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Expert guide for WebGL API development including 3D graphics, shaders (GLSL), rendering pipeline, textures, buffers, performance optimization, and canvas rendering. Use when working with WebGL, 3D graphics, canvas rendering, shaders, GPU programming, or when user mentions WebGL, OpenGL ES, GLSL, vertex shaders, fragment shaders, texture mapping, or 3D web graphics.
npx skill4agent add ronnycoding/.claude webgl-expertconst canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) {
console.error('WebGL not supported');
}const gl = canvas.getContext('webgl2');
if (!gl) {
console.log('WebGL 2 not supported, falling back to WebGL 1');
gl = canvas.getContext('webgl');
}attribute vec3 aPosition;
attribute vec2 aTexCoord;
uniform mat4 uModelViewProjection;
varying vec2 vTexCoord;
void main() {
gl_Position = uModelViewProjection * vec4(aPosition, 1.0);
vTexCoord = aTexCoord;
}precision mediump float;
varying vec2 vTexCoord;
uniform sampler2D uTexture;
void main() {
gl_FragColor = texture2D(uTexture, vTexCoord);
}function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program linking error:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}// Create buffer
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Upload data
const positions = new Float32Array([
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, 1.0, 0.0
]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
// Set up attribute pointer
const positionLocation = gl.getAttribLocation(program, 'aPosition');
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);gl.STATIC_DRAWgl.DYNAMIC_DRAWgl.STREAM_DRAWfunction loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Placeholder until image loads
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([255, 0, 255, 255]));
const image = new Image();
image.onload = () => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
// Generate mipmaps if power of 2
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
gl.generateMipmap(gl.TEXTURE_2D);
} else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
};
image.src = url;
return texture;
}
function isPowerOf2(value) {
return (value & (value - 1)) === 0;
}function render(gl, program) {
// Clear canvas
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Enable depth testing
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Use program
gl.useProgram(program);
// Set uniforms
const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, Math.PI / 4, canvas.width / canvas.height, 0.1, 100.0);
const uniformLocation = gl.getUniformLocation(program, 'uModelViewProjection');
gl.uniformMatrix4fv(uniformLocation, false, projectionMatrix);
// Draw
gl.drawArrays(gl.TRIANGLES, 0, 3);
// Animation loop
requestAnimationFrame(() => render(gl, program));
}// Model matrix (object transform)
const modelMatrix = mat4.create();
mat4.translate(modelMatrix, modelMatrix, [x, y, z]);
mat4.rotate(modelMatrix, modelMatrix, angle, [0, 1, 0]);
mat4.scale(modelMatrix, modelMatrix, [sx, sy, sz]);
// View matrix (camera)
const viewMatrix = mat4.create();
mat4.lookAt(viewMatrix, eyePosition, targetPosition, upVector);
// Projection matrix
const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, fov, aspect, near, far);
// Combined MVP matrix
const mvpMatrix = mat4.create();
mat4.multiply(mvpMatrix, projectionMatrix, viewMatrix);
mat4.multiply(mvpMatrix, mvpMatrix, modelMatrix);const ext = gl.getExtension('ANGLE_instanced_arrays'); // WebGL 1
// or use gl.drawArraysInstanced directly in WebGL 2
// Set up per-instance attribute
const instanceOffsetBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, instanceOffsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsetData, gl.STATIC_DRAW);
const offsetLocation = gl.getAttribLocation(program, 'aInstanceOffset');
gl.enableVertexAttribArray(offsetLocation);
gl.vertexAttribPointer(offsetLocation, 3, gl.FLOAT, false, 0, 0);
gl.vertexAttribDivisor(offsetLocation, 1); // Advance per instance
// Draw multiple instances
gl.drawArraysInstanced(gl.TRIANGLES, 0, vertexCount, instanceCount);function getExtension(gl, name) {
const ext = gl.getExtension(name);
if (!ext) {
console.warn(`Extension ${name} not supported`);
}
return ext;
}
// Common extensions
const anisotropic = getExtension(gl, 'EXT_texture_filter_anisotropic');
const floatTextures = getExtension(gl, 'OES_texture_float');
const depthTexture = getExtension(gl, 'WEBGL_depth_texture');
const drawBuffers = getExtension(gl, 'WEBGL_draw_buffers');
const loseContext = getExtension(gl, 'WEBGL_lose_context'); // for testingcanvas.addEventListener('webglcontextlost', (event) => {
event.preventDefault();
console.log('WebGL context lost');
cancelAnimationFrame(animationId);
}, false);
canvas.addEventListener('webglcontextrestored', () => {
console.log('WebGL context restored');
initWebGL(); // Recreate all resources
render();
}, false);const gl = canvas.getContext('webgl2', {
alpha: false, // No alpha channel (better performance)
antialias: true, // Antialiasing (performance cost)
depth: true, // Depth buffer
stencil: false, // Stencil buffer
premultipliedAlpha: true, // Alpha premultiplication
preserveDrawingBuffer: false, // Keep buffer after render
powerPreference: 'high-performance', // GPU preference
failIfMajorPerformanceCaveat: false // Fallback to software
});const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
const targetTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, targetTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, targetTexture, 0);
// Render to framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.viewport(0, 0, width, height);
// ... render scene ...
// Render to canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);const ext = gl.getExtension('WEBGL_draw_buffers'); // WebGL 1
// Fragment shader outputs to multiple targets
gl.drawBuffers([
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2
]);gl.enableVertexAttribArray()Float32ArrayUint16Arraygl.clear()// Error checking
const error = gl.getError();
if (error !== gl.NO_ERROR) {
console.error('WebGL error:', error);
}function initWebGL(canvas) {
const gl = canvas.getContext('webgl2');
let version = 2;
if (!gl) {
gl = canvas.getContext('webgl');
version = 1;
console.log('Using WebGL 1');
}
// Feature detection
const hasVAO = version === 2 || gl.getExtension('OES_vertex_array_object');
const hasInstancing = version === 2 || gl.getExtension('ANGLE_instanced_arrays');
return { gl, version, hasVAO, hasInstancing };
}