Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Sure, here's a simple example of how you can draw a triangle using WebGL in a single HTML file. This example will 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 | <!DOCTYPE html> <html> <head> <style> body { margin: 0; } canvas { display: block; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } `); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, ` void main() { gl_FragColor = vec4(1, 0, 0, 1); } `); gl.compileShader(fragmentShader); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); var positions = [ 0, 0, 0.5, 0.7, 0.7, 0.2, ]; var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); 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, 0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | <!DOCTYPE html> <html> <head> <style> body { margin: 0; } canvas { display: block; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } `); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, ` void main() { gl_FragColor = vec4(1, 0, 0, 1); } `); gl.compileShader(fragmentShader); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); var positions = [ 0, 0, 0.5, 0.7, 0.7, 0.2, ]; var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); 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, 0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drwe what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle against a white background. The triangle is oriented with one vertex pointing upwards and the base at the bottom. It appears to be a solid color fill with no gradients or textures.
Does this answer say that there is a picture of a triangle "The image shows a simple red triangle against a white background. The triangle is oriented with one vertex pointing upwards and the base at the bottom. It appears to be a solid color fill 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.
Sure, here's a simple example of how you can draw a triangle using WebGL in a single HTML file. This example will 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; overflow: hidden; } #canvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `); gl.compileShader(fragmentShader); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); var positions = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); var positionAttributeLocation = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; overflow: hidden; } #canvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `); gl.compileShader(fragmentShader); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); var positions = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); var positionAttributeLocation = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drwe what I wanted. Describe what is drawn in this image?
The image shows a red triangle centered on a black background. The triangle is pointing upwards and appears to be a solid color with no gradients or textures.
Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background. The triangle is pointing upwards and appears to be a solid color with no gradients or textures."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
I cannot directly create an HTML file for you, but I can certainly provide you with the code to create a WebGL triangle in a full-page canvas. You can copy and paste the following code into an HTML file and open it in your 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 | <!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, canvas { margin: 0; padding: 0; width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> // Get canvas and WebGL context const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); // Set clear color to black gl.clearColor(0.0, 0.0, 0.0, 1.0); // Compile shaders 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 = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); // Create program and link shaders const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Set up vertex data const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Draw triangle gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Utility function to create and 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('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 | <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>WebGL Triangle</title> <style> body, canvas { margin: 0; padding: 0; width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> // Get canvas and WebGL context const canvas = document.getElementById('webgl-canvas'); const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); // Set clear color to black gl.clearColor(0.0, 0.0, 0.0, 1.0); // Compile shaders 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 = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); // Create program and link shaders const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Set up vertex data const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ 0.0, 0.5, -0.5, -0.5, 0.5, -0.5, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); // Draw triangle gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 3); // Utility function to create and 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('Error compiling shader:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drwe what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle centered against 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 simple red triangle centered against 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.
Sure, here's a simple example of how you can draw a triangle using WebGL in a single HTML file. This example will 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; overflow: hidden; } #canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); 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'); } var vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } `; var fragmentShaderSource = ` void main() { gl_FragColor = vec4(1, 0, 0, 1); } `; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); var positions = [ 0, 0, 0.5, 0.7, 0.7, 0.1, ]; var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); var size = 2; // 2 components per iteration var type = gl.FLOAT; // the data is 32bit floats var normalize = false; // don't normalize the data var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position var offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer( positionAttributeLocation, size, type, normalize, stride, offset); 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 | <!DOCTYPE html> <html> <head> <title>WebGL Triangle</title> <style> body { margin: 0; overflow: hidden; } #canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById('canvas'); 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'); } var vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0, 1); } `; var fragmentShaderSource = ` void main() { gl_FragColor = vec4(1, 0, 0, 1); } `; var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); var positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); var positions = [ 0, 0, 0.5, 0.7, 0.7, 0.1, ]; var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); var size = 2; // 2 components per iteration var type = gl.FLOAT; // the data is 32bit floats var normalize = false; // don't normalize the data var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position var offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer( positionAttributeLocation, size, type, normalize, stride, offset); gl.drawArrays(gl.TRIANGLES, 0, 3); </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drwe what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle against a white background. The triangle is oriented with one vertex pointing upwards and the base at the bottom. The edges of the triangle appear to be slightly anti-aliased, as they are not perfectly sharp, which is common in computer graphics.
Does this answer say that there is a picture of a triangle "The image shows a simple red triangle against a white background. The triangle is oriented with one vertex pointing upwards and the base at the bottom. The edges of the triangle appear to be slightly anti-aliased, as they are not perfectly sharp, which is common in computer graphics."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a triangle using WebGL in a single HTML file. Make the canvas take the full page.
Here's an example of how you can draw a triangle using WebGL in a single HTML file. This code will create a full-page canvas and render a triangle on it.
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 | <!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, canvas { margin: 0; padding: 0; width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> const canvas = document.getElementById("webgl-canvas"); const gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); setGeometry(gl); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); drawScene(gl); 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; } function setGeometry(gl) { const positions = [ 0.0, 0.5, 0.5, -0.5, -0.5, -0.5, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); } function drawScene(gl) { const primitiveType = gl.TRIANGLES; const offset = 0; const count = 3; gl.drawArrays(primitiveType, offset, count); } </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 | <!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, canvas { margin: 0; padding: 0; width: 100%; height: 100%; display: block; } </style> </head> <body> <canvas id="webgl-canvas"></canvas> <script> const canvas = document.getElementById("webgl-canvas"); const gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); const vertexShaderSource = ` attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); } `; const fragmentShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); const positionAttributeLocation = gl.getAttribLocation(program, "a_position"); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); setGeometry(gl); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); drawScene(gl); 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; } function setGeometry(gl) { const positions = [ 0.0, 0.5, 0.5, -0.5, -0.5, -0.5, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); } function drawScene(gl) { const primitiveType = gl.TRIANGLES; const offset = 0; const count = 3; gl.drawArrays(primitiveType, offset, count); } </script> </body> </html> |
Rendering the webpage gives the following image:
This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drwe what I wanted. Describe what is drawn in this image?
The image shows a simple red triangle centered against 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 simple red triangle centered against 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