d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
177 lines
5.7 KiB
Markdown
177 lines
5.7 KiB
Markdown
---
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id: wiki-2026-0508-webgl-api
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title: WebGL API
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [WebGL, WebGL API, WebGL 1.0, WebGL 2.0]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [webgl, graphics, gpu, gles]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: JavaScript/GLSL
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framework: Web Platform
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---
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# WebGL API
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## 매 한 줄
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> **"매 OpenGL ES 의 web — canvas 의 GPU draw"**. WebGL 매 OpenGL ES 2.0 (WebGL1) / ES 3.0 (WebGL2) binding 의 browser. 2026 매 WebGPU rising 매 WebGL 매 still ubiquitous — fallback / wide compatibility 의 사용.
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## 매 핵심
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### 매 pipeline
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- **Vertex shader**: per-vertex transform — clip space.
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- **Rasterizer**: triangles → fragments.
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- **Fragment shader**: per-pixel color.
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- **Framebuffer**: render target — default canvas / FBO offscreen.
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### 매 핵심 objects
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- **Buffer** (`ARRAY_BUFFER`, `ELEMENT_ARRAY_BUFFER`): vertex / index data.
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- **Texture** (2D / cube / 3D-WebGL2 / array-WebGL2).
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- **Program**: vertex + fragment shader linked.
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- **VAO** (WebGL2): vertex attribute state.
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- **UBO** (WebGL2): uniform block — efficient bulk uniform.
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- **Framebuffer / Renderbuffer**: offscreen render targets.
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### 매 응용
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1. **3D libraries**: Three.js / Babylon.js / PlayCanvas.
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2. **2D accelerated**: PixiJS / Konva.
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3. **Data viz**: deck.gl / Mapbox GL / regl.
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4. **Games / interactive**: itch.io HTML5 / Unity WebGL build.
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## 💻 패턴
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### 매 minimal triangle
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```js
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const canvas = document.querySelector('canvas');
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const gl = canvas.getContext('webgl2');
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const vs = `#version 300 es
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in vec2 a_pos;
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void main() { gl_Position = vec4(a_pos, 0.0, 1.0); }`;
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const fs = `#version 300 es
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precision highp float;
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out vec4 fragColor;
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void main() { fragColor = vec4(1.0, 0.5, 0.2, 1.0); }`;
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function compile(type, src) {
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const s = gl.createShader(type);
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gl.shaderSource(s, src); gl.compileShader(s);
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if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(s);
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return s;
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}
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const prog = gl.createProgram();
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gl.attachShader(prog, compile(gl.VERTEX_SHADER, vs));
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gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, fs));
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gl.linkProgram(prog);
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const vao = gl.createVertexArray();
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gl.bindVertexArray(vao);
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const vbo = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0.5, -0.5, -0.5, 0.5, -0.5]), gl.STATIC_DRAW);
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const loc = gl.getAttribLocation(prog, 'a_pos');
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
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gl.useProgram(prog);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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```
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### Texture upload
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```js
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const tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.generateMipmap(gl.TEXTURE_2D);
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```
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### Instanced rendering (WebGL2)
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```js
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gl.vertexAttribDivisor(instanceLoc, 1); // advance per instance
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, 10000); // 10k instances 1 draw call
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```
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### Uniform Buffer Object (WebGL2)
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```js
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const ubo = gl.createBuffer();
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gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
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gl.bufferData(gl.UNIFORM_BUFFER, mat4Buffer, gl.DYNAMIC_DRAW);
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const idx = gl.getUniformBlockIndex(prog, 'Camera');
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gl.uniformBlockBinding(prog, idx, 0);
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gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo);
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```
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### Framebuffer (offscreen / render-to-texture)
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```js
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const fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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const tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, w, h, 0, gl.RGBA, gl.HALF_FLOAT, null);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
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// 매 render → tex, then post-process
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```
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### Transform Feedback (WebGL2 GPU compute-ish)
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```js
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gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, outBuf);
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gl.beginTransformFeedback(gl.POINTS);
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gl.drawArrays(gl.POINTS, 0, particleCount);
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gl.endTransformFeedback();
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```
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### Context loss handling
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```js
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canvas.addEventListener('webglcontextlost', (e) => { e.preventDefault(); });
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canvas.addEventListener('webglcontextrestored', () => { rebuildResources(); });
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```
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## 매 결정 기준
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| 상황 | WebGL vs WebGPU |
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| 2026 wide compatibility | WebGL2 — Safari iOS / older Android |
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| Compute shader | WebGPU |
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| Multi-pass complex | WebGPU 매 cleaner state model |
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| Existing Three.js / Babylon | WebGL2 fallback + WebGPU primary |
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| Simple 2D accel | WebGL2 / 2D canvas |
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| AAA-grade graphics | WebGPU |
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**기본값**: Three.js with WebGPURenderer + WebGL2 fallback.
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## 🔗 Graph
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- 부모: [[OpenGL ES]]
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- 변형: [[WebGPU]]
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- 응용: [[Threejs]] · [[Babylonjs]]
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- Adjacent: [[GLSL]] · [[OffscreenCanvas]]
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## 🤖 LLM 활용
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**언제**: cross-browser 3D / 2D GPU accel / data viz / WebGPU 의 fallback.
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**언제 X**: heavy compute (no compute shader in WebGL) / cutting-edge graphics — WebGPU 사용.
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## ❌ 안티패턴
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- **State thrash**: bind/unbind every draw — batch by program/texture.
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- **Sync readback**: `readPixels` 매 GPU stall — use PBO async (WebGL2).
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- **No VAO**: re-binding attributes every draw — VAO 매 cache.
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- **Uniform per draw call**: UBO 의 bulk update / instancing.
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- **Premultiply confusion**: alpha blending 의 incorrect — `UNPACK_PREMULTIPLY_ALPHA_WEBGL`.
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## 🧪 검증 / 중복
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- Verified (Khronos WebGL 1.0/2.0 spec / MDN WebGL API).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — pipeline, VAO, UBO, FBO, instancing, transform feedback |
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