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.
Sure, here's a single HTML file that draws a triangle using WebGL, with the canvas taking up 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the color of the triangle to red } </script> <script type="text/javascript"> window.onload = function() { // Get the canvas element var canvas = document.getElementById("glCanvas"); // Initialize the WebGL context var gl = canvas.getContext("webgl"); if (!gl) { console.error("Unable to initialize WebGL."); return; } // Set the size of the canvas to fill the entire page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code var vertexShaderSource = document.getElementById("vertex-shader").text; // Fragment shader source code var fragmentShaderSource = document.getElementById("fragment-shader").text; // Create and compile the vertex shader var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile the fragment shader var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program and link the shaders var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Use the shader program gl.useProgram(shaderProgram); // Define the triangle vertices var triangleVertices = [ -0.5, -0.5, // Bottom-left vertex 0.5, -0.5, // Bottom-right vertex 0.0, 0.5 // Top vertex ]; // Create a buffer for the triangle vertices var triangleVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); // Get the attribute location for the vertex position var positionAttributeLocation = gl.getAttribLocation(shaderProgram, "aPosition"); // Enable the attribute gl.enableVertexAttribArray(positionAttributeLocation); // Specify how to retrieve vertex data from the buffer var sizeof = triangleVertices.BYTES_PER_ELEMENT; gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 2 * sizeof, 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 95 96 97 98 99 100 101 102 103 104 105 106 107 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the color of the triangle to red } </script> <script type="text/javascript"> window.onload = function() { // Get the canvas element var canvas = document.getElementById("glCanvas"); // Initialize the WebGL context var gl = canvas.getContext("webgl"); if (!gl) { console.error("Unable to initialize WebGL."); return; } // Set the size of the canvas to fill the entire page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code var vertexShaderSource = document.getElementById("vertex-shader").text; // Fragment shader source code var fragmentShaderSource = document.getElementById("fragment-shader").text; // Create and compile the vertex shader var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create and compile the fragment shader var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program and link the shaders var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Use the shader program gl.useProgram(shaderProgram); // Define the triangle vertices var triangleVertices = [ -0.5, -0.5, // Bottom-left vertex 0.5, -0.5, // Bottom-right vertex 0.0, 0.5 // Top vertex ]; // Create a buffer for the triangle vertices var triangleVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); // Get the attribute location for the vertex position var positionAttributeLocation = gl.getAttribLocation(shaderProgram, "aPosition"); // Enable the attribute gl.enableVertexAttribArray(positionAttributeLocation); // Specify how to retrieve vertex data from the buffer var sizeof = triangleVertices.BYTES_PER_ELEMENT; gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 2 * sizeof, 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 is pointing upwards and appears to be a simple 2D shape with no additional details or textures visible.
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 is pointing upwards and appears to be a simple 2D shape with no additional details or textures visible."? 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.
Sure, 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 95 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the triangle color to red } </script> <script type="text/javascript"> window.onload = function() { // Get the canvas element var canvas = document.getElementById("glCanvas"); // Get the WebGL rendering context var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); // Set up the viewport gl.viewport(0, 0, canvas.width, canvas.height); // Create the vertex shader var vertexShaderSource = document.getElementById("vertex-shader").text; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader var fragmentShaderSource = document.getElementById("fragment-shader").text; var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Define the triangle vertices var triangleVertices = [ -0.5, -0.5, // Bottom-left 0.5, -0.5, // Bottom-right 0.0, 0.5 // Top ]; // Create a buffer for the triangle vertices var triangleVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); // Get the attribute location in the shader var positionLocation = gl.getAttribLocation(shaderProgram, "a_position"); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 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 95 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the triangle color to red } </script> <script type="text/javascript"> window.onload = function() { // Get the canvas element var canvas = document.getElementById("glCanvas"); // Get the WebGL rendering context var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); // Set up the viewport gl.viewport(0, 0, canvas.width, canvas.height); // Create the vertex shader var vertexShaderSource = document.getElementById("vertex-shader").text; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create the fragment shader var fragmentShaderSource = document.getElementById("fragment-shader").text; var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create the shader program var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Define the triangle vertices var triangleVertices = [ -0.5, -0.5, // Bottom-left 0.5, -0.5, // Bottom-right 0.0, 0.5 // Top ]; // Create a buffer for the triangle vertices var triangleVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); // Get the attribute location in the shader var positionLocation = gl.getAttribLocation(shaderProgram, "a_position"); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 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 red triangle centered on 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 red triangle centered on 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 example of an HTML file that draws a triangle using WebGL. The canvas will 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> body, html { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } </script> <script type="text/javascript"> window.onload = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in this browser.'); return; } const vertexShaderSource = document.getElementById('vertex-shader').text; const fragmentShaderSource = document.getElementById('fragment-shader').text; 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); const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; const bufferId = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, bufferId); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> body, html { margin: 0; padding: 0; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } </script> <script type="text/javascript"> window.onload = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in this browser.'); return; } const vertexShaderSource = document.getElementById('vertex-shader').text; const fragmentShaderSource = document.getElementById('fragment-shader').text; 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); const vertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; const bufferId = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, bufferId); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); 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 a single HTML file that draws a triangle using WebGL, with the canvas taking 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the color to red } </script> <script> window.onload = function() { // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL rendering context const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); // Set the canvas to take up the full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = document.getElementById('vertex-shader').text; // Fragment shader source code const fragmentShaderSource = document.getElementById('fragment-shader').text; // Create vertex shader object const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create fragment shader object const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Define the triangle vertices const triangleVertices = new Float32Array([ -0.5, -0.5, // Bottom-left vertex 0.5, -0.5, // Bottom-right vertex 0.0, 0.5 // Top vertex ]); // Create a buffer to hold the vertex data const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, triangleVertices, gl.STATIC_DRAW); // Get the attribute location const positionLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 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 95 96 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <meta charset="utf-8"> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the color to red } </script> <script> window.onload = function() { // Get the canvas element const canvas = document.getElementById('glCanvas'); // Get the WebGL rendering context const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); // Set the canvas to take up the full page canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Vertex shader source code const vertexShaderSource = document.getElementById('vertex-shader').text; // Fragment shader source code const fragmentShaderSource = document.getElementById('fragment-shader').text; // Create vertex shader object const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); // Create fragment shader object const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Define the triangle vertices const triangleVertices = new Float32Array([ -0.5, -0.5, // Bottom-left vertex 0.5, -0.5, // Bottom-right vertex 0.0, 0.5 // Top vertex ]); // Create a buffer to hold the vertex data const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, triangleVertices, gl.STATIC_DRAW); // Get the attribute location const positionLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 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 is pointing upwards and appears to be a simple 2D shape with no additional details or textures visible.
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 is pointing upwards and appears to be a simple 2D shape with no additional details or textures visible."? 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 fills the entire page with the canvas:
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 | <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Triangle with WebGL</title> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script type="x-shader/x-vertex" id="vertexShader"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragmentShader"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the triangle color to red } </script> <script> window.onload = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in your browser.'); return; } const vertexShaderSource = document.getElementById('vertexShader').textContent; const fragmentShaderSource = document.getElementById('fragmentShader').textContent; 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); const vertexData = [ -0.5, -0.5, // Triangle vertex 1 0.5, -0.5, // Triangle vertex 2 0.0, 0.5 // Triangle vertex 3 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); 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 | <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Triangle with WebGL</title> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script type="x-shader/x-vertex" id="vertexShader"> attribute vec2 aPosition; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragmentShader"> precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the triangle color to red } </script> <script> window.onload = function() { const canvas = document.getElementById('glCanvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported in your browser.'); return; } const vertexShaderSource = document.getElementById('vertexShader').textContent; const fragmentShaderSource = document.getElementById('fragmentShader').textContent; 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); const vertexData = [ -0.5, -0.5, // Triangle vertex 1 0.5, -0.5, // Triangle vertex 2 0.0, 0.5 // Triangle vertex 3 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); 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