f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
190 lines
6.0 KiB
Markdown
190 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-webgl
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title: WebGL
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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: [WebGL2, Web Graphics Library]
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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: [graphics, web, gpu, opengl]
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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
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framework: WebGL2 / WebGPU
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---
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# WebGL
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 architecture
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- **Context**: `canvas.getContext('webgl2')` — 매 single global state machine.
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- **Pipeline**: vertex shader → rasterization → fragment shader. 매 fixed-function 의 X.
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- **Buffers**: VBO (vertex), IBO (index), FBO (framebuffer), UBO (uniform).
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- **Shaders**: GLSL ES 3.00 — 매 string 으로 compile, link 후 use.
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### 매 vs WebGPU (2026)
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- **WebGL**: 매 universally available. 매 single-threaded driver. 매 immediate-mode binding.
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- **WebGPU**: 매 modern (Vulkan/Metal/D3D12 mapping). 매 compute shader. 매 explicit pipeline. 매 Chrome/Edge/Firefox stable, Safari 18+ partial.
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- **2026 default**: 매 new project 는 WebGPU + WebGL fallback. 매 existing codebase 는 WebGL 유지.
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### 매 응용
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1. Three.js / Babylon.js — 매 3D engine.
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2. Map rendering (Mapbox GL, deck.gl).
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3. Data viz (PixiJS, regl).
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4. Game (Unity WebGL, Unreal HTML5 export).
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## 💻 패턴
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### Context creation + 매 capability check
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```javascript
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const canvas = document.querySelector('canvas');
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const gl = canvas.getContext('webgl2', {
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antialias: true,
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alpha: false,
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preserveDrawingBuffer: false,
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powerPreference: 'high-performance',
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});
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if (!gl) throw new Error('WebGL2 unsupported');
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console.log('Max texture size:', gl.getParameter(gl.MAX_TEXTURE_SIZE));
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```
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### Shader compile helper
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```javascript
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function compileShader(gl, src, type) {
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const sh = gl.createShader(type);
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gl.shaderSource(sh, src);
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gl.compileShader(sh);
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if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
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const log = gl.getShaderInfoLog(sh);
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gl.deleteShader(sh);
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throw new Error(`Shader compile error: ${log}`);
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}
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return sh;
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}
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function linkProgram(gl, vsSrc, fsSrc) {
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const p = gl.createProgram();
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gl.attachShader(p, compileShader(gl, vsSrc, gl.VERTEX_SHADER));
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gl.attachShader(p, compileShader(gl, fsSrc, gl.FRAGMENT_SHADER));
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gl.linkProgram(p);
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if (!gl.getProgramParameter(p, gl.LINK_STATUS))
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throw new Error(gl.getProgramInfoLog(p));
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return p;
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}
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```
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### VAO + indexed draw
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```javascript
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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(positions), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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const ibo = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
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gl.bindVertexArray(null);
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// draw
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gl.bindVertexArray(vao);
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gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
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```
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### Instanced rendering (WebGL2)
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```javascript
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gl.bindBuffer(gl.ARRAY_BUFFER, instanceMatrixBuf);
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for (let i = 0; i < 4; i++) {
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gl.enableVertexAttribArray(2 + i);
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gl.vertexAttribPointer(2 + i, 4, gl.FLOAT, false, 64, i * 16);
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gl.vertexAttribDivisor(2 + i, 1); // per-instance
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}
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gl.drawElementsInstanced(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0, 10000);
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```
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### Render-to-texture (FBO)
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```javascript
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const fbo = gl.createFramebuffer();
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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, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE)
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throw new Error('FBO incomplete');
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```
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### Lost context handling
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```javascript
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canvas.addEventListener('webglcontextlost', (e) => {
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e.preventDefault();
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cancelAnimationFrame(rafId);
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});
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canvas.addEventListener('webglcontextrestored', () => {
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reinitGLResources(); // 매 mandatory
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rafId = requestAnimationFrame(render);
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});
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```
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### Resize 매 DPR aware
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```javascript
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function resize() {
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const dpr = Math.min(window.devicePixelRatio, 2);
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const w = Math.floor(canvas.clientWidth * dpr);
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const h = Math.floor(canvas.clientHeight * dpr);
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if (canvas.width !== w || canvas.height !== h) {
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canvas.width = w; canvas.height = h;
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gl.viewport(0, 0, w, h);
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 new 2026 project, modern browser only | WebGPU |
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| 매 universal compat (iOS old) | WebGL2 |
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| 매 high-level 3D | Three.js / Babylon |
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| 매 low-overhead 2D | regl, PixiJS |
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| 매 compute heavy | WebGPU compute shader |
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**기본값**: 매 high-level engine (Three.js) — 매 raw WebGL 은 매 specific need.
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## 🔗 Graph
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- 부모: [[Graphics_Pipeline]]
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- 변형: [[WebGPU]] · [[OpenGL_ES]]
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- 응용: [[Three.js]] · [[Babylon.js]]
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- Adjacent: [[GLSL]]
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## 🤖 LLM 활용
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**언제**: 매 web 3D, data viz, browser-based game, AR/VR (WebXR).
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**언제 X**: 매 native-only performance critical (WebAssembly + WebGPU 도 부족 시 native).
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## ❌ 안티패턴
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- **매 frame draw call 폭증**: 매 instancing / batching 의 X — 1000+ draw call 은 매 CPU bound.
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- **State leak**: 매 bind 후 unbind X — 매 다음 frame state pollute.
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- **getError() 매 production loop**: 매 sync stall — 매 dev only.
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- **매 lost context 무시**: 매 mobile 에서 흔함, recovery path 매 mandatory.
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## 🧪 검증 / 중복
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- Verified (Khronos WebGL2 spec, MDN, WebGL Fundamentals).
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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 — WebGL2 patterns + WebGPU transition note |
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