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.
<html> <head> <title>Triangle using WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.log('WebGL not supported, falling back on experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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 positionAttributeLocation = gl.getAttribLocation(program, 'position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0, 0, 0, 1, 1, 0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0, 0, 0, 1); 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 | <html> <head> <title>Triangle using WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> const canvas = document.getElementById('myCanvas'); let gl = canvas.getContext('webgl'); if (!gl) { console.log('WebGL not supported, falling back on experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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 positionAttributeLocation = gl.getAttribLocation(program, 'position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0, 0, 0, 1, 1, 0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0, 0, 0, 1); 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 geometric shape consisting of a red triangle on a black background. The triangle is positioned with one of its points directed towards the upper left corner of the image, and its base is aligned with the bottom right edge of the image. This could be a result of a WebGL rendering process, where a 2D or 3D shape is drawn onto a canvas element on a webpage.
Does this answer say that there is a picture of a triangle "The image shows a simple geometric shape consisting of a red triangle on a black background. The triangle is positioned with one of its points directed towards the upper left corner of the image, and its base is aligned with the bottom right edge of the image. This could be a result of a WebGL rendering process, where a 2D or 3D shape is drawn onto a canvas element on a webpage."? 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 is an example of an HTML file that creates 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 lang="en"> <head> <meta charset="UTF-8"> <title>Triangle using WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Error linking program:', gl.getProgramInfoLog(program)); } gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0, 0, -0.5, 1, 0.5, 1 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); gl.clearColor(0, 0, 0, 1); 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Triangle using WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Error linking program:', gl.getProgramInfoLog(program)); } gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0, 0, -0.5, 1, 0.5, 1 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); gl.clearColor(0, 0, 0, 1); 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 large, red, upside-down triangle centered against a black background. The triangle's base is aligned with the top of the image, and its point extends downward. The colors are solid, with no gradients or textures visible.
Does this answer say that there is a picture of a triangle "The image shows a large, red, upside-down triangle centered against a black background. The triangle's base is aligned with the top of the image, and its point extends downward. The colors are solid, with no gradients 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.
<!DOCTYPE html> <html> <head> <title>Triangle using WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> var canvas = document.getElementById("myCanvas"); var gl = canvas.getContext("webgl"); if (!gl) { console.log("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext("experimental-webgl"); } if (!gl) { alert("Your browser does not support WebGL"); } // Define the vertices of the triangle var vertices = [ 0.0, 1.0, // Top vertex -1.0, -1.0, // Bottom left vertex 1.0, -1.0 // Bottom right vertex ]; // Create a buffer to store the vertices var vertex_buffer = gl.createBuffer(); // Bind the buffer gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); // Pass the vertices data to the buffer gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create a vertex shader program var vertCode = ` attribute vec2 coordinates; void main(void) { gl_Position = vec4(coordinates, 0.0, 1.0); } `; var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, vertCode); gl.compileShader(vertShader); // Create a fragment shader program var fragCode = ` void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, fragCode); gl.compileShader(fragShader); // Create a shader program var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Associate the shader programs to buffer objects var coord = gl.getAttribLocation(shaderProgram, "coordinates"); gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coord); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); 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 | <!DOCTYPE html> <html> <head> <title>Triangle using WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="myCanvas"></canvas> <script> var canvas = document.getElementById("myCanvas"); var gl = canvas.getContext("webgl"); if (!gl) { console.log("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext("experimental-webgl"); } if (!gl) { alert("Your browser does not support WebGL"); } // Define the vertices of the triangle var vertices = [ 0.0, 1.0, // Top vertex -1.0, -1.0, // Bottom left vertex 1.0, -1.0 // Bottom right vertex ]; // Create a buffer to store the vertices var vertex_buffer = gl.createBuffer(); // Bind the buffer gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); // Pass the vertices data to the buffer gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // Create a vertex shader program var vertCode = ` attribute vec2 coordinates; void main(void) { gl_Position = vec4(coordinates, 0.0, 1.0); } `; var vertShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertShader, vertCode); gl.compileShader(vertShader); // Create a fragment shader program var fragCode = ` void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; var fragShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragShader, fragCode); gl.compileShader(fragShader); // Create a shader program var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertShader); gl.attachShader(shaderProgram, fragShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Associate the shader programs to buffer objects var coord = gl.getAttribLocation(shaderProgram, "coordinates"); gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(coord); // Clear the canvas gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw the triangle gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer); 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 geometric shape consisting of two triangles. There is a black triangle with its base at the bottom and its apex pointing upwards, and a red triangle inverted on top of the black one, with its apex pointing downwards. The two triangles share a common base, which creates a diamond-like shape where they meet. The background of the image is white.
Does this answer say that there is a picture of a triangle "The image shows a simple geometric shape consisting of two triangles. There is a black triangle with its base at the bottom and its apex pointing upwards, and a red triangle inverted on top of the black one, with its apex pointing downwards. The two triangles share a common base, which creates a diamond-like shape where they meet. The background of the image is white."? Answer "Yes it does" or "No it does not".
No it does not.
Testing if the previous output contains the string es it does
: False
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's an example of HTML code that uses WebGL to draw a triangle in a canvas that 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Triangle WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); function render() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } render(); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Triangle WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; width: 100vw; height: 100vh; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, 'position'); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); function render() { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } render(); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?
The image shows a red triangle centered on a black background. 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 is an example of an HTML file that uses WebGL to draw a triangle:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Triangle WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("Unable to initialize WebGL. Your browser may not support it."); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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("Error compiling shader:", gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error("Error linking program:", gl.getProgramInfoLog(program)); } gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, "position"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0, 0, 1, 0, 0, 1 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0, 0, 0, 1); 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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Triangle WebGL</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const canvas = document.getElementById("glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("Unable to initialize WebGL. Your browser may not support it."); } const vertexShaderSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; 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("Error compiling shader:", gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error("Error linking program:", gl.getProgramInfoLog(program)); } gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, "position"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0, 0, 1, 0, 0, 1 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0, 0, 0, 1); 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 mostly blank with a small red triangle in the upper left corner. The triangle is oriented with one vertex pointing downwards and the hypotenuse is aligned with the top left corner of the image. The rest of the image is white, suggesting that the canvas or viewport is not fully utilized or that the drawing commands are limited to that small triangle. If you intended to draw more or something different, it seems that the WebGL commands did not produce the expected result on the rest of the canvas.
Does this answer say that there is a picture of a triangle "The image appears to be mostly blank with a small red triangle in the upper left corner. The triangle is oriented with one vertex pointing downwards and the hypotenuse is aligned with the top left corner of the image. The rest of the image is white, suggesting that the canvas or viewport is not fully utilized or that the drawing commands are limited to that small triangle. If you intended to draw more or something different, it seems that the WebGL commands did not produce the expected result on the rest of the canvas."? 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