Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

Below is an example of how you can draw a simple house with a chimney using WebGL in a single HTML file. This example uses the WebGL API to create a canvas that takes up the full page and renders a simple 3D scene.

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        body {
            margin: 0;
            background-color: #f0f0f0;
        }
        #canvas {
            width: 100%;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
    // Get the canvas element
    var canvas = document.getElementById('canvas');
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    // Get the WebGL context
    var gl = canvas.getContext('webgl');

    // Define the vertices for the house
    var houseVertices = new Float32Array([
        // Front face
        -0.5, -0.5,  0.5,
         0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,
        -0.5,  0.5,  0.5,

        // Back face
        -0.5, -0.5, -0.5,
         0.5, -0.5, -0.5,
         0.5,  0.5, -0.5,
        -0.5,  0.5, -0.5,

        // Left face
        -0.5, -0.5, -0.5,
        -0.5, -0.5,  0.5,
        -0.5,  0.5,  0.5,
        -0.5,  0.5, -0.5,

        // Right face
         0.5, -0.5, -0.5,
         0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,
         0.5,  0.5, -0.5,

        // Top face
        -0.5,  0.5, -0.5,
        -0.5,  0.5,  0.5,
         0.5,  0.5,  0.5,
         0.5,  0.5, -0.5,

        // Bottom face
        -0.5, -0.5, -0.5,
        -0.5, -0.5,  0.5,
         0.5, -0.5,  0.5,
         0.5, -0.5, -0.5,
    ]);

    // Define the indices for the house
    var houseIndices = new Uint16Array([
        // Front face
        0, 1, 2,
        0, 2, 3,

        // Back face
        4, 5, 6,
        4, 6, 7,

        // Left face
        8, 9, 10,
        8, 10, 11,

        // Right face
        12, 13, 14,
        12, 14, 15,

        // Top face
        16, 17, 18,
        16, 18, 19,

        // Bottom face
        20, 21, 22,
        20, 22, 23,
    ]);

    // Define the vertices for the chimney
    var chimneyVertices = new Float32Array([
        // Front face
        -0.1,  0.5,  0.1,
         0.1,  0.5,  0.1,
         0.1,  1.0,  0.1,
        -0.1,  1.0,  0.1,

        // Back face
        -0.1,  0.5, -0.1,
         0.1,  0.5, -0.1,
         0.1,  1.0, -0.1,
        -0.1,  1.0, -0.1,

        // Left face
        -0.1,  0.5, -0.1,
        -0.1,  0.5,  0.1,
        -0.1,  1.0,  0.1,
        -0.1,  1.0, -0.1,

        // Right face
         0.1,  0.5, -0.1,
         0.1,  0.5,  0.1,
         0.1,  1.0,  0.1,
         0.1,  1.0, -0.1,

        // Top face
        -0.1,  1.0, -0.1,
        -0.1,  1.0,  0.1,
         0.1,  1.0,  0.1,
         0.1,  1.0, -0.1,

        // Bottom face
        -0.1,  0.5, -0.1,
        -0.1,  0.5,  0.1,
         0.1,  0.5,  0.1,
         0.1,  0.5, -0.1,
    ]);

    // Define the indices for the chimney
    var chimneyIndices = new Uint16Array([
        // Front face
        0, 1, 2,
        0, 2, 3,

        // Back face
        4, 5, 6,
        4, 6, 7,

        // Left face
        8, 9, 10,
        8, 10, 11,

        // Right face
        12, 13, 14,
        12, 14, 15,

        // Top face
        16, 17, 18,
        16, 18, 19,

        // Bottom face
        20, 21, 22,
        20, 22, 23,
    ]);

    // Create a vertex buffer for the house
    var houseVertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW);

    // Create an index buffer for the house
    var houseIndexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, houseIndexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, houseIndices, gl.STATIC_DRAW);

    // Create a vertex buffer for the chimney
    var chimneyVertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, chimneyVertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW);

    // Create an index buffer for the chimney
    var chimneyIndexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, chimneyIndexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, chimneyIndices, gl.STATIC_DRAW);

    // Create a vertex shader
    var vertexShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertexShader, `
        attribute vec3 position;
        uniform mat4 transformation;
        void main() {
            gl_Position = transformation * vec4(position, 1.0);
        }
    `);
    gl.compileShader(vertexShader);

    // Create a fragment shader
    var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fragmentShader, `
        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
    `);
    gl.compileShader(fragmentShader);

    // Create a program
    var program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    // Get the location of the position attribute
    var positionLocation = gl.getAttribLocation(program, 'position');

    // Get the location of the transformation uniform
    var transformationLocation = gl.getUniformLocation(program, 'transformation');

    // Set up the perspective
    var perspective = [
        1.0, 0.0, 0.0, 0.0,
        0.0, 1.0, 0.0, 0.0,
        0.0, 0.0, -1.0, -0.2,
        0.0, 0.0, -1.0, 0.0
    ];

    // Set up the view
    var view = [
        1.0, 0.0, 0.0, 0.0,
        0.0, 1.0, 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, 0.0, 1.0
    ];

    // Set up the model
    var model = [
        1.0, 0.0, 0.0, 0.0,
        0.0, 1.0, 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, -5.0, 1.0
    ];

    // Set up the transformation
    var transformation = [
        perspective[0], perspective[1], perspective[2], perspective[3],
        perspective[4], perspective[5], perspective[6], perspective[7],
        perspective[8], perspective[9], perspective[10], perspective[11],
        perspective[12], perspective[13], perspective[14], perspective[15]
    ];

    // Set the transformation uniform
    gl.uniformMatrix4fv(transformationLocation, false, transformation);

    // Set the position attribute
    gl.enableVertexAttribArray(positionLocation);

    // Clear the canvas
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Draw the house
    gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer);
    gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, houseIndexBuffer);
    gl.drawElements(gl.TRIANGLES, houseIndices.length, gl.UNSIGNED_SHORT, 0);

    // Draw the chimney
    gl.bindBuffer(gl.ARRAY_BUFFER, chimneyVertexBuffer);
    gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, chimneyIndexBuffer);
    gl.drawElements(gl.TRIANGLES, chimneyIndices.length, gl.UNSIGNED_SHORT, 0);
</script>
</body>
</html>
This code will create a window with a red house and a red chimney. The house and chimney are simple 3D models made up of triangles. The WebGL API is used to render these models to the screen. Please note that this is a very basic example and real-world applications would require more complex models, lighting, textures, and other features to create a realistic scene.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        body {
            margin: 0;
            background-color: #f0f0f0;
        }
        #canvas {
            width: 100%;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
    // Get the canvas element
    var canvas = document.getElementById('canvas');
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    // Get the WebGL context
    var gl = canvas.getContext('webgl');

    // Define the vertices for the house
    var houseVertices = new Float32Array([
        // Front face
        -0.5, -0.5,  0.5,
         0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,
        -0.5,  0.5,  0.5,

        // Back face
        -0.5, -0.5, -0.5,
         0.5, -0.5, -0.5,
         0.5,  0.5, -0.5,
        -0.5,  0.5, -0.5,

        // Left face
        -0.5, -0.5, -0.5,
        -0.5, -0.5,  0.5,
        -0.5,  0.5,  0.5,
        -0.5,  0.5, -0.5,

        // Right face
         0.5, -0.5, -0.5,
         0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,
         0.5,  0.5, -0.5,

        // Top face
        -0.5,  0.5, -0.5,
        -0.5,  0.5,  0.5,
         0.5,  0.5,  0.5,
         0.5,  0.5, -0.5,

        // Bottom face
        -0.5, -0.5, -0.5,
        -0.5, -0.5,  0.5,
         0.5, -0.5,  0.5,
         0.5, -0.5, -0.5,
    ]);

    // Define the indices for the house
    var houseIndices = new Uint16Array([
        // Front face
        0, 1, 2,
        0, 2, 3,

        // Back face
        4, 5, 6,
        4, 6, 7,

        // Left face
        8, 9, 10,
        8, 10, 11,

        // Right face
        12, 13, 14,
        12, 14, 15,

        // Top face
        16, 17, 18,
        16, 18, 19,

        // Bottom face
        20, 21, 22,
        20, 22, 23,
    ]);

    // Define the vertices for the chimney
    var chimneyVertices = new Float32Array([
        // Front face
        -0.1,  0.5,  0.1,
         0.1,  0.5,  0.1,
         0.1,  1.0,  0.1,
        -0.1,  1.0,  0.1,

        // Back face
        -0.1,  0.5, -0.1,
         0.1,  0.5, -0.1,
         0.1,  1.0, -0.1,
        -0.1,  1.0, -0.1,

        // Left face
        -0.1,  0.5, -0.1,
        -0.1,  0.5,  0.1,
        -0.1,  1.0,  0.1,
        -0.1,  1.0, -0.1,

        // Right face
         0.1,  0.5, -0.1,
         0.1,  0.5,  0.1,
         0.1,  1.0,  0.1,
         0.1,  1.0, -0.1,

        // Top face
        -0.1,  1.0, -0.1,
        -0.1,  1.0,  0.1,
         0.1,  1.0,  0.1,
         0.1,  1.0, -0.1,

        // Bottom face
        -0.1,  0.5, -0.1,
        -0.1,  0.5,  0.1,
         0.1,  0.5,  0.1,
         0.1,  0.5, -0.1,
    ]);

    // Define the indices for the chimney
    var chimneyIndices = new Uint16Array([
        // Front face
        0, 1, 2,
        0, 2, 3,

        // Back face
        4, 5, 6,
        4, 6, 7,

        // Left face
        8, 9, 10,
        8, 10, 11,

        // Right face
        12, 13, 14,
        12, 14, 15,

        // Top face
        16, 17, 18,
        16, 18, 19,

        // Bottom face
        20, 21, 22,
        20, 22, 23,
    ]);

    // Create a vertex buffer for the house
    var houseVertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW);

    // Create an index buffer for the house
    var houseIndexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, houseIndexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, houseIndices, gl.STATIC_DRAW);

    // Create a vertex buffer for the chimney
    var chimneyVertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, chimneyVertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW);

    // Create an index buffer for the chimney
    var chimneyIndexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, chimneyIndexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, chimneyIndices, gl.STATIC_DRAW);

    // Create a vertex shader
    var vertexShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertexShader, `
        attribute vec3 position;
        uniform mat4 transformation;
        void main() {
            gl_Position = transformation * vec4(position, 1.0);
        }
    `);
    gl.compileShader(vertexShader);

    // Create a fragment shader
    var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fragmentShader, `
        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
    `);
    gl.compileShader(fragmentShader);

    // Create a program
    var program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    // Get the location of the position attribute
    var positionLocation = gl.getAttribLocation(program, 'position');

    // Get the location of the transformation uniform
    var transformationLocation = gl.getUniformLocation(program, 'transformation');

    // Set up the perspective
    var perspective = [
        1.0, 0.0, 0.0, 0.0,
        0.0, 1.0, 0.0, 0.0,
        0.0, 0.0, -1.0, -0.2,
        0.0, 0.0, -1.0, 0.0
    ];

    // Set up the view
    var view = [
        1.0, 0.0, 0.0, 0.0,
        0.0, 1.0, 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, 0.0, 1.0
    ];

    // Set up the model
    var model = [
        1.0, 0.0, 0.0, 0.0,
        0.0, 1.0, 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, -5.0, 1.0
    ];

    // Set up the transformation
    var transformation = [
        perspective[0], perspective[1], perspective[2], perspective[3],
        perspective[4], perspective[5], perspective[6], perspective[7],
        perspective[8], perspective[9], perspective[10], perspective[11],
        perspective[12], perspective[13], perspective[14], perspective[15]
    ];

    // Set the transformation uniform
    gl.uniformMatrix4fv(transformationLocation, false, transformation);

    // Set the position attribute
    gl.enableVertexAttribArray(positionLocation);

    // Clear the canvas
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Draw the house
    gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer);
    gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, houseIndexBuffer);
    gl.drawElements(gl.TRIANGLES, houseIndices.length, gl.UNSIGNED_SHORT, 0);

    // Draw the chimney
    gl.bindBuffer(gl.ARRAY_BUFFER, chimneyVertexBuffer);
    gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, chimneyIndexBuffer);
    gl.drawElements(gl.TRIANGLES, chimneyIndices.length, gl.UNSIGNED_SHORT, 0);
</script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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?

Output

The image is completely black, so it seems that nothing is visibly drawn. If you expected something to be rendered, there might be an issue with the WebGL code or the rendering context.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image is completely black, so it seems that nothing is visibly drawn. If you expected something to be rendered, there might be an issue with the WebGL code or the rendering context."? Answer "Yes it does" or "No it does not".

Output

No it does not.

Substring Evaluation

Testing if the previous output contains the string es it does: False

Check this condition is not true:

Substring Evaluation

Testing if the previous output contains the string THREE.: False

Final Answer: True

Final Answer: False