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 takes 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 | <!DOCTYPE html> <html> <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%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } </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() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not supported in your 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, // Vertex 1 0.5, -0.5, // Vertex 2 0.0, 0.5 // Vertex 3 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); gl.enableVertexAttribArray(aVertexPosition); gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.clearColor(1.0, 1.0, 1.0, 1.0); // Set the clear color to white gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Render the triangle }; </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 | <!DOCTYPE html> <html> <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%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } </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() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not supported in your 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, // Vertex 1 0.5, -0.5, // Vertex 2 0.0, 0.5 // Vertex 3 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); gl.enableVertexAttribArray(aVertexPosition); gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0); gl.clearColor(1.0, 1.0, 1.0, 1.0); // Set the clear color to white gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Render the triangle }; </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle with a solid fill. The triangle is equilateral, meaning all three sides are of equal length, and it is centered against a white background.
Does this answer say that there is a picture of a triangle "The image shows a simple red triangle with a solid fill. The triangle is equilateral, meaning all three sides are of equal length, and it is centered against 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 single 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 87 | <!DOCTYPE html> <html> <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%; } </style> </head> <body onload="main()"> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 vPosition; void main() { gl_Position = vPosition; } </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"> function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or computer may not support it.'); return; } const vsSource = document.getElementById('vertex-shader').textContent; const fsSource = document.getElementById('fragment-shader').textContent; 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); gl.useProgram(program); const vertices = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'vPosition'); gl.vertexAttribPointer(aPosition, 3, 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 87 | <!DOCTYPE html> <html> <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%; } </style> </head> <body onload="main()"> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 vPosition; void main() { gl_Position = vPosition; } </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"> function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser or computer may not support it.'); return; } const vsSource = document.getElementById('vertex-shader').textContent; const fsSource = document.getElementById('fragment-shader').textContent; 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); gl.useProgram(program); const vertices = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'vPosition'); gl.vertexAttribPointer(aPosition, 3, 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 drew what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle with a solid fill color on a black background. The triangle is positioned with one of its vertices pointing upwards, and its base parallel to the bottom of the image frame.
Does this answer say that there is a picture of a triangle "The image shows a simple red triangle with a solid fill color on a black background. The triangle is positioned with one of its vertices pointing upwards, and its base parallel to the bottom of the image frame."? 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 creates a full-page canvas and draws a triangle using WebGL:
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> <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 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); // Red color } </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); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Failed to link shaders:', gl.getProgramInfoLog(program)); return; } gl.useProgram(program); const aPosition = gl.getAttribLocation(program, 'aPosition'); const triangleVertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); 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 87 88 89 90 91 92 | <!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 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); // Red color } </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); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Failed to link shaders:', gl.getProgramInfoLog(program)); return; } gl.useProgram(program); const aPosition = gl.getAttribLocation(program, 'aPosition'); const triangleVertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); 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 drew 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 equilateral, with all sides of equal length and all angles equal, each measuring 60 degrees. The triangle is positioned with one vertex pointing upwards and the base parallel to the bottom edge of the image.
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 equilateral, with all sides of equal length and all angles equal, each measuring 60 degrees. The triangle is positioned with one vertex pointing upwards and the base parallel to the bottom edge of the image."? 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 a single HTML file with WebGL code that draws a triangle on a full-page 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 87 88 | <!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 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); // Red } </script> <script> window.onload = function() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported'); 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 triangleVertices = [ -0.5, -0.5, // Bottom-left 0.5, -0.5, // Bottom-right 0.0, 0.5 // Top ]; const triangleVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), 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 87 88 | <!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 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); // Red } </script> <script> window.onload = function() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL is not supported'); 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 triangleVertices = [ -0.5, -0.5, // Bottom-left 0.5, -0.5, // Bottom-right 0.0, 0.5 // Top ]; const triangleVertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), 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 drew 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 HTML file that draws a triangle using WebGL on a full-page 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 87 88 89 90 91 92 | <!DOCTYPE html> <html> <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%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aVertexPosition; void main() { gl_Position = vec4(aVertexPosition, 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 type="text/javascript"> window.onload = function() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Failed to get WebGL context'); 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); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Failed to link shaders'); return; } gl.useProgram(program); const triangleVertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); gl.enableVertexAttribArray(aVertexPosition); gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0); 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 88 89 90 91 92 | <!DOCTYPE html> <html> <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%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 aVertexPosition; void main() { gl_Position = vec4(aVertexPosition, 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 type="text/javascript"> window.onload = function() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Failed to get WebGL context'); 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); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Failed to link shaders'); return; } gl.useProgram(program); const triangleVertices = [ -0.5, -0.5, 0.5, -0.5, 0.0, 0.5 ]; const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.STATIC_DRAW); const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); gl.enableVertexAttribArray(aVertexPosition); gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0); 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 drew 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