--- id: wiki-2026-0508-webgl title: WebGL category: 10_Wiki/Topics status: verified canonical_id: self aliases: [WebGL2, Web Graphics Library] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [graphics, web, gpu, opengl] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: JavaScript framework: WebGL2 / WebGPU --- # WebGL ## 매 한 줄 > **"매 OpenGL ES 의 browser 포팅 — 매 GPU 직접 access 의 web standard."**. 2011 WebGL 1.0 (OpenGL ES 2.0 base), 2017 WebGL 2.0 (ES 3.0 base). 매 2026 modern web 은 WebGPU 로 transition 중이지만, WebGL 은 매 universal compatibility (iOS Safari 포함) 의 fallback 로 여전히 dominant. ## 매 핵심 ### 매 architecture - **Context**: `canvas.getContext('webgl2')` — 매 single global state machine. - **Pipeline**: vertex shader → rasterization → fragment shader. 매 fixed-function 의 X. - **Buffers**: VBO (vertex), IBO (index), FBO (framebuffer), UBO (uniform). - **Shaders**: GLSL ES 3.00 — 매 string 으로 compile, link 후 use. ### 매 vs WebGPU (2026) - **WebGL**: 매 universally available. 매 single-threaded driver. 매 immediate-mode binding. - **WebGPU**: 매 modern (Vulkan/Metal/D3D12 mapping). 매 compute shader. 매 explicit pipeline. 매 Chrome/Edge/Firefox stable, Safari 18+ partial. - **2026 default**: 매 new project 는 WebGPU + WebGL fallback. 매 existing codebase 는 WebGL 유지. ### 매 응용 1. Three.js / Babylon.js — 매 3D engine. 2. Map rendering (Mapbox GL, deck.gl). 3. Data viz (PixiJS, regl). 4. Game (Unity WebGL, Unreal HTML5 export). ## 💻 패턴 ### Context creation + 매 capability check ```javascript const canvas = document.querySelector('canvas'); const gl = canvas.getContext('webgl2', { antialias: true, alpha: false, preserveDrawingBuffer: false, powerPreference: 'high-performance', }); if (!gl) throw new Error('WebGL2 unsupported'); console.log('Max texture size:', gl.getParameter(gl.MAX_TEXTURE_SIZE)); ``` ### Shader compile helper ```javascript function compileShader(gl, src, type) { const sh = gl.createShader(type); gl.shaderSource(sh, src); gl.compileShader(sh); if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) { const log = gl.getShaderInfoLog(sh); gl.deleteShader(sh); throw new Error(`Shader compile error: ${log}`); } return sh; } function linkProgram(gl, vsSrc, fsSrc) { const p = gl.createProgram(); gl.attachShader(p, compileShader(gl, vsSrc, gl.VERTEX_SHADER)); gl.attachShader(p, compileShader(gl, fsSrc, gl.FRAGMENT_SHADER)); gl.linkProgram(p); if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(p)); return p; } ``` ### VAO + indexed draw ```javascript const vao = gl.createVertexArray(); gl.bindVertexArray(vao); const vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); const ibo = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); gl.bindVertexArray(null); // draw gl.bindVertexArray(vao); gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0); ``` ### Instanced rendering (WebGL2) ```javascript gl.bindBuffer(gl.ARRAY_BUFFER, instanceMatrixBuf); for (let i = 0; i < 4; i++) { gl.enableVertexAttribArray(2 + i); gl.vertexAttribPointer(2 + i, 4, gl.FLOAT, false, 64, i * 16); gl.vertexAttribDivisor(2 + i, 1); // per-instance } gl.drawElementsInstanced(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0, 10000); ``` ### Render-to-texture (FBO) ```javascript const fbo = gl.createFramebuffer(); const tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) throw new Error('FBO incomplete'); ``` ### Lost context handling ```javascript canvas.addEventListener('webglcontextlost', (e) => { e.preventDefault(); cancelAnimationFrame(rafId); }); canvas.addEventListener('webglcontextrestored', () => { reinitGLResources(); // 매 mandatory rafId = requestAnimationFrame(render); }); ``` ### Resize 매 DPR aware ```javascript function resize() { const dpr = Math.min(window.devicePixelRatio, 2); const w = Math.floor(canvas.clientWidth * dpr); const h = Math.floor(canvas.clientHeight * dpr); if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; gl.viewport(0, 0, w, h); } } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 매 new 2026 project, modern browser only | WebGPU | | 매 universal compat (iOS old) | WebGL2 | | 매 high-level 3D | Three.js / Babylon | | 매 low-overhead 2D | regl, PixiJS | | 매 compute heavy | WebGPU compute shader | **기본값**: 매 high-level engine (Three.js) — 매 raw WebGL 은 매 specific need. ## 🔗 Graph - 부모: [[Graphics_Pipeline]] - 변형: [[WebGPU]] · [[OpenGL_ES]] - 응용: [[Three.js]] · [[Babylon.js]] - Adjacent: [[GLSL]] ## 🤖 LLM 활용 **언제**: 매 web 3D, data viz, browser-based game, AR/VR (WebXR). **언제 X**: 매 native-only performance critical (WebAssembly + WebGPU 도 부족 시 native). ## ❌ 안티패턴 - **매 frame draw call 폭증**: 매 instancing / batching 의 X — 1000+ draw call 은 매 CPU bound. - **State leak**: 매 bind 후 unbind X — 매 다음 frame state pollute. - **getError() 매 production loop**: 매 sync stall — 매 dev only. - **매 lost context 무시**: 매 mobile 에서 흔함, recovery path 매 mandatory. ## 🧪 검증 / 중복 - Verified (Khronos WebGL2 spec, MDN, WebGL Fundamentals). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — WebGL2 patterns + WebGPU transition note |