The use of H5's WebGL to achieve high-performance 2D graphics rendering is because WebGL is based on GPU and has hardware acceleration capabilities. It is more suitable for handling large amounts of graphics drawing and complex animation than Canvas 2D. 1. WebGL is a browser interface based on OpenGL ES, which runs on the GPU to improve graphics processing efficiency; 2. HTML5 provides the canvas container to carry WebGL content, achieving high-performance rendering without plug-ins; 3. Compared with Canvas 2D, WebGL supports hardware acceleration and has stronger performance, especially suitable for frequent repainting or graphics-intensive scenarios; 4. Developers can realize 2D graphics drawing by obtaining WebGL context, writing shader code, creating buffers, setting projection matrix, etc.; 5. The development process can be simplified by using PixiJS, Three.js (2D mode), Babylon.js 2D and ZCanvas libraries; 6. Optimization suggestions include avoiding frequent resource operations, using texture drawings, and controlling draw calls Quantity, adaptive resolution and enable anti-aliasing. After mastering the basic structure, the performance advantages of WebGL in 2D graphics rendering will be significantly reflected.
H5 (HTML5) combined with WebGL to achieve high-performance 2D graphics rendering is actually a very practical but easily underestimated combination. Many people think of 3D when they mention WebGL, but in fact it also has huge advantages in 2D, especially in scenarios where a large number of graphics drawings, animation effects or interactive operations are required, such as games, data visualization, image editors, etc.

WebGL itself is a browser interface based on OpenGL ES. It runs on the GPU and can efficiently process graphical data. HTML5 provides containers like canvas to host these graphic content. Combining the two allows high-performance 2D rendering without relying on additional plugins.
Why choose WebGL instead of Canvas 2D?
Canvas 2D is HTML5 native 2D rendering context, simple to use and API friendly. But its limitations are also obvious: all drawing operations are completed on the CPU and then passed to the GPU, which is less efficient, especially in the case of frequent redrawing and large number of graphics elements, performance will be significantly reduced.

WebGL runs directly on the GPU, supports hardware acceleration, and has much higher drawing efficiency. Although the learning curve is steeper, once you master the basic routines, you can achieve smoother animations and more complex visual effects, especially on the mobile terminal, which can maintain good performance.
How to start making 2D graphics with WebGL?
If you are already familiar with the use of HTML5 Canvas, it will be a natural process to go to WebGL, but you need to understand more about the underlying concepts.

Here are some basic steps:
- Get WebGL context : Create a
<canvas></canvas>
element in HTML and then get the WebGL context throughgetContext('webgl')
. - Write shader code : WebGL uses GLSL (OpenGL Shading Language) to define vertex and fragment shaders. 2D scenes usually require only simple vertex position and color processing.
- Create a buffer and pass in data : such as vertex coordinates, texture coordinates, etc., all need to be passed into the GPU through the buffer object (
gl.createBuffer()
). - Setting up viewport and projection matrix : Although 2D does not require complex perspective projections, orthogonal projection matrix is usually used to adapt to different resolutions and coordinate systems.
- Draw a graph : Call
gl.drawArrays()
orgl.drawElements()
to draw the graph.
For 2D graphics, there is no need for too complex matrix operations, and some lightweight libraries (such as gl-matrix) can be used to simplify mathematical operations.
What are some WebGL frameworks or libraries suitable for 2D?
If you don't want to write WebGL from scratch, there are some libraries that are specifically optimized for 2D to use, which makes a good balance between performance and ease of use:
- PixiJS : A very popular 2D WebGL rendering engine designed for high-performance graphics, supports sprites, textures, animations, etc., suitable for games and animations.
- Three.js (2D mode) : Although Three.js focuses on 3D, 2D content can be rendered efficiently through orthogonal cameras and 2D planes.
- Babylon.js 2D : Babylon.js provides the BabylonJS 2D module, which can use the high-performance features of WebGL in 2D scenarios.
- ZCanvas : A lightweight WebGL 2D renderer suitable for chart and data visualization scenarios.
Most of these libraries encapsulate the complexity of WebGL, provide an API similar to Canvas 2D, while retaining the performance advantages of WebGL.
Some FAQs and optimization suggestions
In actual development, you may encounter some common performance bottlenecks or display problems:
- Avoid frequent creation and destruction of buffers : WebGL has high resource management costs, try to reuse buffers and textures.
- Use Texture Atlas reasonably : Combining multiple small images into one large image can reduce draw calls and improve performance.
- Control the number of draw calls : Each call to
drawArrays
has a certain overhead, and the drawing content can be merged and drawn as much as possible. - Pay attention to resolution adaptation issues : In high-resolution devices, the pixel ratio of canvas (devicePixelRatio) may not be equal to 1, and the viewport size needs to be adjusted appropriately.
- Enable WebGL's antialias feature (if supported) : When initializing the context, you can enable
antialias: true
to improve graphics quality.
Basically that's it. Although using H5's WebGL to make 2D graphics is a little more complicated than Canvas 2D, as long as you master the basic structure, you can achieve stronger performance potential. Especially when you need to deal with a lot of graphics or complex animations, the advantages of WebGL are very obvious.
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