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>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-webgl | WebGL | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- Three.js / Babylon.js — 매 3D engine.
- Map rendering (Mapbox GL, deck.gl).
- Data viz (PixiJS, regl).
- Game (Unity WebGL, Unreal HTML5 export).
💻 패턴
Context creation + 매 capability check
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
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
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)
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)
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
canvas.addEventListener('webglcontextlost', (e) => {
e.preventDefault();
cancelAnimationFrame(rafId);
});
canvas.addEventListener('webglcontextrestored', () => {
reinitGLResources(); // 매 mandatory
rafId = requestAnimationFrame(render);
});
Resize 매 DPR aware
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
🤖 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 |