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.
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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); } // Vertex shader source code const vsSource = `#version 300 es in vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fsSource = `#version 300 es precision mediump float; out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color } `; // 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 shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); return shaderProgram; } const shaderProgram = createShaderProgram(gl, vsSource, fsSource); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Create buffer and set data const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0.0, 0.5, 0.0, // top vertex -0.5, -0.5, 0.0, // bottom left 0.5, -0.5, 0.0, // bottom right ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Resize canvas to window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); } resizeCanvas(); window.addEventListener('resize', resizeCanvas); // Draw scene function drawScene() { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(shaderProgram); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLES, 0, 3); } drawScene(); </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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); } // Vertex shader source code const vsSource = `#version 300 es in vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fsSource = `#version 300 es precision mediump float; out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color } `; // 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 shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); return shaderProgram; } const shaderProgram = createShaderProgram(gl, vsSource, fsSource); // Get attribute location const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); // Create buffer and set data const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0.0, 0.5, 0.0, // top vertex -0.5, -0.5, 0.0, // bottom left 0.5, -0.5, 0.0, // bottom right ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Resize canvas to window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); } resizeCanvas(); window.addEventListener('resize', resizeCanvas); // Draw scene function drawScene() { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(shaderProgram); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLES, 0, 3); } drawScene(); </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 an orange triangle centered on a black background.
Does this answer say that there is a picture of a triangle "The image shows an orange 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.
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>Full Page Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; /* Prevent scrollbars */ } canvas { display: block; /* Prevent default whitespace below canvas */ width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); // Set viewport to match canvas size gl.viewport(0, 0, canvas.width, canvas.height); // Vertex shader source code const vertexShaderSource = `#version 300 es in vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fragmentShaderSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color } `; // Create shaders 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); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Define triangle vertices const vertices = new Float32Array([ -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.0, 0.5 // Top ]); // Create buffer and bind it const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get attribute location and enable it const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear the canvas and draw the triangle gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Resize canvas on window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Important: Update viewport gl.drawArrays(gl.TRIANGLES, 0, 3); // Redraw }); </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>Full Page Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; /* Prevent scrollbars */ } canvas { display: block; /* Prevent default whitespace below canvas */ width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); // Set viewport to match canvas size gl.viewport(0, 0, canvas.width, canvas.height); // Vertex shader source code const vertexShaderSource = `#version 300 es in vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; // Fragment shader source code const fragmentShaderSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color } `; // Create shaders 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); // Create shader program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Define triangle vertices const vertices = new Float32Array([ -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.0, 0.5 // Top ]); // Create buffer and bind it const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get attribute location and enable it const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Clear the canvas and draw the triangle gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Resize canvas on window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Important: Update viewport gl.drawArrays(gl.TRIANGLES, 0, 3); // Redraw }); </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 an orange triangle centered on a black background.
Does this answer say that there is a picture of a triangle "The image shows an orange 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.
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> <style> body { margin: 0; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); } // Vertex shader source code const vsSource = `#version 300 es in vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; }`; // Fragment shader source code const fsSource = `#version 300 es precision mediump float; out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color }`; // Compile shaders 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); // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Check for shader compilation/linking errors if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(vertexShader)); gl.deleteShader(vertexShader); return null; } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(fragmentShader)); gl.deleteShader(fragmentShader); return null; } if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } gl.useProgram(shaderProgram); // Set up vertex data const positions = [ 0.0, 0.5, 0.0, // Top vertex -0.5, -0.5, 0.0, // Bottom left vertex 0.5, -0.5, 0.0 // Bottom right vertex ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Clear the canvas and draw gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); } // Vertex shader source code const vsSource = `#version 300 es in vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; }`; // Fragment shader source code const fsSource = `#version 300 es precision mediump float; out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color }`; // Compile shaders 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); // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // Check for shader compilation/linking errors if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(vertexShader)); gl.deleteShader(vertexShader); return null; } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(fragmentShader)); gl.deleteShader(fragmentShader); return null; } if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } gl.useProgram(shaderProgram); // Set up vertex data const positions = [ 0.0, 0.5, 0.0, // Top vertex -0.5, -0.5, 0.0, // Bottom left vertex 0.5, -0.5, 0.0 // Bottom right vertex ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Clear the canvas and draw gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black 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.
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 { margin: 0; } canvas { width: 100%; height: 100%; display: block; } /* Make canvas full page */ </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); return; } // Vertex shader source code const vsSource = `#version 300 es in vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fsSource = `#version 300 es precision mediump float; out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } `; // Compile shaders 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); // Check for compilation errors if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { alert('Vertex shader compilation error: ' + gl.getShaderInfoLog(vertexShader)); return; } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { alert('Fragment shader compilation error: ' + gl.getShaderInfoLog(fragmentShader)); return; } // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Shader program linking error: ' + gl.getProgramInfoLog(shaderProgram)); return; } gl.useProgram(shaderProgram); // Set up vertex data const positions = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.enableVertexAttribArray(positionAttribute); gl.vertexAttribPointer(positionAttribute, 3, gl.FLOAT, false, 0, 0); // 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(); // Initial resize // Draw scene function drawScene() { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } drawScene(); </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 { margin: 0; } canvas { width: 100%; height: 100%; display: block; } /* Make canvas full page */ </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); return; } // Vertex shader source code const vsSource = `#version 300 es in vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; } `; // Fragment shader source code const fsSource = `#version 300 es precision mediump float; out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } `; // Compile shaders 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); // Check for compilation errors if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { alert('Vertex shader compilation error: ' + gl.getShaderInfoLog(vertexShader)); return; } if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { alert('Fragment shader compilation error: ' + gl.getShaderInfoLog(fragmentShader)); return; } // Create shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Shader program linking error: ' + gl.getProgramInfoLog(shaderProgram)); return; } gl.useProgram(shaderProgram); // Set up vertex data const positions = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttribute = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.enableVertexAttribArray(positionAttribute); gl.vertexAttribPointer(positionAttribute, 3, gl.FLOAT, false, 0, 0); // 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(); // Initial resize // Draw scene function drawScene() { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } drawScene(); </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.
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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); } // Vertex shader source const vsSource = `#version 300 es in vec4 a_position; void main() { gl_Position = a_position; }`; // Fragment shader source const fsSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1, 0, 0, 1); // Red color }`; // Compile shaders function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Set up vertex data const positions = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Set viewport and clear canvas gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0, 0, 0, 1); // Set clear color to black, fully opaque gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { alert('WebGL not supported!'); } // Vertex shader source const vsSource = `#version 300 es in vec4 a_position; void main() { gl_Position = a_position; }`; // Fragment shader source const fsSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1, 0, 0, 1); // Red color }`; // Compile shaders function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); // Set up vertex data const positions = [ 0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0 ]; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); // Set viewport and clear canvas gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clearColor(0, 0, 0, 1); // Set clear color to black, fully opaque gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); 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.
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