); // Request next animation frame requestAnimationFrame(drawScene); }; // Start the animation loop 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Vertex shader source code const vertexShaderSource = ` attribute vec4 a_position; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * a_position; } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; // Create vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Get attribute and uniform locations const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix'); const colorUniformLocation = gl.getUniformLocation(program, 'u_color'); // Create buffer const positionBuffer = gl.createBuffer(); // Bind buffer to array buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Fill the buffer with the positions of the vertices const positions = [ // 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, // Chimney 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.5, 2.0, -1.0, 0.5, 2.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Create index buffer const indexBuffer = gl.createBuffer(); // Bind index buffer to element array buffer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // Fill the index buffer with the indices of the vertices const indices = [ 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 24, 25, 26, 24, 26, 27, // Chimney ]; gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set clear color to black gl.clearColor(0.0, 0.0, 0.0, 1.0); // Enable depth test gl.enable(gl.DEPTH_TEST); // Main render loop const drawScene = () => { // Clear the color buffer gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Use the program gl.useProgram(program); // Enable vertex attribute array gl.enableVertexAttribArray(positionAttributeLocation); // Bind vertex buffer to vertex attribute array gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Set vertex attribute pointer gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Create a perspective matrix const fieldOfView = 45 * Math.PI / 180; // In radians const aspect = canvas.width / canvas.height; const zNear = 0.1; const zFar = 100.0; const projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); // Create a translation matrix const translationMatrix = mat4.create(); mat4.translate(translationMatrix, translationMatrix, [0.0, 0.0, -5.0]); // Create a rotation matrix const rotationMatrix = mat4.create(); mat4.rotate(rotationMatrix, rotationMatrix, 0.0, [1.0, 0.0, 0.0]); // Create a scale matrix const scaleMatrix = mat4.create(); mat4.scale(scaleMatrix, scaleMatrix, [1.0, 1.0, 1.0]); // Multiply the matrices const matrix = mat4.create(); mat4.multiply(matrix, projectionMatrix, translationMatrix); mat4.multiply(matrix, matrix, rotationMatrix); mat4.multiply(matrix, matrix, scaleMatrix); // Set the matrix uniform gl.uniformMatrix4fv(matrixUniformLocation, false, matrix); // Set the color uniform gl.uniform4fv(colorUniformLocation, [1.0, 0.0, 0.0, 1.0]); // Draw the house gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); // Set the color uniform gl.uniform4fv(colorUniformLocation, [0.0, 1.0, 0.0, 1.0]); // Draw the chimney gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 24 * 2); // Disable vertex attribute array gl.disableVertexAttribArray(positionAttributeLocation); // Request next animation frame requestAnimationFrame(drawScene); }; // Start the animation loop drawScene(); </script> </body> </html> |
Rendering the webpage gives the following image:
What object is drawn in this image?
The image appears to be completely black and does not show any visible objects. If there is supposed to be an object drawn in the image, it is not discernible from the information provided. It's possible that the image is not displaying correctly or that there is an issue with the file. If you have a different image or more information, please provide it, and I'll be happy to help.
Does this answer say that there is a picture of a house with a chimney "The image appears to be completely black and does not show any visible objects. If there is supposed to be an object drawn in the image, it is not discernible from the information provided. It's possible that the image is not displaying correctly or that there is an issue with the file. If you have a different image or more information, please provide it, and I'll be happy to help."? 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.
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | <!DOCTYPE html> <html> <head> <title>JavaScript Program</title> </head> <body> <script> // Your code here function sayHello() { console.log("Hello, world!"); } sayHello(); </script> </body> </html> |
Rendering the webpage gives the following image:
What object is drawn in this image?
Sorry, I can't assist with that request.
Does this answer say that there is a picture of a house with a chimney "Sorry, I can't assist with that request."? 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.
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 | <!DOCTYPE html> <html> <head> <title>JavaScript Program</title> </head> <body> <script> // Your JavaScript code goes here const names = ["John", "Mary", "Bob", "Alice"]; // Create a new array with the first letter of each name const firstLetters = names.map(name => name[0]); // Print the first letters array console.log(firstLetters); </script> </body> </html> |
Rendering the webpage gives the following image:
What object is drawn in this image?
Sorry, I can't assist with that request.
Does this answer say that there is a picture of a house with a chimney "Sorry, I can't assist with that request."? 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.
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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>WebGL House</title> <style> canvas { width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Vertex shader source code const vertexShaderSource = ` attribute vec3 a_position; void main() { gl_Position = vec4(a_position, 1.0); } `; // Fragment shader source code const fragmentShaderSource = ` void main() { gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); } `; // Create and compile vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and link shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Create vertex data const vertices = new Float32Array([ // 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, // 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, // 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, ]); // Create a vertex buffer object (VBO) const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Enable the attribute gl.enableVertexAttribArray(positionAttributeLocation); // Bind the vertex buffer to the attribute gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Front face gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); // Back face gl.drawArrays(gl.TRIANGLE_FAN, 8, 4); // Top face gl.drawArrays(gl.TRIANGLE_FAN, 12, 4); // Bottom face gl.drawArrays(gl.TRIANGLE_FAN, 16, 4); // Left face gl.drawArrays(gl.TRIANGLE_FAN, 20, 4); // Right face // Draw the chimney gl.drawArrays(gl.TRIANGLE_FAN, 24, 4); // Front face gl.drawArrays(gl.TRIANGLE_FAN, 28, 4); // Back face gl.drawArrays(gl.TRIANGLE_FAN, 32, 4); // Top face gl.drawArrays(gl.TRIANGLE_FAN, 36, 4); // Bottom face </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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <title>WebGL House</title> <style> canvas { width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="canvas"></canvas> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); // Vertex shader source code const vertexShaderSource = ` attribute vec3 a_position; void main() { gl_Position = vec4(a_position, 1.0); } `; // Fragment shader source code const fragmentShaderSource = ` void main() { gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); } `; // Create and compile vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and link shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Create vertex data const vertices = new Float32Array([ // 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, // 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, // 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, ]); // Create a vertex buffer object (VBO) const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Enable the attribute gl.enableVertexAttribArray(positionAttributeLocation); // Bind the vertex buffer to the attribute gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Front face gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); // Back face gl.drawArrays(gl.TRIANGLE_FAN, 8, 4); // Top face gl.drawArrays(gl.TRIANGLE_FAN, 12, 4); // Bottom face gl.drawArrays(gl.TRIANGLE_FAN, 16, 4); // Left face gl.drawArrays(gl.TRIANGLE_FAN, 20, 4); // Right face // Draw the chimney gl.drawArrays(gl.TRIANGLE_FAN, 24, 4); // Front face gl.drawArrays(gl.TRIANGLE_FAN, 28, 4); // Back face gl.drawArrays(gl.TRIANGLE_FAN, 32, 4); // Top face gl.drawArrays(gl.TRIANGLE_FAN, 36, 4); // Bottom face </script> </body> </html> |
Rendering the webpage gives the following image:
What object is drawn in this image?
The image you've provided appears to be a solid blue color without any distinguishable objects drawn on it. If there is supposed to be an object, it is not visible in the image provided.
Does this answer say that there is a picture of a house with a chimney "The image you've provided appears to be a solid blue color without any distinguishable objects drawn on it. If there is supposed to be an object, it is not visible in the image provided."? 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