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.
Creating a simple house with a chimney using WebGL in a single HTML file involves a bit of JavaScript to set up the WebGL context, create the shaders, and render the house. Below is an example of how you can create a basic 3D representation of a house with a chimney. Here’s the complete 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House with Chimney</title> <style> body { margin: 0; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Unable to initialize WebGL. Your browser may not support it.'); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color for the house } `; // Initialize shaders function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } // Load a shader function loadShader(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; } // Create buffers for the house function initBuffers(gl) { const positions = [ // House base (a cube) -0.5, 0, -0.5, 0.5, 0, -0.5, 0.5, 0, 0.5, -0.5, 0, 0.5, -0.5, 1, -0.5, 0.5, 1, -0.5, 0.5, 1, 0.5, -0.5, 1, 0.5, // Chimney -0.1, 1, -0.1, 0.1, 1, -0.1, 0.1, 1.5, -0.1, -0.1, 1.5, -0.1, ]; const indices = [ 0, 1, 2, 0, 2, 3, // Base 4, 5, 6, 4, 6, 7, // Top 8, 9, 10, 8, 10, 11 // Chimney ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); return { position: positionBuffer, indices: indexBuffer, vertexCount: indices.length, }; } // Draw the scene function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(programInfo.program); gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); const positionLocation = gl.getAttribLocation(programInfo.program, 'aVertexPosition'); gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionLocation); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); const modelViewMatrix = mat4.create(); mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -2.0]); const projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, Math.PI / 4, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.1, 100.0); const uModelViewMatrix = gl.getUniformLocation(programInfo.program, 'uModelViewMatrix'); const uProjectionMatrix = gl.getUniformLocation(programInfo.program, 'uProjectionMatrix'); gl.uniformMatrix4fv(uModelViewMatrix, false, modelViewMatrix); gl.uniformMatrix4fv(uProjectionMatrix, false, projectionMatrix); gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0); } // Initialize and render const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, }; const buffers = initBuffers(gl); function render() { drawScene(gl, programInfo, buffers); requestAnimationFrame(render); } render(); </script> <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix.js"></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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House with Chimney</title> <style> body { margin: 0; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Unable to initialize WebGL. Your browser may not support it.'); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color for the house } `; // Initialize shaders function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } // Load a shader function loadShader(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; } // Create buffers for the house function initBuffers(gl) { const positions = [ // House base (a cube) -0.5, 0, -0.5, 0.5, 0, -0.5, 0.5, 0, 0.5, -0.5, 0, 0.5, -0.5, 1, -0.5, 0.5, 1, -0.5, 0.5, 1, 0.5, -0.5, 1, 0.5, // Chimney -0.1, 1, -0.1, 0.1, 1, -0.1, 0.1, 1.5, -0.1, -0.1, 1.5, -0.1, ]; const indices = [ 0, 1, 2, 0, 2, 3, // Base 4, 5, 6, 4, 6, 7, // Top 8, 9, 10, 8, 10, 11 // Chimney ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); return { position: positionBuffer, indices: indexBuffer, vertexCount: indices.length, }; } // Draw the scene function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(programInfo.program); gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); const positionLocation = gl.getAttribLocation(programInfo.program, 'aVertexPosition'); gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionLocation); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); const modelViewMatrix = mat4.create(); mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -2.0]); const projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, Math.PI / 4, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.1, 100.0); const uModelViewMatrix = gl.getUniformLocation(programInfo.program, 'uModelViewMatrix'); const uProjectionMatrix = gl.getUniformLocation(programInfo.program, 'uProjectionMatrix'); gl.uniformMatrix4fv(uModelViewMatrix, false, modelViewMatrix); gl.uniformMatrix4fv(uProjectionMatrix, false, projectionMatrix); gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0); } // Initialize and render const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, }; const buffers = initBuffers(gl); function render() { drawScene(gl, programInfo, buffers); requestAnimationFrame(render); } render(); </script> <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix.js"></script> </body> </html> |
Rendering the webpage gives the following image: b''
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?
cannot identify image file <_io.BytesIO object at 0x7f505bf73a40>
Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f505bf73a40>"? 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.
Creating a simple house with a chimney using WebGL requires a bit of setup, but it can be done within a single HTML file. Below is a minimal HTML example that uses WebGL to draw a house shape. The house will consist of a square base and a triangular roof. Here's the HTML 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House</title> <style> body { margin: 0; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> const canvas = document.getElementById('webglCanvas'); const gl = canvas.getContext('webgl'); // Set canvas size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(0.0, 0.5, 1.0, 1.0); // Blue color for the house } `; // Compile shader function compileShader(gl, source, type) { 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; } const vertexShader = compileShader(gl, vsSource, gl.VERTEX_SHADER); const fragmentShader = compileShader(gl, fsSource, gl.FRAGMENT_SHADER); // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Define the vertices for the house and chimney const vertices = new Float32Array([ // Base of the house (square) -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.5, 0.5, // Top right -0.5, 0.5, // Top left // Roof (triangle) -0.6, 0.5, // Left peak 0.0, 0.9, // Top peak 0.6, 0.5, // Right peak // Chimney (rectangle) 0.1, 0.5, // Bottom left 0.2, 0.5, // Bottom right 0.2, 0.8, // Top right 0.1, 0.8 // Top left ]); const indices = new Uint16Array([ 0, 1, 2, 0, 2, 3, // Base 4, 5, 6, // Roof 7, 8, 9, 7, 9, 10 // Chimney ]); 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 position = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(position); // Clear the canvas and draw the house gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background gl.clear(gl.COLOR_BUFFER_BIT); gl.viewport(0, 0, canvas.width, canvas.height); 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House</title> <style> body { margin: 0; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> const canvas = document.getElementById('webglCanvas'); const gl = canvas.getContext('webgl'); // Set canvas size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(0.0, 0.5, 1.0, 1.0); // Blue color for the house } `; // Compile shader function compileShader(gl, source, type) { 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; } const vertexShader = compileShader(gl, vsSource, gl.VERTEX_SHADER); const fragmentShader = compileShader(gl, fsSource, gl.FRAGMENT_SHADER); // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Define the vertices for the house and chimney const vertices = new Float32Array([ // Base of the house (square) -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.5, 0.5, // Top right -0.5, 0.5, // Top left // Roof (triangle) -0.6, 0.5, // Left peak 0.0, 0.9, // Top peak 0.6, 0.5, // Right peak // Chimney (rectangle) 0.1, 0.5, // Bottom left 0.2, 0.5, // Bottom right 0.2, 0.8, // Top right 0.1, 0.8 // Top left ]); const indices = new Uint16Array([ 0, 1, 2, 0, 2, 3, // Base 4, 5, 6, // Roof 7, 8, 9, 7, 9, 10 // Chimney ]); 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 position = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(position); // Clear the canvas and draw the house gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background gl.clear(gl.COLOR_BUFFER_BIT); gl.viewport(0, 0, canvas.width, canvas.height); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); </script> </body> </html> |
Rendering the webpage gives the following image: b''
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?
cannot identify image file <_io.BytesIO object at 0x7f58eed477c0>
Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f58eed477c0>"? 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.
Creating a simple house with a chimney using WebGL in a single HTML file can be done by drawing basic shapes. Below is an example of how to achieve this. The code uses WebGL to render a 2D representation of a house:
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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set the canvas size to fill the window canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Define the vertices of the house const vertices = new Float32Array([ // House base -0.5, -0.5, 0.0, // Bottom left 0.5, -0.5, 0.0, // Bottom right 0.5, 0.5, 0.0, // Top right -0.5, 0.5, 0.0, // Top left // Roof -0.6, 0.5, 0.0, // Roof left 0.6, 0.5, 0.0, // Roof right 0.0, 0.9, 0.0 // Roof peak ]); // Create a buffer and put the vertices in it const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Create and compile shaders const vertexShaderSource = ` attribute vec3 coordinates; void main(void) { gl_Position = vec4(coordinates, 1.0); } `; const fragmentShaderSource = ` void main(void) { gl_FragColor = vec4(0.8, 0.3, 0.3, 1.0); // House color } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Bind the buffer and set up the attribute gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); const coordinates = gl.getAttribLocation(shaderProgram, "coordinates"); gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coordinates); // Clear the canvas and draw the house gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house base gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Optional: Draw chimney const chimneyVertices = new Float32Array([ -0.1, 0.5, 0.0, // Bottom left (chimney) -0.1, 0.8, 0.0, // Top left (chimney) 0.1, 0.8, 0.0, // Top right (chimney) 0.1, 0.5, 0.0 // Bottom right (chimney) ]); const chimneyBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer); gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer); gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coordinates); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw 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 99 100 101 102 103 104 105 106 107 108 109 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set the canvas size to fill the window canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Define the vertices of the house const vertices = new Float32Array([ // House base -0.5, -0.5, 0.0, // Bottom left 0.5, -0.5, 0.0, // Bottom right 0.5, 0.5, 0.0, // Top right -0.5, 0.5, 0.0, // Top left // Roof -0.6, 0.5, 0.0, // Roof left 0.6, 0.5, 0.0, // Roof right 0.0, 0.9, 0.0 // Roof peak ]); // Create a buffer and put the vertices in it const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Create and compile shaders const vertexShaderSource = ` attribute vec3 coordinates; void main(void) { gl_Position = vec4(coordinates, 1.0); } `; const fragmentShaderSource = ` void main(void) { gl_FragColor = vec4(0.8, 0.3, 0.3, 1.0); // House color } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Bind the buffer and set up the attribute gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); const coordinates = gl.getAttribLocation(shaderProgram, "coordinates"); gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coordinates); // Clear the canvas and draw the house gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house base gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Optional: Draw chimney const chimneyVertices = new Float32Array([ -0.1, 0.5, 0.0, // Bottom left (chimney) -0.1, 0.8, 0.0, // Top left (chimney) 0.1, 0.8, 0.0, // Top right (chimney) 0.1, 0.5, 0.0 // Bottom right (chimney) ]); const chimneyBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer); gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer); gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coordinates); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw chimney </script> </body> </html> |
Rendering the webpage gives the following image: b''
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?
cannot identify image file <_io.BytesIO object at 0x7f8b0c173ae0>
Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f8b0c173ae0>"? 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.
Creating a simple house with a chimney using WebGL requires a bit of code. Below is a complete HTML file that uses WebGL to draw a basic representation of a house. This example makes 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House with Chimney</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set canvas size to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Define vertices for the house and chimney const vertices = new Float32Array([ // House base -0.5, 0, 0, 0.5, 0, 0, 0.5, 0.5, 0, -0.5, 0.5, 0, // Chimney -0.1, 0.5, 0, -0.1, 0.8, 0, 0.1, 0.8, 0, 0.1, 0.5, 0, ]); const indices = new Uint16Array([ // House base 0, 1, 2, 0, 2, 3, // Chimney 4, 5, 6, 4, 6, 7, ]); // Create buffer for vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Create buffer for indices const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); // Create and compile vertex shader const vsSource = ` attribute vec3 coordinates; void main(void) { gl_Position = vec4(coordinates, 1.0); } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); // Create and compile fragment shader const fsSource = ` void main(void) { gl_FragColor = vec4(0.0, 0.5, 0.0, 1.0); // Green color for the house } `; const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); // Create and link shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Bind buffer and set attribute gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); const coord = gl.getAttribLocation(shaderProgram, "coordinates"); gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coord); // Clear the canvas gl.clearColor(1.0, 1.0, 1.0, 1.0); // Clear to white gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house and chimney gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); }); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House with Chimney</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Set canvas size to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Define vertices for the house and chimney const vertices = new Float32Array([ // House base -0.5, 0, 0, 0.5, 0, 0, 0.5, 0.5, 0, -0.5, 0.5, 0, // Chimney -0.1, 0.5, 0, -0.1, 0.8, 0, 0.1, 0.8, 0, 0.1, 0.5, 0, ]); const indices = new Uint16Array([ // House base 0, 1, 2, 0, 2, 3, // Chimney 4, 5, 6, 4, 6, 7, ]); // Create buffer for vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Create buffer for indices const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); // Create and compile vertex shader const vsSource = ` attribute vec3 coordinates; void main(void) { gl_Position = vec4(coordinates, 1.0); } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); // Create and compile fragment shader const fsSource = ` void main(void) { gl_FragColor = vec4(0.0, 0.5, 0.0, 1.0); // Green color for the house } `; const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); // Create and link shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Bind buffer and set attribute gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); const coord = gl.getAttribLocation(shaderProgram, "coordinates"); gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coord); // Clear the canvas gl.clearColor(1.0, 1.0, 1.0, 1.0); // Clear to white gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house and chimney gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); }); </script> </body> </html> |
Rendering the webpage gives the following image: b''
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?
cannot identify image file <_io.BytesIO object at 0x7f0ba574f4f0>
Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f0ba574f4f0>"? 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.
Creating a simple house with a chimney using WebGL involves quite a bit of code. Below is an HTML file that utilizes WebGL to draw a basic representation of a house with a chimney. The canvas will 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House with Chimney</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl'); // Set canvas size to full window canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; }`; // Fragment shader program const fsSource = ` precision mediump float; void main(void) { gl_FragColor = vec4(0.0, 0.8, 0.0, 1.0); // Green color for the house }`; // Compile shader function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); return shaderProgram; } const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Define the house and chimney vertices const vertices = new Float32Array([ // House (a square) -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 (a triangle) -0.6, 0.5, 0.0, 0.0, 0.8, 0.0, 0.6, 0.5, 0.0, // Chimney (a rectangle) 0.2, 0.5, 0.0, 0.3, 0.5, 0.0, 0.3, 0.8, 0.0, 0.2, 0.8, 0.0, ]); const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Draw the scene function drawScene() { gl.clearColor(0.5, 0.5, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(shaderProgram); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); // Draw house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House gl.drawArrays(gl.TRIANGLES, 4, 3); // Roof gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney } 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL House with Chimney</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl'); // Set canvas size to full window canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; }`; // Fragment shader program const fsSource = ` precision mediump float; void main(void) { gl_FragColor = vec4(0.0, 0.8, 0.0, 1.0); // Green color for the house }`; // Compile shader function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); return shaderProgram; } const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Define the house and chimney vertices const vertices = new Float32Array([ // House (a square) -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 (a triangle) -0.6, 0.5, 0.0, 0.0, 0.8, 0.0, 0.6, 0.5, 0.0, // Chimney (a rectangle) 0.2, 0.5, 0.0, 0.3, 0.5, 0.0, 0.3, 0.8, 0.0, 0.2, 0.8, 0.0, ]); const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Draw the scene function drawScene() { gl.clearColor(0.5, 0.5, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(shaderProgram); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); // Draw house gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House gl.drawArrays(gl.TRIANGLES, 4, 3); // Roof gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney } drawScene(); </script> </body> </html> |
Rendering the webpage gives the following image: b''
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?
cannot identify image file <_io.BytesIO object at 0x7fc1dcac2e00>
Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7fc1dcac2e00>"? 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