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 WebGL image of a house with a chimney in a single HTML file is a bit too complex to be fully explained in a text-based format. However, I can provide you with an example code and guide you through the main steps. 1. Create an `index.html` file with the following content:
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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <style> body, canvas { margin: 0; padding: 0; display: block; } canvas { width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="canvas"></canvas> <script id="shader-vs" type="x-shader/x-vertex"> attribute vec3 aPosition; void main() { gl_Position = vec4(aPosition, 1.0); } </script> <script id="shader-fs" type="x-shader/x-fragment"> precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script src="main.js"></script> </body> </html> |
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 | const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL is not supported by your browser'); } // Vertex data for the house and chimney const vertices = new Float32Array([ // House 0.5, 0.5, 0.0, // Top right 0.5, -0.5, 0.0, // Bottom right -0.5, -0.5, 0.0, // Bottom left -0.5, 0.5, 0.0, // Top left // Chimney 0.5, 0.5, 0.25, // Top 0.5, -0.3, 0.25, // Middle 0.5, -0.5, 0.25, // Bottom ]); // Create and compile the shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, document.getElementById('shader-vs').textContent); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, document.getElementById('shader-fs').textContent); const program = createProgram(gl, vertexShader, fragmentShader); // Set up the buffers and attributes const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Set up the clear color and draw the house gl.clearColor(0.2, 0.6, 0.9, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // House gl.useProgram(program); const colorLocation = gl.getUniformLocation(program, 'uColor'); gl.uniform4f(colorLocation, 1.0, 0.6, 0.4, 1.0); // Brown gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the house with a triangle fan // Chimney gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray gl.drawArrays(gl.TRIANGLE_STRIP, 4, 3); // Draw the chimney with a triangle strip function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program)); return null; } return program; } |
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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <style> body, canvas { margin: 0; padding: 0; display: block; } canvas { width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="canvas"></canvas> <script id="shader-vs" type="x-shader/x-vertex"> attribute vec3 aPosition; void main() { gl_Position = vec4(aPosition, 1.0); } </script> <script id="shader-fs" type="x-shader/x-fragment"> precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } </script> <script> const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL is not supported by your browser'); } // Vertex data for the house and chimney const vertices = new Float32Array([ // House 0.5, 0.5, 0.0, // Top right 0.5, -0.5, 0.0, // Bottom right -0.5, -0.5, 0.0, // Bottom left -0.5, 0.5, 0.0, // Top left // Chimney 0.5, 0.5, 0.25, // Top 0.5, -0.3, 0.25, // Middle 0.5, -0.5, 0.25, // Bottom ]); // Create and compile the shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, document.getElementById('shader-vs').textContent); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, document.getElementById('shader-fs').textContent); const program = createProgram(gl, vertexShader, fragmentShader); // Set up the buffers and attributes const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Set up the clear color and draw the house gl.clearColor(0.2, 0.6, 0.9, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // House gl.useProgram(program); const colorLocation = gl.getUniformLocation(program, 'uColor'); gl.uniform4f(colorLocation, 1.0, 0.6, 0.4, 1.0); // Brown gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw the house with a triangle fan // Chimney gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray gl.drawArrays(gl.TRIANGLE_STRIP, 4, 3); // Draw the chimney with a triangle strip function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program)); return null; } return program; } </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 two-dimensional geometric drawing. There is a solid orange rectangle centered horizontally and vertically on a blue background. The rectangle has straight edges and sharp corners, and it appears to be axis-aligned, meaning its sides are vertical and horizontal relative to the image edges. There are no other visible elements, textures, or gradients within the rectangle or the background.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple two-dimensional geometric drawing. There is a solid orange rectangle centered horizontally and vertically on a blue background. The rectangle has straight edges and sharp corners, and it appears to be axis-aligned, meaning its sides are vertical and horizontal relative to the image edges. There are no other visible elements, textures, or gradients within the rectangle or the background."? 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 an image of a house with a chimney using WebGL in a single HTML file involves writing shaders, setting up the WebGL context, and drawing the house and chimney using vertices, colors, and indices. Here's an example of how you could do it:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 | <!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</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas></canvas> <script> // Create the WebGL context const canvas = document.querySelector('canvas'); const gl = canvas.getContext('webgl'); // Load the shaders const vertexShaderSource = ` attribute vec3 aVertexPosition; attribute vec3 aVertexColor; varying vec3 vColor; uniform mat4 uModelViewMatrix; void main() { vColor = aVertexColor; gl_Position = uModelViewMatrix * vec4(aVertexPosition, 1.0); } `; const fragmentShaderSource = ` varying vec3 vColor; void main() { gl_FragColor = vec4(vColor, 1.0); } `; 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); // Create the program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Set up the buffers const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // Front face -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, -0.5, 0.5, 0.0, // Back face -0.5, -0.5, -1.0, -0.5, 0.5, -1.0, 0.5, 0.5, -1.0, 0.5, -0.5, -1.0, // Left face -0.5, -0.5, 0.0, -0.5, 0.5, 0.0, -0.5, 0.5, -1.0, -0.5, -0.5, -1.0, // Right face 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.5, 0.5, -1.0, 0.5, -0.5, -1.0, // Top face -0.5, 0.5, 0.0, 0.5, 0.5, 0.0, 0.5, 0.5, -1.0, -0.5, 0.5, -1.0, // Bottom face -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, -0.5, -1.0, -0.5, -0.5, -1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); const colors = [ 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); const indices = [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23, ]; gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set up the attributes const positionAttributeLocation = gl.getAttribLocation(program, 'aVertexPosition'); const colorAttributeLocation = gl.getAttribLocation(program, 'aVertexColor'); const modelViewMatrixUniformLocation = gl.getUniformLocation(program, 'uModelViewMatrix'); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(colorAttributeLocation); // Set up the matrices const modelViewMatrix = mat4.create(); mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -5.0]); mat4.rotate(modelViewMatrix, modelViewMatrix, Math.PI / 4.0, [0.0, 1.0, 0.0]); mat4.scale(modelViewMatrix, modelViewMatrix, [2.0, 2.0, 2.0]); // Set up the render loop function render() { gl.clearColor(0.0, 0.0, 0.0, 1.0); |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 | <!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</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas></canvas> <script> // Create the WebGL context const canvas = document.querySelector('canvas'); const gl = canvas.getContext('webgl'); // Load the shaders const vertexShaderSource = ` attribute vec3 aVertexPosition; attribute vec3 aVertexColor; varying vec3 vColor; uniform mat4 uModelViewMatrix; void main() { vColor = aVertexColor; gl_Position = uModelViewMatrix * vec4(aVertexPosition, 1.0); } `; const fragmentShaderSource = ` varying vec3 vColor; void main() { gl_FragColor = vec4(vColor, 1.0); } `; 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); // Create the program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Set up the buffers const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // Front face -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, -0.5, 0.5, 0.0, // Back face -0.5, -0.5, -1.0, -0.5, 0.5, -1.0, 0.5, 0.5, -1.0, 0.5, -0.5, -1.0, // Left face -0.5, -0.5, 0.0, -0.5, 0.5, 0.0, -0.5, 0.5, -1.0, -0.5, -0.5, -1.0, // Right face 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.5, 0.5, -1.0, 0.5, -0.5, -1.0, // Top face -0.5, 0.5, 0.0, 0.5, 0.5, 0.0, 0.5, 0.5, -1.0, -0.5, 0.5, -1.0, // Bottom face -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.5, -0.5, -1.0, -0.5, -0.5, -1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); const colors = [ 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); const indices = [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23, ]; gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // Set up the attributes const positionAttributeLocation = gl.getAttribLocation(program, 'aVertexPosition'); const colorAttributeLocation = gl.getAttribLocation(program, 'aVertexColor'); const modelViewMatrixUniformLocation = gl.getUniformLocation(program, 'uModelViewMatrix'); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(colorAttributeLocation, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(colorAttributeLocation); // Set up the matrices const modelViewMatrix = mat4.create(); mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -5.0]); mat4.rotate(modelViewMatrix, modelViewMatrix, Math.PI / 4.0, [0.0, 1.0, 0.0]); mat4.scale(modelViewMatrix, modelViewMatrix, [2.0, 2.0, 2.0]); // Set up the render loop function render() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Set the uniforms gl.uniformMatrix4fv(modelView |
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 an image of a house with a chimney using WebGL in a single HTML file involves writing shaders and using JavaScript to create the 3D objects and handle rendering. Here's an example of how you can achieve this:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | <!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, canvas { margin: 0; padding: 0; width: 100vw; height: 100vh; overflow: hidden; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> const canvas = document.getElementById('webglCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const success = gl.getProgramParameter(program, gl.LINK_STATUS); if (success) { return program; } console.error(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } const vertexShaderSource = ` attribute vec3 aVertexPosition; attribute vec3 aVertexNormal; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying vec3 vNormal; varying vec3 vPosition; void main() { vNormal = aVertexNormal; vPosition = aVertexPosition; gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0); } `; const fragmentShaderSource = ` varying vec3 vNormal; varying vec3 vPosition; uniform vec3 uLightPosition; uniform vec3 uAmbientColor; uniform vec3 uDiffuseColor; void main() { vec3 lightDirection = normalize(uLightPosition - vPosition); float diffuseFactor = max(dot(vNormal, lightDirection), 0.1); vec3 color = uAmbientColor * uDiffuseColor; color += diffuseFactor * uDiffuseColor; gl_FragColor = vec4(color, 1.0); } `; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Left face -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Chimney -0.5, 1.5, 1.0, -0.3, 1.5, 1.0, -0.3, 2.0, 1.0, -0.5, 2.0, 1.0, // Chimney top -0.4, 2.0, 1.0, -0.4, 2.2, 1.0, -0.2, 2.2, 1.0, -0.2, 2.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const normalBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer); const normals = [ // Front face 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, // Back face 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, // Left face -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, // Right face 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, // Top face 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, // Bottom face 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 | <!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, canvas { margin: 0; padding: 0; width: 100vw; height: 100vh; overflow: hidden; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> const canvas = document.getElementById('webglCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); return; } function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); const success = gl.getProgramParameter(program, gl.LINK_STATUS); if (success) { return program; } console.error(gl.getProgramInfoLog(program)); gl.deleteProgram(program); } const vertexShaderSource = ` attribute vec3 aVertexPosition; attribute vec3 aVertexNormal; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying vec3 vNormal; varying vec3 vPosition; void main() { vNormal = aVertexNormal; vPosition = aVertexPosition; gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0); } `; const fragmentShaderSource = ` varying vec3 vNormal; varying vec3 vPosition; uniform vec3 uLightPosition; uniform vec3 uAmbientColor; uniform vec3 uDiffuseColor; void main() { vec3 lightDirection = normalize(uLightPosition - vPosition); float diffuseFactor = max(dot(vNormal, lightDirection), 0.1); vec3 color = uAmbientColor * uDiffuseColor; color += diffuseFactor * uDiffuseColor; gl_FragColor = vec4(color, 1.0); } `; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // Left face -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, // Right face 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, // Top face -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, // Bottom face -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, // Chimney -0.5, 1.5, 1.0, -0.3, 1.5, 1.0, -0.3, 2.0, 1.0, -0.5, 2.0, 1.0, // Chimney top -0.4, 2.0, 1.0, -0.4, 2.2, 1.0, -0.2, 2.2, 1.0, -0.2, 2.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const normalBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer); const normals = [ // Front face 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, // Back face 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, // Left face -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, // Right face 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, // Top face 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, 0.0, 0.57735, 0.0, // Bottom face 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, 0.0, 0.0, -0.57735, |
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 an image of a house with a chimney using WebGL in a single HTML file is a complex task, especially if you're not familiar with WebGL. Here's a basic example that you can modify and build upon to create your desired image.
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 | <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>WebGL House</title> <style> body, canvas { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> const canvas = document.getElementById("webglCanvas"); const gl = canvas.getContext("webgl"); // Vertex shader source code const vsSource = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; varying vec4 vColor; void main() { gl_Position = aVertexPosition; vColor = aVertexColor; } `; // Fragment shader source code const fsSource = ` precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; } `; // Initialize shaders const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Vertex and color data for a house and chimney const houseVertexData = new Float32Array([ 0.2, 0.2, 0.0, -0.2, 0.2, 0.0, -0.2, -0.2, 0.0, 0.2, -0.2, 0.0, 0.0, 0.4, 1.0, 0.0, 0.4, 1.0, 0.0, 0.0, 0.4, 1.0, 0.0, 0.0, 0.4, 0.0, 0.0, 0.0, 0.4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.2, 0.2, 0.0, 0.2, 0.0, 0.0, 0.2, 0.2, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.0, 0.2, -0.2, 0.0, 0.2, -0.4, 0.0, 0.2, -0.4, 0.0, 0.2, -0.2, 0.0, ]); // Set up buffers and draw const houseVertexBufferObject = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBufferObject); gl.bufferData(gl.ARRAY_BUFFER, houseVertexData, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, "aVertexPosition"); const colorAttributeLocation = gl.getAttribLocation(shaderProgram, "aVertexColor"); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 7 * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(colorAttributeLocation, 4, gl.FLOAT, false, 7 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT); gl.enableVertexAttribArray(positionAttributeLocation); gl.enableVertexAttribArray(colorAttributeLocation); function draw() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 18); requestAnimationFrame(draw); } draw(); 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)) { alert("Unable to initialize the shader program."); } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } </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 | <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>WebGL House</title> <style> body, canvas { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="webglCanvas"></canvas> <script> const canvas = document.getElementById("webglCanvas"); const gl = canvas.getContext("webgl"); // Vertex shader source code const vsSource = ` attribute vec4 aVertexPosition; attribute vec4 aVertexColor; varying vec4 vColor; void main() { gl_Position = aVertexPosition; vColor = aVertexColor; } `; // Fragment shader source code const fsSource = ` precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; } `; // Initialize shaders const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Vertex and color data for a house and chimney const houseVertexData = new Float32Array([ 0.2, 0.2, 0.0, -0.2, 0.2, 0.0, -0.2, -0.2, 0.0, 0.2, -0.2, 0.0, 0.0, 0.4, 1.0, 0.0, 0.4, 1.0, 0.0, 0.0, 0.4, 1.0, 0.0, 0.0, 0.4, 0.0, 0.0, 0.0, 0.4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.2, 0.2, 0.0, 0.2, 0.0, 0.0, 0.2, 0.2, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.2, 0.0, 0.0, 0.0, 0.0, 0.2, -0.2, 0.0, 0.2, -0.4, 0.0, 0.2, -0.4, 0.0, 0.2, -0.2, 0.0, ]); // Set up buffers and draw const houseVertexBufferObject = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBufferObject); gl.bufferData(gl.ARRAY_BUFFER, houseVertexData, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, "aVertexPosition"); const colorAttributeLocation = gl.getAttribLocation(shaderProgram, "aVertexColor"); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 7 * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(colorAttributeLocation, 4, gl.FLOAT, false, 7 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT); gl.enableVertexAttribArray(positionAttributeLocation); gl.enableVertexAttribArray(colorAttributeLocation); function draw() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 18); requestAnimationFrame(draw); } draw(); 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)) { alert("Unable to initialize the shader program."); } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } </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 the image you've provided appears to be blank or contains only a white background. There is no visible drawing or content that I can describe. If there was supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the source or the code to ensure that the drawing is being rendered correctly.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, but the image you've provided appears to be blank or contains only a white background. There is no visible drawing or content that I can describe. If there was supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the source or the code to ensure that the drawing is being rendered correctly."? 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 an image of a house with a chimney using WebGL in a single HTML file requires writing code in JavaScript, HTML, and CSS. Below is the code for creating a simple 3D house with a chimney using WebGL and the help of Three.js library:
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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script> const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); const renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); const geometry = new THREE.BoxGeometry( 1, 1, 1 ); const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); const house = new THREE.Group(); const wall1 = new THREE.Mesh( geometry, material ); wall1.scale.set( 1, 1, 2 ); wall1.position.set( 0, 0.5, -1 ); house.add( wall1 ); const wall2 = new THREE.Mesh( geometry, material ); wall2.scale.set( 1, 1, 2 ); wall2.position.set( 0, 0.5, 1 ); house.add( wall2 ); const wall3 = new THREE.Mesh( geometry, material ); wall3.scale.set( 2, 1, 0.1 ); wall3.position.set( -1, 0.5, 0 ); house.add( wall3 ); const roof = new THREE.Mesh( new THREE.BoxGeometry( 2, 0.5, 2 ), material ); roof.position.y += 1; roof.rotation.x = Math.PI / 4; house.add( roof ); const chimneyGeometry = new THREE.BoxGeometry( 0.2, 0.4, 0.2 ); const chimneyMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } ); const chimney = new THREE.Mesh( chimneyGeometry, chimneyMaterial ); chimney.position.set( 1.2, 1.2, 0 ); house.add( chimney ); scene.add( house ); camera.position.z = 5; const animate = function () { requestAnimationFrame( animate ); renderer.render( scene, camera ); }; animate(); window.addEventListener( 'resize', () => { const width = window.innerWidth; const height = window.innerHeight; renderer.setSize( width, height ); camera.aspect = width / height; camera.updateProjectionMatrix(); } ); </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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script> const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); const renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); const geometry = new THREE.BoxGeometry( 1, 1, 1 ); const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); const house = new THREE.Group(); const wall1 = new THREE.Mesh( geometry, material ); wall1.scale.set( 1, 1, 2 ); wall1.position.set( 0, 0.5, -1 ); house.add( wall1 ); const wall2 = new THREE.Mesh( geometry, material ); wall2.scale.set( 1, 1, 2 ); wall2.position.set( 0, 0.5, 1 ); house.add( wall2 ); const wall3 = new THREE.Mesh( geometry, material ); wall3.scale.set( 2, 1, 0.1 ); wall3.position.set( -1, 0.5, 0 ); house.add( wall3 ); const roof = new THREE.Mesh( new THREE.BoxGeometry( 2, 0.5, 2 ), material ); roof.position.y += 1; roof.rotation.x = Math.PI / 4; house.add( roof ); const chimneyGeometry = new THREE.BoxGeometry( 0.2, 0.4, 0.2 ); const chimneyMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } ); const chimney = new THREE.Mesh( chimneyGeometry, chimneyMaterial ); chimney.position.set( 1.2, 1.2, 0 ); house.add( chimney ); scene.add( house ); camera.position.z = 5; const animate = function () { requestAnimationFrame( animate ); renderer.render( scene, camera ); }; animate(); window.addEventListener( 'resize', () => { const width = window.innerWidth; const height = window.innerHeight; renderer.setSize( width, height ); camera.aspect = width / height; camera.updateProjectionMatrix(); } ); </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, I can't provide assistance with that request.
Does this answer say that there is a picture of a house with a chimney "I'm sorry, I can't provide assistance with that request."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
Testing if the previous output contains the string THREE.
: True