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! Below is a simple example of how to draw a triangle using WebGL in a single HTML file. This example includes CSS to ensure the canvas 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 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Initialize the canvas and WebGL context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL not supported, falling back on experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); } // Define the vertex shader const vertexShaderSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Define the fragment shader const fragmentShaderSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White color } `; // Compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the vertex shader:', gl.getShaderInfoLog(vertexShader)); } // Compile the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the fragment shader:', gl.getShaderInfoLog(fragmentShader)); } // Link the shaders to create a program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(shaderProgram)); } // Use the shader program gl.useProgram(shaderProgram); // Define the vertices for a triangle const vertices = new Float32Array([ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0 ]); // Create a buffer and put the vertices in it const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get the attribute location, enable it const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.enableVertexAttribArray(vertexPosition); // Point an attribute to the currently bound VBO gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0); // Set the clear color to black and 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 99 100 101 102 103 104 105 106 107 108 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Initialize the canvas and WebGL context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL not supported, falling back on experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); } // Define the vertex shader const vertexShaderSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Define the fragment shader const fragmentShaderSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White color } `; // Compile the vertex shader const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the vertex shader:', gl.getShaderInfoLog(vertexShader)); } // Compile the fragment shader const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the fragment shader:', gl.getShaderInfoLog(fragmentShader)); } // Link the shaders to create a program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(shaderProgram)); } // Use the shader program gl.useProgram(shaderProgram); // Define the vertices for a triangle const vertices = new Float32Array([ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0 ]); // Create a buffer and put the vertices in it const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // Get the attribute location, enable it const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition'); gl.enableVertexAttribArray(vertexPosition); // Point an attribute to the currently bound VBO gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0); // Set the clear color to black and 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 drew what I wanted. Describe what is drawn in this image?
The image shows a simple white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area.
Does this answer say that there is a picture of a triangle "The image shows a simple white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area."? 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.
Creating a triangle using WebGL in a single HTML file and making the canvas take up the full page can be accomplished with the following code:
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; width: 100%; height: 100%; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> // Get the canvas element and its WebGL context const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl'); // Check for WebGL support if (!gl) { alert('WebGL not supported, falling back on experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White color } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Build the geometry for a triangle const buffers = initBuffers(gl); // Draw the scene drawScene(gl, programInfo, buffers); function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function initBuffers(gl) { // Create a buffer for the triangle's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the triangle. const positions = [ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer, }; } function drawScene(gl, programInfo, buffers) { // Clear the canvas before we start drawing on it. gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Draw the triangle { const offset = 0; const vertexCount = 3; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } } </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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; width: 100%; height: 100%; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> // Get the canvas element and its WebGL context const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl'); // Check for WebGL support if (!gl) { alert('WebGL not supported, falling back on experimental-webgl'); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert('Your browser does not support WebGL'); } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White color } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Build the geometry for a triangle const buffers = initBuffers(gl); // Draw the scene drawScene(gl, programInfo, buffers); function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function initBuffers(gl) { // Create a buffer for the triangle's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the triangle. const positions = [ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer, }; } function drawScene(gl, programInfo, buffers) { // Clear the canvas before we start drawing on it. gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Draw the triangle { const offset = 0; const vertexCount = 3; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } } </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 white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area.
Does this answer say that there is a picture of a triangle "The image shows a simple white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area."? 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.
Creating a simple WebGL application to draw a triangle and making the canvas take the full page involves writing both HTML and JavaScript. Below is an example of how you can achieve this in a single HTML file:
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Initialize the WebGL context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Check if WebGL is available and working if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); throw new Error('WebGL not supported'); } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White color } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Here's where we call the routine that builds all the objects // we'll be drawing. const buffers = initBuffers(gl); // Draw the scene drawScene(gl, programInfo, buffers); // Initialize a shader program, so WebGL knows how to draw our data function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } // Creates a shader of the given type, uploads the source and // compiles it. function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } // Initialize the buffers we'll need. For this demo, we just // have one object -- a simple two-dimensional square. function initBuffers(gl) { // Create a buffer for the square's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the square. const positions = [ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer, }; } // Draw the scene. function drawScene(gl, programInfo, buffers) { // Clear the canvas before we start drawing on it. gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Set the shader uniforms { const offset = 0; const vertexCount = 3; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } } </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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> // Initialize the WebGL context const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); // Check if WebGL is available and working if (!gl) { alert('Unable to initialize WebGL. Your browser or machine may not support it.'); throw new Error('WebGL not supported'); } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White color } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Here's where we call the routine that builds all the objects // we'll be drawing. const buffers = initBuffers(gl); // Draw the scene drawScene(gl, programInfo, buffers); // Initialize a shader program, so WebGL knows how to draw our data function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } // Creates a shader of the given type, uploads the source and // compiles it. function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } // Initialize the buffers we'll need. For this demo, we just // have one object -- a simple two-dimensional square. function initBuffers(gl) { // Create a buffer for the square's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the square. const positions = [ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer, }; } // Draw the scene. function drawScene(gl, programInfo, buffers) { // Clear the canvas before we start drawing on it. gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); // Set the shader uniforms { const offset = 0; const vertexCount = 3; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } } </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 white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area.
Does this answer say that there is a picture of a triangle "The image shows a simple white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area."? 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! Below is an example of an HTML file that uses WebGL to draw a triangle on a canvas that takes up the full page. You can copy and paste this code into an HTML file and open it in a web browser to see the result.
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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> function main() { const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL not supported'); return; } const vertexShaderSource = ` attribute vec4 a_Position; void main() { gl_Position = a_Position; } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } `; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const a_Position = gl.getAttribLocation(program, 'a_Position'); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.useProgram(program); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } 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; } function createProgram(gl, vertexShader, 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('Error linking program:', gl.getProgramInfoLog(program)); gl.deleteProgram(program); return null; } return program; } window.onload = main; </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 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> function main() { const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('WebGL not supported'); return; } const vertexShaderSource = ` attribute vec4 a_Position; void main() { gl_Position = a_Position; } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } `; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const vertices = new Float32Array([ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5 ]); const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const a_Position = gl.getAttribLocation(program, 'a_Position'); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.useProgram(program); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); } 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; } function createProgram(gl, vertexShader, 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('Error linking program:', gl.getProgramInfoLog(program)); gl.deleteProgram(program); return null; } return program; } window.onload = main; </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.
Certainly! Below is a simple example of how you can set up an HTML file to draw 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 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> function main() { const canvas = document.getElementById('glcanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert("Your browser does not support WebGL"); return; } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Here's where we call the routine that builds all the // objects we'll be drawing. const buffers = initBuffers(gl); // Draw the scene drawScene(gl, programInfo, buffers); } function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully 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; } function initBuffers(gl) { // Create a buffer for the triangle's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the triangle. const positions = [ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer, }; } function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); { const offset = 0; const vertexCount = 3; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } } window.onload = main; </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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glcanvas"></canvas> <script> function main() { const canvas = document.getElementById('glcanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error("WebGL not supported, falling back on experimental-webgl"); gl = canvas.getContext('experimental-webgl'); } if (!gl) { alert("Your browser does not support WebGL"); return; } // Vertex shader program const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; // Fragment shader program const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `; // Initialize a shader program; this is where all the lighting // for the vertices and so forth is established. const shaderProgram = initShaderProgram(gl, vsSource, fsSource); // Collect all the info needed to use the shader program. const programInfo = { program: shaderProgram, attribLocations: { vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), }, }; // Here's where we call the routine that builds all the // objects we'll be drawing. const buffers = initBuffers(gl); // Draw the scene drawScene(gl, programInfo, buffers); } function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); // Create the shader program const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); // If creating the shader program failed, alert if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); // Send the source to the shader object gl.shaderSource(shader, source); // Compile the shader program gl.compileShader(shader); // See if it compiled successfully 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; } function initBuffers(gl) { // Create a buffer for the triangle's positions. const positionBuffer = gl.createBuffer(); // Select the positionBuffer as the one to apply buffer // operations to from here out. gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Now create an array of positions for the triangle. const positions = [ 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, ]; // Now pass the list of positions into WebGL to build the // shape. We do this by creating a Float32Array from the // JavaScript array, then use it to fill the current buffer. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); return { position: positionBuffer, }; } function drawScene(gl, programInfo, buffers) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things // Clear the canvas before we start drawing on it. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset); gl.enableVertexAttribArray( programInfo.attribLocations.vertexPosition); } // Tell WebGL to use our program when drawing gl.useProgram(programInfo.program); { const offset = 0; const vertexCount = 3; gl.drawArrays(gl.TRIANGLES, offset, vertexCount); } } window.onload = main; </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 white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area.
Does this answer say that there is a picture of a triangle "The image shows a simple white triangle centered on a black background. The triangle is pointing upwards and has three straight sides of equal length, indicating that it is an equilateral triangle. There are no other visible elements or details within the triangle or the surrounding area."? 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