<!DOCTYPE html>
<html>
<body>
<script>
var canvas2D = document.createElement("canvas");
var ctx2D = canvas2D.getContext("2d");
var canvas3D = document.createElement('canvas');
var gl = canvas3D.getContext('webgl');
document.body.appendChild(canvas2D);
document.body.appendChild(canvas3D);
if (!gl)
CanvasRunner.logFatalError("WebGL is not supported or enabled on this platform!");
var dummyCanvas2D = document.createElement("canvas");
var dummyCtx2D = dummyCanvas2D.getContext("2d");
function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) {
canvas2D.width = canvas2DWidth;
canvas2D.height = canvas2DHeight;
dummyCanvas2D.width = canvas2DWidth;
dummyCanvas2D.height = canvas2DWidth;
canvas3D.width = webglWidth;
canvas3D.height = webglHeight;
}
function rand(range) {
return Math.floor(Math.random() * range);
}
function renderWebGL(gl) {
gl.disable(gl.SCISSOR_TEST);
gl.enable(gl.SCISSOR_TEST);
gl.scissor(rand(1024), rand(1024), rand(1024), rand(1024));
gl.clearColor(Math.random(), Math.random(), Math.random(), 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
function doRun() {
renderWebGL(gl);
// draw dynamic WebGL
ctx2D.drawImage(canvas3D, 0, 0);
}
function ensureComplete() {
// Using destCanvas2D as a source image is just to flush out the content when
// accelerated 2D canvas is in use.
dummyCtx2D.drawImage(canvas2D, 0, 0, 1, 1, 0, 0, 1, 1);
}
function completeRun() {
doRun();
ensureComplete();
requestAnimationFrame(completeRun);
}
window.onload = function () {
setSize(1024, 1024, 1024, 1024);
completeRun();
}
</script>
</body>
</html>