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

Certainly! Below is a complete HTML file that uses WebGL to draw a simple house with a chimney. The canvas is styled to take up the full page. To see the result, simply save the code below in a file with a `.html` extension (e.g., `house.html`) and open it in your web browser.

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<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>WebGL House with Chimney</title>
  <style>
    /* Ensure the canvas takes up the full page */
    body, html {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
      background-color: #87CEEB; /* Sky blue background */
    }
    canvas {
      display: block; /* Removes scrollbars */
      width: 100%;
      height: 100%;
    }
  </style>
</head>
<body>
  <canvas id="glcanvas"></canvas>

  <script>
    // Get the canvas and initialize WebGL context
    const canvas = document.getElementById('glcanvas');
    const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

    if (!gl) {
      alert('Unable to initialize WebGL. Your browser may not support it.');
    }

    // Adjust canvas size
    function resizeCanvas() {
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    }
    window.addEventListener('resize', resizeCanvas);
    resizeCanvas();

    // Vertex shader program
    const vsSource = `
      attribute vec2 aVertexPosition;
      attribute vec3 aVertexColor;
      varying lowp vec3 vColor;
      uniform float uScale;
      void main(void) {
        gl_Position = vec4(aVertexPosition * uScale, 0.0, 1.0);
        vColor = aVertexColor;
      }
    `;

    // Fragment shader program
    const fsSource = `
      varying lowp vec3 vColor;
      void main(void) {
        gl_FragColor = vec4(vColor, 1.0);
      }
    `;

    // Initialize a 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)) {
        alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
        return null;
      }
      return shaderProgram;
    }

    // Creates a shader of the given type, uploads the source and compiles 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)) {
        alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        return null;
      }
      return shader;
    }

    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    const programInfo = {
      program: shaderProgram,
      attribLocations: {
        vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
        vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
      },
      uniformLocations: {
        scale: gl.getUniformLocation(shaderProgram, 'uScale'),
      },
    };

    // Define the geometry and color data for the house
    const house = {
      // Main body of the house (a square)
      vertices: [
        // x, y
        -0.5, -0.5,
         0.5, -0.5,
         0.5,  0.0,
        -0.5,  0.0,

        // Roof (a triangle)
        -0.6,  0.0,
         0.6,  0.0,
         0.0,  0.5,

        // Chimney (a small rectangle)
        0.3,  0.3,
        0.5,  0.3,
        0.5,  0.4,
        0.3,  0.4,
      ],
      // Colors for each vertex
      colors: [
        // Main body - brown
        0.55, 0.27, 0.07,
        0.55, 0.27, 0.07,
        0.55, 0.27, 0.07,
        0.55, 0.27, 0.07,

        // Roof - red
        0.8, 0.0, 0.0,
        0.8, 0.0, 0.0,
        0.8, 0.0, 0.0,

        // Chimney - dark gray
        0.2, 0.2, 0.2,
        0.2, 0.2, 0.2,
        0.2, 0.2, 0.2,
        0.2, 0.2, 0.2,
      ],
      // Indices for the elements to draw
      indices: [
        // Main body
        0, 1, 2,
        0, 2, 3,

        // Roof
        4, 5, 6,

        // Chimney
        7, 8, 9,
        7, 9, 10,
      ],
    };

    // Create and bind buffers
    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(house.vertices), gl.STATIC_DRAW);

    const colorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(house.colors), gl.STATIC_DRAW);

    const indexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(house.indices), gl.STATIC_DRAW);

    function drawScene() {
      gl.clearColor(0.529, 0.808, 0.922, 1.0); // Sky blue background
      gl.clear(gl.COLOR_BUFFER_BIT);

      gl.useProgram(programInfo.program);

      // Bind position buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
      gl.vertexAttribPointer(
        programInfo.attribLocations.vertexPosition,
        2, // components per iteration
        gl.FLOAT, // type
        false, // normalize
        0, // stride
        0  // offset
      );
      gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

      // Bind color buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
      gl.vertexAttribPointer(
        programInfo.attribLocations.vertexColor,
        3, // components per iteration
        gl.FLOAT,
        false,
        0,
        0
      );
      gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);

      // Bind index buffer
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

      // Set the scale uniform based on the canvas aspect ratio
      const aspect = canvas.width / canvas.height;
      if (aspect > 1) {
        gl.uniform1f(programInfo.uniformLocations.scale, 1 / aspect);
      } else {
        gl.uniform1f(programInfo.uniformLocations.scale, 1.0);
      }

      // Draw the elements
      gl.drawElements(gl.TRIANGLES, house.indices.length, gl.UNSIGNED_SHORT, 0);
    }

    // Render loop
    function render() {
      drawScene();
      requestAnimationFrame(render);
    }
    requestAnimationFrame(render);
  </script>
</body>
</html>
### Explanation of the Code: 1. **HTML and CSS Setup**: - The `<canvas>` element with the ID `glcanvas` is used for rendering the WebGL content. - CSS ensures that the canvas occupies the entire viewport and sets a sky-blue background color. 2. **WebGL Initialization**: - The script retrieves the canvas and initializes the WebGL context. - It includes a resize handler to adjust the canvas size and viewport when the browser window is resized. 3. **Shaders**: - **Vertex Shader**: Transforms the vertex positions and passes the color to the fragment shader. It includes a uniform `uScale` to adjust the size based on the canvas aspect ratio. - **Fragment Shader**: Receives color data from the vertex shader and applies it to the pixels. 4. **Shader Compilation and Program Linking**: - Functions `loadShader` and `initShaderProgram` handle compiling the shaders and linking them into a shader program. 5. **Geometry Definition**: - The `house` object contains: - `vertices`: Positions of all vertices for the house body, roof, and chimney. - `colors`: RGB color values corresponding to each vertex. - `indices`: Specifies the order in which vertices are drawn to form triangles. 6. **Buffer Setup**: - Position, color, and index buffers are created and populated with the respective data. 7. **Rendering**: - `drawScene` clears the canvas and sets up the buffers. - It adjusts the scale based on the aspect ratio to ensure the house maintains its proportions. - The house is drawn using `gl.drawElements` with the specified indices. - A render loop continuously draws the scene, allowing it to adapt to window resizing. ### Customizing the House: Feel free to modify the vertices and colors to customize the appearance of the house, such as adding windows, doors, or changing colors. WebGL is a powerful tool for rendering graphics, and with more complex shaders and geometry, you can create detailed scenes.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>WebGL House with Chimney</title>
  <style>
    /* Ensure the canvas takes up the full page */
    body, html {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
      background-color: #87CEEB; /* Sky blue background */
    }
    canvas {
      display: block; /* Removes scrollbars */
      width: 100%;
      height: 100%;
    }
  </style>
</head>
<body>
  <canvas id="glcanvas"></canvas>

  <script>
    // Get the canvas and initialize WebGL context
    const canvas = document.getElementById('glcanvas');
    const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

    if (!gl) {
      alert('Unable to initialize WebGL. Your browser may not support it.');
    }

    // Adjust canvas size
    function resizeCanvas() {
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    }
    window.addEventListener('resize', resizeCanvas);
    resizeCanvas();

    // Vertex shader program
    const vsSource = `
      attribute vec2 aVertexPosition;
      attribute vec3 aVertexColor;
      varying lowp vec3 vColor;
      uniform float uScale;
      void main(void) {
        gl_Position = vec4(aVertexPosition * uScale, 0.0, 1.0);
        vColor = aVertexColor;
      }
    `;

    // Fragment shader program
    const fsSource = `
      varying lowp vec3 vColor;
      void main(void) {
        gl_FragColor = vec4(vColor, 1.0);
      }
    `;

    // Initialize a 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)) {
        alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
        return null;
      }
      return shaderProgram;
    }

    // Creates a shader of the given type, uploads the source and compiles 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)) {
        alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        return null;
      }
      return shader;
    }

    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    const programInfo = {
      program: shaderProgram,
      attribLocations: {
        vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
        vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
      },
      uniformLocations: {
        scale: gl.getUniformLocation(shaderProgram, 'uScale'),
      },
    };

    // Define the geometry and color data for the house
    const house = {
      // Main body of the house (a square)
      vertices: [
        // x, y
        -0.5, -0.5,
         0.5, -0.5,
         0.5,  0.0,
        -0.5,  0.0,

        // Roof (a triangle)
        -0.6,  0.0,
         0.6,  0.0,
         0.0,  0.5,

        // Chimney (a small rectangle)
        0.3,  0.3,
        0.5,  0.3,
        0.5,  0.4,
        0.3,  0.4,
      ],
      // Colors for each vertex
      colors: [
        // Main body - brown
        0.55, 0.27, 0.07,
        0.55, 0.27, 0.07,
        0.55, 0.27, 0.07,
        0.55, 0.27, 0.07,

        // Roof - red
        0.8, 0.0, 0.0,
        0.8, 0.0, 0.0,
        0.8, 0.0, 0.0,

        // Chimney - dark gray
        0.2, 0.2, 0.2,
        0.2, 0.2, 0.2,
        0.2, 0.2, 0.2,
        0.2, 0.2, 0.2,
      ],
      // Indices for the elements to draw
      indices: [
        // Main body
        0, 1, 2,
        0, 2, 3,

        // Roof
        4, 5, 6,

        // Chimney
        7, 8, 9,
        7, 9, 10,
      ],
    };

    // Create and bind buffers
    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(house.vertices), gl.STATIC_DRAW);

    const colorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(house.colors), gl.STATIC_DRAW);

    const indexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(house.indices), gl.STATIC_DRAW);

    function drawScene() {
      gl.clearColor(0.529, 0.808, 0.922, 1.0); // Sky blue background
      gl.clear(gl.COLOR_BUFFER_BIT);

      gl.useProgram(programInfo.program);

      // Bind position buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
      gl.vertexAttribPointer(
        programInfo.attribLocations.vertexPosition,
        2, // components per iteration
        gl.FLOAT, // type
        false, // normalize
        0, // stride
        0  // offset
      );
      gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

      // Bind color buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
      gl.vertexAttribPointer(
        programInfo.attribLocations.vertexColor,
        3, // components per iteration
        gl.FLOAT,
        false,
        0,
        0
      );
      gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);

      // Bind index buffer
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

      // Set the scale uniform based on the canvas aspect ratio
      const aspect = canvas.width / canvas.height;
      if (aspect > 1) {
        gl.uniform1f(programInfo.uniformLocations.scale, 1 / aspect);
      } else {
        gl.uniform1f(programInfo.uniformLocations.scale, 1.0);
      }

      // Draw the elements
      gl.drawElements(gl.TRIANGLES, house.indices.length, gl.UNSIGNED_SHORT, 0);
    }

    // Render loop
    function render() {
      drawScene();
      requestAnimationFrame(render);
    }
    requestAnimationFrame(render);
  </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 depicts a simple, stylized drawing of a house. The house has a brown rectangular base and a red triangular roof. There is also a small black rectangle near the top right of the roof, which could represent a chimney. The background is a solid light blue color.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image depicts a simple, stylized drawing of a house. The house has a brown rectangular base and a red triangular roof. There is also a small black rectangle near the top right of the roof, which could represent a chimney. The background is a solid light blue color."? Answer "Yes it does" or "No it does not".

Output

Yes it does.

Substring Evaluation

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

Check this condition is not true:

Substring Evaluation

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

Final Answer: True

Final Answer: True

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

Sure! Below is a complete HTML file that uses WebGL to draw a simple house with a chimney. The canvas fills the entire viewport, and the house is composed of basic shapes (a rectangle for the base, a triangle for the roof, and a smaller rectangle for the chimney). You can copy the following code into a file with a `.html` extension (e.g., `house.html`) and open it in your web browser to see the rendering.

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGL House with Chimney</title>
    <style>
        /* Make the canvas take up the full page */
        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 type="text/javascript">
    // Get the canvas element and initialize WebGL context
    const canvas = document.getElementById('glcanvas');
    const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

    if (!gl) {
        alert('WebGL not supported, please use a different browser.');
    }

    // Resize canvas to fit the window
    function resizeCanvas() {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    }
    window.addEventListener('resize', resizeCanvas);
    resizeCanvas();

    // Vertex shader program
    const vsSource = `
        attribute vec2 aPosition;
        attribute vec3 aColor;
        varying vec3 vColor;
        void main(void) {
            // Convert from pixels to clip space
            gl_Position = vec4(aPosition, 0.0, 1.0);
            vColor = aColor;
        }
    `;

    // Fragment shader program
    const fsSource = `
        precision mediump float;
        varying vec3 vColor;
        void main(void) {
            gl_FragColor = vec4(vColor, 1.0);
        }
    `;

    // Initialize shader program
    function initShaderProgram(gl, vsSource, fsSource) {
        const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        // Create the shader program
        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        // If creating the shader program failed, alert
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
            return null;
        }

        return shaderProgram;
    }

    // Creates a shader of the given type, uploads the source and compiles it.
    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);

        // Send the source to the shader object
        gl.shaderSource(shader, source);

        // Compile the shader program
        gl.compileShader(shader);

        // See if it compiled successfully
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

    // Collect attribute locations
    const programInfo = {
        program: shaderProgram,
        attribLocations: {
            vertexPosition: gl.getAttribLocation(shaderProgram, 'aPosition'),
            vertexColor: gl.getAttribLocation(shaderProgram, 'aColor'),
        },
    };

    // Define the house and chimney geometry
    function initBuffers(gl) {
        // Define vertices for the house base (rectangle)
        const baseVertices = [
            // Positions    // Colors (R, G, B)
            -0.5, -0.5,     0.8, 0.5, 0.3, // Bottom left
             0.5, -0.5,     0.8, 0.5, 0.3, // Bottom right
             0.5,  0.0,     0.8, 0.5, 0.3, // Top right
            -0.5,  0.0,     0.8, 0.5, 0.3, // Top left
        ];

        // Define indices for the base (two triangles)
        const baseIndices = [
            0, 1, 2,
            0, 2, 3,
        ];

        // Define vertices for the roof (triangle)
        const roofVertices = [
            // Positions    // Colors (R, G, B)
            -0.6, 0.0,      0.9, 0.2, 0.2, // Left
             0.6, 0.0,      0.9, 0.2, 0.2, // Right
             0.0, 0.5,      0.9, 0.2, 0.2, // Top
        ];

        // Define vertices for the chimney (rectangle)
        const chimneyVertices = [
            // Positions    // Colors (R, G, B)
             0.3, 0.0,      0.6, 0.4, 0.3, // Bottom left
             0.5, 0.0,      0.6, 0.4, 0.3, // Bottom right
             0.5, 0.3,      0.6, 0.4, 0.3, // Top right
             0.3, 0.3,      0.6, 0.4, 0.3, // Top left
        ];

        // Define indices for the chimney (two triangles)
        const chimneyIndices = [
            0, 1, 2,
            0, 2, 3,
        ];

        // Create and bind buffers for the base
        const baseBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, baseBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(baseVertices), gl.STATIC_DRAW);

        const baseIndexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, baseIndexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(baseIndices), gl.STATIC_DRAW);

        // Create and bind buffers for the roof
        const roofBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, roofBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(roofVertices), gl.STATIC_DRAW);

        const roofIndexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, roofIndexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2]), gl.STATIC_DRAW);

        // Create and bind buffers for the chimney
        const chimneyBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(chimneyVertices), gl.STATIC_DRAW);

        const chimneyIndexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, chimneyIndexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(chimneyIndices), gl.STATIC_DRAW);

        return {
            base: {
                buffer: baseBuffer,
                indices: baseIndexBuffer,
                vertexCount: baseIndices.length,
            },
            roof: {
                buffer: roofBuffer,
                indices: roofIndexBuffer,
                vertexCount: roofIndices.length || 3,
            },
            chimney: {
                buffer: chimneyBuffer,
                indices: chimneyIndexBuffer,
                vertexCount: chimneyIndices.length,
            },
        };
    }

    const buffers = initBuffers(gl);

    // Draw the scene
    function drawScene(gl, programInfo, buffers) {
        gl.clearColor(0.5, 0.8, 0.95, 1.0); // Sky blue background
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.useProgram(programInfo.program);

        // Function to bind buffer and draw elements
        function bindAndDraw(bufferInfo) {
            // Bind the buffer
            gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.buffer);
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);

            // Get the size of a single vertex (2 position, 3 color)
            const stride = (2 + 3) * Float32Array.BYTES_PER_ELEMENT;

            // Position attribute
            gl.vertexAttribPointer(
                programInfo.attribLocations.vertexPosition,
                2, // number of components
                gl.FLOAT,
                false,
                stride,
                0
            );
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

            // Color attribute
            gl.vertexAttribPointer(
                programInfo.attribLocations.vertexColor,
                3, // number of components
                gl.FLOAT,
                false,
                stride,
                2 * Float32Array.BYTES_PER_ELEMENT
            );
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);

            // Draw the object
            gl.drawElements(gl.TRIANGLES, bufferInfo.vertexCount, gl.UNSIGNED_SHORT, 0);
        }

        // Draw the house base
        bindAndDraw(buffers.base);

        // Draw the roof
        bindAndDraw(buffers.roof);

        // Draw the chimney
        bindAndDraw(buffers.chimney);
    }

    drawScene(gl, programInfo, buffers);
</script>
</body>
</html>
### Explanation of the Code 1. **HTML Structure and Styling**: - The `<canvas>` element with the ID `glcanvas` is used as the rendering surface for WebGL. - CSS is applied to ensure that the canvas fills the entire browser window without any margins or padding. 2. **WebGL Initialization**: - The script obtains the WebGL rendering context from the canvas. - It includes a function to handle resizing the canvas when the browser window changes size, ensuring that the WebGL viewport always matches the canvas dimensions. 3. **Shaders**: - **Vertex Shader**: Processes each vertex's position and color. The positions are in clip space coordinates (ranging from -1 to 1), which simplifies the rendering for 2D shapes. - **Fragment Shader**: Determines the color of each pixel based on interpolated vertex colors. 4. **Shader Program Setup**: - Compiles the vertex and fragment shaders. - Links them into a shader program that WebGL can use for rendering. 5. **Geometry Definition**: - **House Base**: A rectangle defined by four vertices, each with position and color data. Indexed drawing is used to render two triangles that make up the rectangle. - **Roof**: A triangle on top of the house base, also with position and color data. - **Chimney**: A smaller rectangle representing the chimney, positioned on the roof. 6. **Buffers**: - For each shape (base, roof, chimney), vertex and index buffers are created and populated with the corresponding data. 7. **Rendering**: - The `drawScene` function clears the canvas with a sky-blue background. - It binds the appropriate buffers for each part of the house and issues draw calls to render them. - The colors are specified directly in the vertex data, allowing for simple coloring without textures. ### Customization - **Colors**: You can change the colors of the house, roof, and chimney by modifying the RGB values in the vertex data. - **Shapes and Positions**: Adjust the vertex positions to change the size, shape, or position of the house and chimney. - **Background Color**: Change the `gl.clearColor` value to set a different background color. This example provides a foundational approach to using WebGL for 2D rendering. For more complex scenes or 3D graphics, you can expand upon this by adding transformations, lighting, textures, and more advanced shader logic.

Extract Code

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGL House with Chimney</title>
    <style>
        /* Make the canvas take up the full page */
        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 type="text/javascript">
    // Get the canvas element and initialize WebGL context
    const canvas = document.getElementById('glcanvas');
    const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

    if (!gl) {
        alert('WebGL not supported, please use a different browser.');
    }

    // Resize canvas to fit the window
    function resizeCanvas() {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    }
    window.addEventListener('resize', resizeCanvas);
    resizeCanvas();

    // Vertex shader program
    const vsSource = `
        attribute vec2 aPosition;
        attribute vec3 aColor;
        varying vec3 vColor;
        void main(void) {
            // Convert from pixels to clip space
            gl_Position = vec4(aPosition, 0.0, 1.0);
            vColor = aColor;
        }
    `;

    // Fragment shader program
    const fsSource = `
        precision mediump float;
        varying vec3 vColor;
        void main(void) {
            gl_FragColor = vec4(vColor, 1.0);
        }
    `;

    // Initialize shader program
    function initShaderProgram(gl, vsSource, fsSource) {
        const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        // Create the shader program
        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        // If creating the shader program failed, alert
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
            return null;
        }

        return shaderProgram;
    }

    // Creates a shader of the given type, uploads the source and compiles it.
    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);

        // Send the source to the shader object
        gl.shaderSource(shader, source);

        // Compile the shader program
        gl.compileShader(shader);

        // See if it compiled successfully
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

    // Collect attribute locations
    const programInfo = {
        program: shaderProgram,
        attribLocations: {
            vertexPosition: gl.getAttribLocation(shaderProgram, 'aPosition'),
            vertexColor: gl.getAttribLocation(shaderProgram, 'aColor'),
        },
    };

    // Define the house and chimney geometry
    function initBuffers(gl) {
        // Define vertices for the house base (rectangle)
        const baseVertices = [
            // Positions    // Colors (R, G, B)
            -0.5, -0.5,     0.8, 0.5, 0.3, // Bottom left
             0.5, -0.5,     0.8, 0.5, 0.3, // Bottom right
             0.5,  0.0,     0.8, 0.5, 0.3, // Top right
            -0.5,  0.0,     0.8, 0.5, 0.3, // Top left
        ];

        // Define indices for the base (two triangles)
        const baseIndices = [
            0, 1, 2,
            0, 2, 3,
        ];

        // Define vertices for the roof (triangle)
        const roofVertices = [
            // Positions    // Colors (R, G, B)
            -0.6, 0.0,      0.9, 0.2, 0.2, // Left
             0.6, 0.0,      0.9, 0.2, 0.2, // Right
             0.0, 0.5,      0.9, 0.2, 0.2, // Top
        ];

        // Define vertices for the chimney (rectangle)
        const chimneyVertices = [
            // Positions    // Colors (R, G, B)
             0.3, 0.0,      0.6, 0.4, 0.3, // Bottom left
             0.5, 0.0,      0.6, 0.4, 0.3, // Bottom right
             0.5, 0.3,      0.6, 0.4, 0.3, // Top right
             0.3, 0.3,      0.6, 0.4, 0.3, // Top left
        ];

        // Define indices for the chimney (two triangles)
        const chimneyIndices = [
            0, 1, 2,
            0, 2, 3,
        ];

        // Create and bind buffers for the base
        const baseBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, baseBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(baseVertices), gl.STATIC_DRAW);

        const baseIndexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, baseIndexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(baseIndices), gl.STATIC_DRAW);

        // Create and bind buffers for the roof
        const roofBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, roofBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(roofVertices), gl.STATIC_DRAW);

        const roofIndexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, roofIndexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2]), gl.STATIC_DRAW);

        // Create and bind buffers for the chimney
        const chimneyBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(chimneyVertices), gl.STATIC_DRAW);

        const chimneyIndexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, chimneyIndexBuffer);
        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(chimneyIndices), gl.STATIC_DRAW);

        return {
            base: {
                buffer: baseBuffer,
                indices: baseIndexBuffer,
                vertexCount: baseIndices.length,
            },
            roof: {
                buffer: roofBuffer,
                indices: roofIndexBuffer,
                vertexCount: roofIndices.length || 3,
            },
            chimney: {
                buffer: chimneyBuffer,
                indices: chimneyIndexBuffer,
                vertexCount: chimneyIndices.length,
            },
        };
    }

    const buffers = initBuffers(gl);

    // Draw the scene
    function drawScene(gl, programInfo, buffers) {
        gl.clearColor(0.5, 0.8, 0.95, 1.0); // Sky blue background
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.useProgram(programInfo.program);

        // Function to bind buffer and draw elements
        function bindAndDraw(bufferInfo) {
            // Bind the buffer
            gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.buffer);
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);

            // Get the size of a single vertex (2 position, 3 color)
            const stride = (2 + 3) * Float32Array.BYTES_PER_ELEMENT;

            // Position attribute
            gl.vertexAttribPointer(
                programInfo.attribLocations.vertexPosition,
                2, // number of components
                gl.FLOAT,
                false,
                stride,
                0
            );
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

            // Color attribute
            gl.vertexAttribPointer(
                programInfo.attribLocations.vertexColor,
                3, // number of components
                gl.FLOAT,
                false,
                stride,
                2 * Float32Array.BYTES_PER_ELEMENT
            );
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);

            // Draw the object
            gl.drawElements(gl.TRIANGLES, bufferInfo.vertexCount, gl.UNSIGNED_SHORT, 0);
        }

        // Draw the house base
        bindAndDraw(buffers.base);

        // Draw the roof
        bindAndDraw(buffers.roof);

        // Draw the chimney
        bindAndDraw(buffers.chimney);
    }

    drawScene(gl, programInfo, buffers);
</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 appears to be completely blank, showing only a white background. There are no visible drawings or elements present in the screenshot. If you were expecting a specific drawing or graphic, it seems that it did not render correctly in this instance.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to be completely blank, showing only a white background. There are no visible drawings or elements present in the screenshot. If you were expecting a specific drawing or graphic, it seems that it did not render correctly in this instance."? 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