WebGL Rendering
Advanced rendering techniques for molecular visualization.
Rendering Techniques
Forward Rendering
Standard rendering pipeline with multiple passes
Deferred Rendering
Advanced lighting with multiple render targets
Render Configuration
interface RenderConfig {
technique: 'forward' | 'deferred'; // Rendering technique
passes: { // Render passes
[key: string]: {
enabled: boolean; // Enable/disable pass
order: number; // Pass execution order
shader?: string; // Custom shader for pass
};
};
postProcessing?: { // Post-processing effects
enabled: boolean;
effects: string[]; // List of effects to apply
};
optimization?: { // Performance optimization
culling: boolean; // Enable frustum culling
occlusion: boolean; // Enable occlusion culling
instancing: boolean; // Enable instanced rendering
};
}
Render Passes
Geometry Pass
Render geometry and material properties
// Geometry pass shader
varying vec3 vPosition;
varying vec3 vNormal;
varying vec4 vColor;
void main() {
// Store position, normal, and color in G-buffer
gl_FragData[0] = vec4(vPosition, 1.0);
gl_FragData[1] = vec4(vNormal, 1.0);
gl_FragData[2] = vColor;
}
Lighting Pass
Calculate lighting using G-buffer data
// Lighting pass shader
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gColor;
void main() {
vec3 position = texture2D(gPosition, vUv).rgb;
vec3 normal = texture2D(gNormal, vUv).rgb;
vec4 color = texture2D(gColor, vUv);
// Calculate lighting
vec3 lightDir = normalize(lightPosition - position);
float diff = max(dot(normal, lightDir), 0.0);
vec3 lighting = color.rgb * diff;
gl_FragColor = vec4(lighting, 1.0);
}
Post-processing Pass
Apply visual effects and filters
// Post-processing shader
uniform sampler2D sceneTexture;
uniform float time;
void main() {
vec4 color = texture2D(sceneTexture, vUv);
// Apply effects
float vignette = smoothstep(0.5, 0.8, length(vUv - 0.5));
float pulse = sin(time * 2.0) * 0.1 + 0.9;
gl_FragColor = color * vignette * pulse;
}
Example
// Configure renderer
const renderer = new GLRenderer({
technique: 'deferred',
passes: {
geometry: {
enabled: true,
order: 0,
shader: geometryShader
},
lighting: {
enabled: true,
order: 1,
shader: lightingShader
},
post: {
enabled: true,
order: 2,
shader: postShader
}
},
postProcessing: {
enabled: true,
effects: ['bloom', 'ssao']
},
optimization: {
culling: true,
occlusion: true,
instancing: true
}
});
// Render loop
function render() {
// Update camera and scene
camera.update();
scene.update();
// Execute render passes
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
Related Topics
Learn more about WebGL implementation: