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.
Certainly! Below is an example of an HTML file that uses WebGL to draw a simple house with a chimney. The canvas will take up the full page. To achieve this, we'll use the WebGL API to draw basic shapes to represent the house structure and the chimney. Here's the HTML file:
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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>House with Chimney using WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> // Initialize WebGL context const canvas = document.getElementById('glcanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL not supported'); return; } // Set canvas to full page 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(1.0, 1.0, 1.0, 1.0); } `; // Compile shader program 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; } // Create shader of the given type, upload the source and compile it 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; } // Initialize shader program const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Define house vertices const houseVertices = new Float32Array([ // House base -0.5, -0.5, 0.5, -0.5, 0.5, 0.0, -0.5, 0.0, // Roof -0.55, 0.0, 0.55, 0.0, 0.0, 0.5, // Chimney 0.2, 0.5, 0.35, 0.5, 0.35, 0.65, 0.2, 0.65 ]); // Create a buffer for the house's vertices const houseBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseBuffer); gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW); // Draw the house function drawScene(gl, programInfo) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(programInfo.program); // Set the vertex positions gl.bindBuffer(gl.ARRAY_BUFFER, houseBuffer); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, 2, // 2 components per iteration gl.FLOAT, // the data is 32bit floats false, // don't normalize 0, // 0 = move forward size * sizeof(type) each iteration to get the next position 0 // start at the beginning of the buffer ); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); // Draw the house base gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw the chimney gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } drawScene(gl, programInfo); // Adjust canvas size when window is resized window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); drawScene(gl, programInfo); }); </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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>House with Chimney using WebGL</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> // Initialize WebGL context const canvas = document.getElementById('glcanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL not supported'); return; } // Set canvas to full page 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(1.0, 1.0, 1.0, 1.0); } `; // Compile shader program 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; } // Create shader of the given type, upload the source and compile it 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; } // Initialize shader program const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Define house vertices const houseVertices = new Float32Array([ // House base -0.5, -0.5, 0.5, -0.5, 0.5, 0.0, -0.5, 0.0, // Roof -0.55, 0.0, 0.55, 0.0, 0.0, 0.5, // Chimney 0.2, 0.5, 0.35, 0.5, 0.35, 0.65, 0.2, 0.65 ]); // Create a buffer for the house's vertices const houseBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseBuffer); gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW); // Draw the house function drawScene(gl, programInfo) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(programInfo.program); // Set the vertex positions gl.bindBuffer(gl.ARRAY_BUFFER, houseBuffer); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, 2, // 2 components per iteration gl.FLOAT, // the data is 32bit floats false, // don't normalize 0, // 0 = move forward size * sizeof(type) each iteration to get the next position 0 // start at the beginning of the buffer ); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); // Draw the house base gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw the chimney gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } drawScene(gl, programInfo); // Adjust canvas size when window is resized window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); drawScene(gl, programInfo); }); </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?
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.
Certainly! Below is an HTML file that uses WebGL to draw a simple 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> function initWebGL() { const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext("experimental-webgl"); } if (!gl) { alert("Your browser does not support WebGL"); return; } canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); const vertexShaderSource = ` attribute vec2 a_position; uniform vec2 u_resolution; void main() { vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = zeroToOne * 2.0; vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); 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.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } const program = createProgram(gl, vertexShader, fragmentShader); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution"); const colorUniformLocation = gl.getUniformLocation(program, "u_color"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); function setRectangle(gl, x, y, width, height) { const x1 = x; const y1 = y; const x2 = x + width; const y2 = y + height; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2 ]), gl.STATIC_DRAW); } gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); function drawScene() { gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house body gl.uniform4f(colorUniformLocation, 0.6, 0.3, 0.1, 1); // brown color setRectangle(gl, 150, 200, 300, 200); gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw the roof gl.uniform4f(colorUniformLocation, 0.8, 0.1, 0.1, 1); // red color const roofVertices = new Float32Array([ 150, 200, 450, 200, 300, 100 ]); gl.bufferData(gl.ARRAY_BUFFER, roofVertices, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw the chimney gl.uniform4f(colorUniformLocation, 0.3, 0.3, 0.3, 1); // gray color setRectangle(gl, 350, 100, 50, 100); gl.drawArrays(gl.TRIANGLES, 0, 6); } drawScene(); } window.onload = initWebGL; window.addEventListener('resize', initWebGL); </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 | <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> function initWebGL() { const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext("experimental-webgl"); } if (!gl) { alert("Your browser does not support WebGL"); return; } canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); const vertexShaderSource = ` attribute vec2 a_position; uniform vec2 u_resolution; void main() { vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = zeroToOne * 2.0; vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); 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.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } const program = createProgram(gl, vertexShader, fragmentShader); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution"); const colorUniformLocation = gl.getUniformLocation(program, "u_color"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); function setRectangle(gl, x, y, width, height) { const x1 = x; const y1 = y; const x2 = x + width; const y2 = y + height; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2 ]), gl.STATIC_DRAW); } gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); function drawScene() { gl.clear(gl.COLOR_BUFFER_BIT); // Draw the house body gl.uniform4f(colorUniformLocation, 0.6, 0.3, 0.1, 1); // brown color setRectangle(gl, 150, 200, 300, 200); gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw the roof gl.uniform4f(colorUniformLocation, 0.8, 0.1, 0.1, 1); // red color const roofVertices = new Float32Array([ 150, 200, 450, 200, 300, 100 ]); gl.bufferData(gl.ARRAY_BUFFER, roofVertices, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw the chimney gl.uniform4f(colorUniformLocation, 0.3, 0.3, 0.3, 1); // gray color setRectangle(gl, 350, 100, 50, 100); gl.drawArrays(gl.TRIANGLES, 0, 6); } drawScene(); } window.onload = initWebGL; window.addEventListener('resize', initWebGL); </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, abstract representation of a house. The house has a brown rectangular base, which could be interpreted as the walls, and a red triangular shape on top, resembling a gabled roof. There is also a small grey rectangle on the roof, which might represent a chimney. The shapes are flat with no shading or detail, giving it a very basic and geometric appearance.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple, abstract representation of a house. The house has a brown rectangular base, which could be interpreted as the walls, and a red triangular shape on top, resembling a gabled roof. There is also a small grey rectangle on the roof, which might represent a chimney. The shapes are flat with no shading or detail, giving it a very basic and geometric appearance."? 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.
Creating a house with a chimney using WebGL involves setting up a WebGL rendering context, defining vertex and fragment shaders, and drawing the shapes. Below is an example of a complete HTML file that accomplishes this. This example creates a simple 2D house with a chimney using WebGL.
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 | <!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, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> const canvas = document.getElementById("glcanvas"); const gl = canvas.getContext("webgl"); if (!gl) { console.error("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext("experimental-webgl"); } if (!gl) { alert("Your browser does not support WebGL"); } function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); const vertexShaderSource = ` attribute vec2 a_position; uniform vec2 u_resolution; void main() { vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = zeroToOne * 2.0; vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); 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.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } const program = createProgram(gl, vertexShader, fragmentShader); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution"); const colorUniformLocation = gl.getUniformLocation(program, "u_color"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const houseVertices = [ 100, 200, 300, 200, 300, 400, 100, 400, // House body 80, 160, 200, 60, 320, 160, // Roof 260, 120, 280, 120, 280, 200, 260, 200 // Chimney ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); function drawScene() { gl.clearColor(0.8, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); // Draw house body gl.uniform4f(colorUniformLocation, 0.7, 0.4, 0.2, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4f(colorUniformLocation, 0.5, 0.2, 0.1, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(colorUniformLocation, 0.3, 0.2, 0.1, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } 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 | <!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, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> const canvas = document.getElementById("glcanvas"); const gl = canvas.getContext("webgl"); if (!gl) { console.error("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext("experimental-webgl"); } if (!gl) { alert("Your browser does not support WebGL"); } function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); const vertexShaderSource = ` attribute vec2 a_position; uniform vec2 u_resolution; void main() { vec2 zeroToOne = a_position / u_resolution; vec2 zeroToTwo = zeroToOne * 2.0; vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); 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.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } const program = createProgram(gl, vertexShader, fragmentShader); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution"); const colorUniformLocation = gl.getUniformLocation(program, "u_color"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const houseVertices = [ 100, 200, 300, 200, 300, 400, 100, 400, // House body 80, 160, 200, 60, 320, 160, // Roof 260, 120, 280, 120, 280, 200, 260, 200 // Chimney ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW); function drawScene() { gl.clearColor(0.8, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height); // Draw house body gl.uniform4f(colorUniformLocation, 0.7, 0.4, 0.2, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4f(colorUniformLocation, 0.5, 0.2, 0.1, 1.0); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4f(colorUniformLocation, 0.3, 0.2, 0.1, 1.0); gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } drawScene(); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image shows a simple geometric representation of what could be interpreted as a house. There is a brown square that could represent the main structure of the house, and on top of it, there is a brown triangle with a slightly darker shade, which could be the roof. There is also a small brown rectangle on the left side of the triangle, possibly representing a chimney. The background is a solid light blue color. The shapes are very basic and lack detail, suggesting a minimalist or abstract representation.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple geometric representation of what could be interpreted as a house. There is a brown square that could represent the main structure of the house, and on top of it, there is a brown triangle with a slightly darker shade, which could be the roof. There is also a small brown rectangle on the left side of the triangle, possibly representing a chimney. The background is a solid light blue color. The shapes are very basic and lack detail, suggesting a minimalist or abstract representation."? 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.
Certainly! Below is an example of an HTML file that utilizes WebGL to draw a simple 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 | <!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, html { margin: 0; padding: 0; width: 100%; height: 100%; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script type="text/javascript"> const vertexShaderSource = ` attribute vec2 a_position; uniform vec2 u_resolution; void main() { // convert the position from pixels to 0.0 to 1.0 vec2 zeroToOne = a_position / u_resolution; // convert from 0->1 to 0->2 vec2 zeroToTwo = zeroToOne * 2.0; // convert from 0->2 to -1->+1 (clipspace) vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(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.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } function main() { const canvas = document.getElementById("webglCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { console.error("WebGL not supported"); return; } 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 colorUniformLocation = gl.getUniformLocation(program, "u_color"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(1, 1, 1, 1); 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); function drawRectangle(x, y, width, height, color) { gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ x, y, x + width, y, x, y + height, x, y + height, x + width, y, x + width, y + height]), gl.STATIC_DRAW); gl.uniform4f(colorUniformLocation, color[0], color[1], color[2], color[3]); gl.drawArrays(gl.TRIANGLES, 0, 6); } // Draw house base drawRectangle(150, 300, 300, 200, [0.6, 0.4, 0.2, 1.0]); // Draw door drawRectangle(275, 400, 50, 100, [0.3, 0.2, 0.1, 1.0]); // Draw chimney drawRectangle(350, 150, 50, 100, [0.4, 0.2, 0.1, 1.0]); // Draw roof gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 100, 300, 400, 300, 250, 150]), gl.STATIC_DRAW); gl.uniform4f(colorUniformLocation, 0.7, 0.2, 0.2, 1.0); gl.drawArrays(gl.TRIANGLES, 0, 3); } main(); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 | <!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, html { margin: 0; padding: 0; width: 100%; height: 100%; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script type="text/javascript"> const vertexShaderSource = ` attribute vec2 a_position; uniform vec2 u_resolution; void main() { // convert the position from pixels to 0.0 to 1.0 vec2 zeroToOne = a_position / u_resolution; // convert from 0->1 to 0->2 vec2 zeroToTwo = zeroToOne * 2.0; // convert from 0->2 to -1->+1 (clipspace) vec2 clipSpace = zeroToTwo - 1.0; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.log(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.log(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } function main() { const canvas = document.getElementById("webglCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { console.error("WebGL not supported"); return; } 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 colorUniformLocation = gl.getUniformLocation(program, "u_color"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(1, 1, 1, 1); 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); function drawRectangle(x, y, width, height, color) { gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ x, y, x + width, y, x, y + height, x, y + height, x + width, y, x + width, y + height]), gl.STATIC_DRAW); gl.uniform4f(colorUniformLocation, color[0], color[1], color[2], color[3]); gl.drawArrays(gl.TRIANGLES, 0, 6); } // Draw house base drawRectangle(150, 300, 300, 200, [0.6, 0.4, 0.2, 1.0]); // Draw door drawRectangle(275, 400, 50, 100, [0.3, 0.2, 0.1, 1.0]); // Draw chimney drawRectangle(350, 150, 50, 100, [0.4, 0.2, 0.1, 1.0]); // Draw roof gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 100, 300, 400, 300, 250, 150]), gl.STATIC_DRAW); gl.uniform4f(colorUniformLocation, 0.7, 0.2, 0.2, 1.0); gl.drawArrays(gl.TRIANGLES, 0, 3); } 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?
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.
Creating a basic HTML file that uses WebGL to draw a simple house with a chimney involves several steps. Below is an example of a complete HTML file that achieves this. This file includes the necessary HTML structure, JavaScript for WebGL setup, and drawing 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> function initWebGL(canvas) { return canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); } function initShaders(gl) { var vertexShaderSource = ` attribute vec2 aVertexPosition; void main(void) { gl_Position = vec4(aVertexPosition, 0.0, 1.0); } `; var fragmentShaderSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); return shaderProgram; } function initBuffers(gl) { var vertices = new Float32Array([ // House base -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // Roof -0.6, 0.5, 0.6, 0.5, 0.0, 0.9, // Chimney 0.3, 0.7, 0.4, 0.7, 0.4, 0.9, 0.3, 0.9, ]); var indices = new Uint16Array([ 0, 1, 2, 0, 2, 3, // House base 4, 5, 6, // Roof 7, 8, 9, 7, 9, 10 // Chimney ]); var vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); var indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); return { vertex: vertexBuffer, index: indexBuffer, vertexCount: indices.length }; } function drawScene(gl, programInfo, buffers) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.bindBuffer(gl.ARRAY_BUFFER, buffers.vertex); gl.vertexAttribPointer(programInfo.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.index); gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0); } function start() { var canvas = document.getElementById("glcanvas"); var gl = initWebGL(canvas); if (!gl) { alert("Unable to initialize WebGL. Your browser may not support it."); return; } gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); var shaderProgram = initShaders(gl); var buffers = initBuffers(gl); drawScene(gl, shaderProgram, buffers); } window.onload = start; </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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL House with Chimney</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> function initWebGL(canvas) { return canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); } function initShaders(gl) { var vertexShaderSource = ` attribute vec2 aVertexPosition; void main(void) { gl_Position = vec4(aVertexPosition, 0.0, 1.0); } `; var fragmentShaderSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); return shaderProgram; } function initBuffers(gl) { var vertices = new Float32Array([ // House base -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // Roof -0.6, 0.5, 0.6, 0.5, 0.0, 0.9, // Chimney 0.3, 0.7, 0.4, 0.7, 0.4, 0.9, 0.3, 0.9, ]); var indices = new Uint16Array([ 0, 1, 2, 0, 2, 3, // House base 4, 5, 6, // Roof 7, 8, 9, 7, 9, 10 // Chimney ]); var vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); var indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); return { vertex: vertexBuffer, index: indexBuffer, vertexCount: indices.length }; } function drawScene(gl, programInfo, buffers) { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.bindBuffer(gl.ARRAY_BUFFER, buffers.vertex); gl.vertexAttribPointer(programInfo.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.index); gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0); } function start() { var canvas = document.getElementById("glcanvas"); var gl = initWebGL(canvas); if (!gl) { alert("Unable to initialize WebGL. Your browser may not support it."); return; } gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); var shaderProgram = initShaders(gl); var buffers = initBuffers(gl); drawScene(gl, shaderProgram, buffers); } window.onload = start; </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 appears to be a simple, stylized representation of a house. It consists of a basic rectangular shape for the main structure of the house, a triangular shape on top for the roof, and a smaller square on top of the roof, possibly representing a chimney. The drawing is monochromatic, with the shapes outlined in black on a white background. The lines are clean and straight, suggesting a digital or vector-based creation method.
Does this answer say that there is a picture of a house with a chimney "The image appears to be a simple, stylized representation of a house. It consists of a basic rectangular shape for the main structure of the house, a triangular shape on top for the roof, and a smaller square on top of the roof, possibly representing a chimney. The drawing is monochromatic, with the shapes outlined in black on a white background. The lines are clean and straight, suggesting a digital or vector-based creation method."? 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