Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a triangle, with the canvas set to full page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Set canvas to full window size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Get WebGL context const gl = canvas.getContext('webgl'); // Vertex shader source code const vsSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShaderProgram(gl, vsSource, fsSource) { // Create vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); // Create fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } // Create shader program const program = createShaderProgram(gl, vsSource, fsSource); gl.useProgram(program); // Triangle vertex positions const positions = [ 0.0, 0.5, // Top vertex -0.5, -0.5, // Bottom left vertex 0.5, -0.5 // Bottom right vertex ]; // Create buffer const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Configure attribute gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear and draw gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.drawArrays(gl.TRIANGLES, 0, 3); }); </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> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Set canvas to full window size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Get WebGL context const gl = canvas.getContext('webgl'); // Vertex shader source code const vsSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShaderProgram(gl, vsSource, fsSource) { // Create vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); // Create fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } // Create shader program const program = createShaderProgram(gl, vsSource, fsSource); gl.useProgram(program); // Triangle vertex positions const positions = [ 0.0, 0.5, // Top vertex -0.5, -0.5, // Bottom left vertex 0.5, -0.5 // Bottom right vertex ]; // Create buffer const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Configure attribute gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear and draw gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.drawArrays(gl.TRIANGLES, 0, 3); }); </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 red triangle centered on a white background.
Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a white background."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that draws a triangle using WebGL and fills the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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; } 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; } function initBuffers(gl) { const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer }; } function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(programInfo.program); { const numComponents = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } gl.drawArrays(gl.TRIANGLES, 0, 3); } function main() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); return; } const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; const buffers = initBuffers(gl); drawScene(gl, programInfo, buffers); } window.onload = main; window.onresize = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; const buffers = initBuffers(gl); drawScene(gl, programInfo, buffers); }; </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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; } 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; } function initBuffers(gl) { const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer }; } function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(programInfo.program); { const numComponents = 2; const type = gl.FLOAT; const normalize = false; const stride = 0; const offset = 0; gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } gl.drawArrays(gl.TRIANGLES, 0, 3); } function main() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); return; } const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; const buffers = initBuffers(gl); drawScene(gl, programInfo, buffers); } window.onload = main; window.onresize = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; const buffers = initBuffers(gl); drawScene(gl, programInfo, buffers); }; </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 red triangle centered on a black background.
Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? Answer "Yes it does" or "No it does not".
Yes, it does.
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 triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a triangle and make the canvas take up the full page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get canvas and context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Resize canvas to full window function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } // Vertex shader source code const vsSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShaderProgram(gl, vsSource, fsSource) { const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } // Main rendering function function render() { // Triangle vertices const vertices = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]; // Create buffer const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create program const program = createShaderProgram(gl, vsSource, fsSource); gl.useProgram(program); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear and draw gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } // Event listeners window.addEventListener('resize', () => { resizeCanvas(); render(); }); // Initial setup resizeCanvas(); render(); </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 lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get canvas and context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Resize canvas to full window function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } // Vertex shader source code const vsSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShaderProgram(gl, vsSource, fsSource) { const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vsSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fsSource); gl.compileShader(fragmentShader); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } // Main rendering function function render() { // Triangle vertices const vertices = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]; // Create buffer const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create program const program = createShaderProgram(gl, vsSource, fsSource); gl.useProgram(program); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear and draw gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } // Event listeners window.addEventListener('resize', () => { resizeCanvas(); render(); }); // Initial setup resizeCanvas(); render(); </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 red triangle centered on a black background.
Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file with JavaScript that uses WebGL to draw a triangle and fills the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Set canvas to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Get WebGL context const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not supported, falling back to experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); return; } // Vertex shader source code const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Create triangle vertices const positions = [ 0.0, 0.5, // top vertex -0.5, -0.5, // bottom-left vertex 0.5, -0.5 // bottom-right vertex ]; // Create buffer const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Set up attributes gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Set viewport and clear color gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw triangle gl.drawArrays(gl.TRIANGLES, 0, 3); // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); }); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Set canvas to full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Get WebGL context const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not supported, falling back to experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); return; } // Vertex shader source code const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fragmentShaderSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Create triangle vertices const positions = [ 0.0, 0.5, // top vertex -0.5, -0.5, // bottom-left vertex 0.5, -0.5 // bottom-right vertex ]; // Create buffer const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Set up attributes gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Set viewport and clear color gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw triangle gl.drawArrays(gl.TRIANGLES, 0, 3); // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); }); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image appears to be 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.
Does this answer say that there is a picture of a triangle "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".
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 triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file with WebGL code to draw a triangle that fills the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Resize canvas to full window function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Vertex shader const vsSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Create triangle vertices const positions = [ 0.0, 0.5, // top vertex -0.5, -0.5, // bottom left vertex 0.5, -0.5 // bottom right vertex ]; // Create buffer const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Render function render() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLES, 0, 3); } render(); </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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Resize canvas to full window function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Vertex shader const vsSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader const fsSource = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create shader program function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Create triangle vertices const positions = [ 0.0, 0.5, // top vertex -0.5, -0.5, // bottom left vertex 0.5, -0.5 // bottom right vertex ]; // Create buffer const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Render function render() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLES, 0, 3); } render(); </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 red triangle centered on a black background.
Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False