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 an HTML file that draws a triangle using WebGL and makes 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas size to match the window size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Set the viewport to cover the entire canvas gl.viewport(0, 0, canvas.width, canvas.height); // 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 the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set up the triangle vertices const vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); // Create a buffer for the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas size to match the window size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Set the viewport to cover the entire canvas gl.viewport(0, 0, canvas.width, canvas.height); // 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 the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set up the triangle vertices const vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); // Create a buffer for the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle 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 drwe what I wanted. Describe what is drawn in this image?
The image shows a solid red triangle centered on a black background. The triangle appears to be equilateral, with all three sides of equal length and all three angles likely to be 60 degrees each, which is characteristic of an equilateral triangle.
Does this answer say that there is a picture of a triangle "The image shows a solid red triangle centered on a black background. The triangle appears to be equilateral, with all three sides of equal length and all three angles likely to be 60 degrees each, which is characteristic of an equilateral triangle."? 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 an HTML file that draws a triangle using WebGL and makes 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas size to match the window size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Set the viewport to cover the entire canvas gl.viewport(0, 0, canvas.width, canvas.height); // 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 = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set up the triangle vertices const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; // Create a buffer for the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL context const gl = canvas.getContext('webgl'); // Set the canvas size to match the window size canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Set the viewport to cover the entire canvas gl.viewport(0, 0, canvas.width, canvas.height); // 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 = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // Create the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set up the triangle vertices const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; // Create a buffer for the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle 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 drwe what I wanted. Describe what is drawn in this image?
The image shows a solid red triangle centered on a black background. The triangle appears to be equilateral, with all three sides of equal length and all three angles likely to be 60 degrees each, which is characteristic of an equilateral triangle.
Does this answer say that there is a picture of a triangle "The image shows a solid red triangle centered on a black background. The triangle appears to be equilateral, with all three sides of equal length and all three angles likely to be 60 degrees each, which is characteristic of an equilateral triangle."? 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 an HTML file that draws a triangle using WebGL and makes 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); // 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 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); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Set up triangle vertices const vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); // Create buffer and bind triangle vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Set up attribute pointer const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); // Resize canvas to match window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener("resize", resizeCanvas); resizeCanvas(); // Draw the triangle gl.clearColor(0.0, 0.0, 0.0, 1.0); 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); // 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 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); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Set up triangle vertices const vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); // Create buffer and bind triangle vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Set up attribute pointer const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(positionAttributeLocation); // Resize canvas to match window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener("resize", resizeCanvas); resizeCanvas(); // Draw the triangle gl.clearColor(0.0, 0.0, 0.0, 1.0); 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 drwe what I wanted. Describe what is drawn in this image?
The image shows a solid red triangle centered on a black background. The triangle appears to be equilateral, with all three sides of equal length and all three angles likely to be 60 degrees each, which is characteristic of an equilateral triangle.
Does this answer say that there is a picture of a triangle "The image shows a solid red triangle centered on a black background. The triangle appears to be equilateral, with all three sides of equal length and all three angles likely to be 60 degrees each, which is characteristic of an equilateral triangle."? 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 an HTML file that draws a triangle using WebGL and makes 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL rendering context const gl = canvas.getContext('webgl'); // 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 and compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and link the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set up the triangle vertices const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; // Create a buffer and bind the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Enable the attribute and specify the vertex format gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Set the WebGL viewport to match the canvas size gl.viewport(0, 0, canvas.width, canvas.height); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL rendering context const gl = canvas.getContext('webgl'); // 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 and compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create and link the shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Use the shader program gl.useProgram(program); // Set up the triangle vertices const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; // Create a buffer and bind the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); // Enable the attribute and specify the vertex format gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Set the WebGL viewport to match the canvas size gl.viewport(0, 0, canvas.width, canvas.height); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle 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 drwe what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle centered against a black background. The triangle is pointing upwards and appears to be a solid color with no gradients or textures.
Does this answer say that there is a picture of a triangle "The image shows a simple red triangle centered against a black background. The triangle is pointing upwards and appears to be a solid color with no gradients or textures."? 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 an HTML file that draws a triangle using WebGL and makes 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById("glCanvas"); // Get the WebGL context const gl = canvas.getContext("webgl"); // Set the clear color to black gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear the canvas gl.clear(gl.COLOR_BUFFER_BIT); // Define the vertices of the triangle const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; // Create a buffer to store the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create a vertex shader const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create a fragment shader const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create a shader program and attach the shaders const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Draw the triangle 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById("glCanvas"); // Get the WebGL context const gl = canvas.getContext("webgl"); // Set the clear color to black gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear the canvas gl.clear(gl.COLOR_BUFFER_BIT); // Define the vertices of the triangle const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; // Create a buffer to store the vertices const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create a vertex shader const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create a fragment shader const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create a shader program and attach the shaders const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Get the attribute location const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Draw the triangle 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 drwe what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle centered against a black background. The triangle is pointing upwards and appears to be a solid color with no gradients or textures.
Does this answer say that there is a picture of a triangle "The image shows a simple red triangle centered against a black background. The triangle is pointing upwards and appears to be a solid color with no gradients or textures."? 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