Getting Started With WebGL

Zaid Ajaj edited this page Feb 12, 2017 · 2 revisions


In the recent 3D Graphics with Bridge and WebGL blog post we introduced WebGL support in Bridge.NET. This article is intended to help you get started with WebGL in Bridge.NET but will not teach you WebGL itself as this is something well beyond its scope. If you are further interested, there are a lot of learning resources online such as The Bridge.NET WebGL demo which you can play with here is based on lesson #8 of the aforementioned web site.

To get the best out of this article, clone the full source code of the 3D cube demo found in the Demos GitHub repository, inside the WebGL\Cube folder. To run it locally just open the Cube3D.sln file, build the solution and view index.html in the browser.

WebGL Installation

Starting from scratch, create an empty Bridge.NET Class Library project by following the Getting Started tutorial.

Once ready, install the Bridge.WebGL NuGet package to add the WebGL API to the project.

Install-Package Bridge.WebGL

Please note that the Bridge NuGet package is auto referenced and will also be installed if it has not been added to the project already. What the Bridge.WebGL package actually does is it fetches the Bridge.WebGL.dll which contains the WebGL API.


While working on the implementation of the Bridge.NET WebGL API we used several documentation resources.

Generally speaking, the Bridge.NET WebGL and the WebGL JavaScript APIs are pretty much the same except the former is in C# syntax and with IntelliSense support. For example, the JavaScript line:

gl.viewport(0, 0, canvas.width, canvas.height);

where gl is a WebGLRenderingContext instance and canvas is a CanvasElement instance, looks as follows in Bridge.NET.

gl.Viewport(0, 0, canvas.Width, canvas.Height);

The difference is only in the naming convention. Methods and properties start with a capital letter in Bridge.NET. Also, while typing, you will be prompted by IntelliSense with possible options and documentation on each method and parameter which is extremely useful.

Demo Solution Structure

The are two projects in the demo solution: Cube3D and www.

  • Cube3D is a Bridge.NET Class Library project that contains C# source code for drawing WebGL graphics.
  • www is an HTML application to show the results in a browser.

In the Cube3D project the most important files are App.cs, Cube.cs and GLMatrix.cs.

  • App.cs defines the entry point to the application. It creates a WebGL rendering context and the cube itself.
  • Cube.cs contains the Cube class which models the 3D cube graphic object.
  • GLMatrix.cs is a partial Bridge.NET implementation of the glMatrix library, that is extensively used in the WebGL world.

The www project contains index.html, JavaScript files (the output of the Cube3D project and the glMatrix library file) and a texture image (crate.gif).

InitCube Method

The InitCube method in App.cs is of paramount importance. It represents the entire logic of the demo:

  1. Creates a Cube instance.
  2. Initializes the Cube object with UI settings (if available).
  3. Creates a WebGL rendering context.
  4. Initializes WebGL shaders.
  5. Initializes WebGL buffers with the data to draw the cube.
  6. Initializes the texture.
  7. Draws the cube.
  8. Handles key pressing events to spin and zoom the cube.
public static void InitCube(string canvasId)
    var cube = new Cube();


    cube.canvas = App.GetCanvasEl(canvasId); = App.Create3DContext(cube.canvas);

    if ( != null)

        Document.AddEventListener(EventType.KeyDown, cube.HandleKeyDown);
        Document.AddEventListener(EventType.KeyUp, cube.HandleKeyUp);
        App.ShowError(cube.canvas, "WebGL is not supported or disabled");

Fully explaining the above steps requires a separate article for each one of them. So, here we will try to shed some light only on the basic facts.

WebGL Rendering Context

To start rendering into the browser, you need to declare a canvas HTML5 element in index.html to act as the WebGL rendering context.

<canvas id="canvas" width="320" height="240">
    Your browser doesn't appear to support the HTML5 <canvas> element.

The rendering context is created by calling the GetContext method on the canvas element.

public static WebGLRenderingContext Create3DContext(CanvasElement canvas)
    string[] names = new string[] 

    WebGLRenderingContext context = null;

    foreach (string name in names)
            context = canvas.GetContext(name).As<WebGLRenderingContext>();
        catch (Exception ex) { }

        if (context != null)

    return context;

WebGL Initialization

Having a WebGL rendering context we initialize vertex and fragment shaders in the App.InitShaders method. To become familiar with shaders, reading lesson #1 of is highly recommended.

With the shaders initialized, we start preparing WebGL buffers in the App.InitBuffers method. This is quite a complicated topic, so it is best to go through lesson #4.

The App.InitTexture method sets up a texture image and applies it on the cube. The process is well-explained in lesson #5.


Spinning the cube is basically done by redrawing it periodically with new rotation settings. The logic is encapsulated in the Tick method of the Cube class.

public void Tick()
    Global.SetTimeout(this.Tick, 20);

First, it re-reads the Cube settings from UI (if available). Then it handles key events. Pressing A, S, D, W changes the speed of spinning on X- and Y-axes and pressing Q and E zooms out/in the cube. Next, a call to this.DrawScene draws the cube and this.Animate changes the X and Y rotation parameters for the next iteration. Finally, it schedules re-drawing of the cube in 20 milliseconds by calling the Global.SetTimeout method.

Further Development

Can you imagine the power of coding WebGL graphics in C#? We can! We think there is huge potential. C# with Visual Studio opens new horizons to creating big WebGL projects.

As usual, you are welcome to the Bridge.NET community forums to share thoughts and suggestions or report bugs. By the way, what WebGL JavaScript library would you like to see in Bridge.NET?