react-ogl

react-ogl

React渲染器实现OGL场景的声明式构建

react-ogl是一个轻量级React渲染器,用于构建OGL场景。它支持以声明式方式创建可复用的场景组件,这些组件可响应状态变化并参与React生态系统。react-ogl能将JSX直接转换为OGL元素,无需额外包装,简化了3D图形开发流程。其简约设计和模块化架构为开发者提供了灵活高效的开发体验。

react-oglOGLReact3D渲染WebGLGithub开源项目

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<p align="left"> <a id="cover" href="#cover"> <picture> <source media="(prefers-color-scheme: dark)" srcset=".github/dark.svg"> <img style="white-space:pre-wrap" alt="Build OGL scenes declaratively with re-usable, self-contained components that react to state, are readily interactive and can participate in React's ecosystem.&#10&#10react-ogl is a barebones react renderer for OGL with an emphasis on minimalism and modularity. Its reconciler simply expresses JSX as OGL elements — <mesh /> becomes new OGL.Mesh(). This happens dynamically; there's no wrapper involved."> </picture> </a> </p>

Table of Contents

Installation

# NPM npm install ogl react-ogl # Yarn yarn add ogl react-ogl # PNPM pnpm add ogl react-ogl

Getting Started

react-ogl itself is super minimal, but you can use the familiar @react-three/fiber API with some helpers targeted for different platforms:

react-dom

This example uses create-react-app for the sake of simplicity, but you can use your own environment or create a codesandbox.

<details> <summary>Show full example</summary> <br />
# Create app npx create-react-app my-app cd my-app # Install dependencies npm install ogl react-ogl # Start npm run start

The following creates a re-usable component that has its own state, reacts to events and participates a shared render-loop.

import * as React from 'react' import { useFrame, Canvas } from 'react-ogl' import { createRoot } from 'react-dom/client' function Box(props) { // This reference will give us direct access to the mesh const mesh = React.useRef() // Set up state for the hovered and active state const [hovered, setHover] = React.useState(false) const [active, setActive] = React.useState(false) // Subscribe this component to the render-loop, rotate the mesh every frame useFrame(() => (mesh.current.rotation.x += 0.01)) // Return view, these are regular OGL elements expressed in JSX return ( <mesh {...props} ref={mesh} scale={active ? 1.5 : 1} onClick={() => setActive((value) => !value)} onPointerOver={() => setHover(true)} onPointerOut={() => setHover(false)} > <box /> <program vertex={` attribute vec3 position; attribute vec3 normal; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; varying vec3 vNormal; void main() { vNormal = normalize(normalMatrix * normal); gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `} fragment={` precision highp float; uniform vec3 uColor; varying vec3 vNormal; void main() { vec3 normal = normalize(vNormal); float lighting = dot(normal, normalize(vec3(10))); gl_FragColor.rgb = uColor + lighting * 0.1; gl_FragColor.a = 1.0; } `} uniforms={{ uColor: hovered ? 'hotpink' : 'orange' }} /> </mesh> ) } createRoot(document.getElementById('root')).render( <Canvas camera={{ position: [0, 0, 8] }}> <Box position={[-1.2, 0, 0]} /> <Box position={[1.2, 0, 0]} /> </Canvas>, )
</details>

react-native

This example uses expo-cli but you can create a bare app with react-native CLI as well.

<details> <summary>Show full example</summary> <br />
# Create app and cd into it npx expo init my-app # or npx react-native init my-app cd my-app # Automatically install & link expo modules npx install-expo-modules@latest expo install expo-gl # Install NPM dependencies npm install ogl react-ogl # Start npm run start

We'll also need to configure metro.config.js to look for the mjs file extension that OGL uses.

module.exports = { resolver: { resolverMainFields: ['browser', 'exports', 'main'], // https://github.com/facebook/metro/issues/670 sourceExts: ['json', 'js', 'jsx', 'ts', 'tsx', 'cjs', 'mjs'], assetExts: ['glb', 'gltf', 'png', 'jpg'], }, }

Inside of our app, you can use the same API as web while running on native OpenGL ES — no webview needed.

import * as React from 'react' import { useFrame, Canvas } from 'react-ogl' function Box(props) { // This reference will give us direct access to the mesh const mesh = React.useRef() // Set up state for the hovered and active state const [hovered, setHover] = React.useState(false) const [active, setActive] = React.useState(false) // Subscribe this component to the render-loop, rotate the mesh every frame useFrame(() => (mesh.current.rotation.x += 0.01)) // Return view, these are regular OGL elements expressed in JSX return ( <mesh {...props} ref={mesh} scale={active ? 1.5 : 1} onClick={() => setActive((value) => !value)} onPointerOver={() => setHover(true)} onPointerOut={() => setHover(false)} > <box /> <program vertex={` attribute vec3 position; attribute vec3 normal; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; varying vec3 vNormal; void main() { vNormal = normalize(normalMatrix * normal); gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `} fragment={` precision highp float; uniform vec3 uColor; varying vec3 vNormal; void main() { vec3 normal = normalize(vNormal); float lighting = dot(normal, normalize(vec3(10))); gl_FragColor.rgb = uColor + lighting * 0.1; gl_FragColor.a = 1.0; } `} uniforms={{ uColor: hovered ? 'hotpink' : 'orange' }} /> </mesh> ) } export default () => ( <Canvas camera={{ position: [0, 0, 8] }}> <Box position={[-1.2, 0, 0]} /> <Box position={[1.2, 0, 0]} /> </Canvas> )
</details>

Canvas

react-ogl provides an x-platform <Canvas /> component for web and native that serves as the entrypoint for your OGL scenes. It is a real DOM canvas or native view that accepts OGL elements as children (see creating elements).

Canvas Props

In addition to its platform props, <Canvas /> accepts a set of RenderProps to configure react-ogl and its rendering behavior.

<Canvas // Configures the react rendering mode. Defaults to `blocking` mode={"legacy" | "blocking" | "concurrent"} // Creates, sets, or configures the default renderer. // Accepts a callback, an external renderer, or renderer constructor params/properties. // Defaults to `new OGL.Renderer({ alpha: true, antialias: true, powerPreference: 'high-performance' }) renderer={(canvas: HTMLCanvasElement) => new Renderer(canvas) | renderer | { ...params, ...props }} // Sets the renderer pixel ratio from a clamped range or value. Default is `[1, 2]` dpr={[min, max] | value} // Sets or configures the default camera. // Accepts an external camera, or camera constructor params/properties. // Defaults to `new OGL.Camera(gl, { fov: 75, near: 1, far: 1000 })` with position-z `5` camera={camera | { ...params, ...props }} // Enables orthographic projection when using OGL's built-in camera. Default is `false` orthographic={true | false} // Defaults to `always` frameloop={'always' | 'never'} // An optional callback invoked after canvas creation and before commit. onCreated={(state: RootState) => void} // Optionally configures custom events. Defaults to built-in events exported as `events` events={EventManager | undefined} > {/* Accepts OGL elements as children */} <transform /> </Canvas> // e.g. <Canvas renderer={{ alpha: true }} camera={{ fov: 45, position: [0, 1.3, 3] }} onCreated={(state) => void state.gl.clearColor(1, 1, 1, 0)} > <transform /> </Canvas>

Custom Canvas

A react 18 style createRoot API creates an imperative Root with the same options as <Canvas />, but you're responsible for updating it and configuring things like events (see events). This root attaches to an HTMLCanvasElement and renders OGL elements into a scene. Useful for creating an entrypoint with react-ogl and for headless contexts like a server or testing (see testing).

import { createRoot, events } from 'react-ogl' const canvas = document.querySelector('canvas') const root = createRoot(canvas, { events }) root.render( <mesh> <box /> <normalProgram /> </mesh>, ) root.unmount()

createRoot can also be used to create a custom <Canvas />. The following constructs a custom canvas that renders its children into react-ogl.

import * as React from 'react' import { createRoot, events } from 'react-ogl' function CustomCanvas({ children }) { // Init root from canvas const [canvas, setCanvas] = React.useState() const root = React.useMemo(() => canvas && createRoot(canvas, { events }), [canvas]) // Render children as a render-effect root?.render(children) // Cleanup on unmount React.useEffect(() => () => root?.unmount(), [root]) // Use callback-style ref to access canvas in render return <canvas ref={setCanvas} /> }

Creating elements

react-ogl renders React components into an OGL scene-graph, and can be used on top of other renderers like react-dom and react-native that render for web and native, respectively. react-ogl components are defined by primitives or lower-case elements native to the OGL namespace (for custom elements, see extend).

function Component(props) { return ( <mesh {...props}> <box /> <normalProgram /> </mesh> ) } ;<transform> <Component position={[1, 2, 3]} /> </transform>

These elements are not exported or implemented internally, but merely expressed as JSX — <mesh /> becomes new OGL.Mesh(). This happens dynamically; there's no wrapper involved.

JSX, properties, and shortcuts

react-ogl elements can be modified with JSX attributes or props. These are native to their underlying OGL objects.

<transform // Set non-atomic properties with literals // transform.visible = false visible={false} // Copy atomic properties with a stable reference (e.g. useMemo) // transform.rotation.copy(rotation) rotation={rotation} // Set atomic properties with declarative array syntax // transform.position.set(1, 2, 3) position={[1, 2, 3]} // Set scalars with shorthand for vector properties // transform.scale.set(1, 1, 1) scale={1} // Set CSS names or hex values as shorthand for color properties // transform.color.set('red') color="red" // Set sub properties with prop piercing or dash-case // transform.rotation.x = Math.PI / 2 rotation-x={Math.PI / 2} />

Setting constructor arguments via args

An array of constructor arguments (args) can be passed to instantiate elements' underlying OGL objects. Changing args will reconstruct the object and update any associated refs.

// new OGL.Text({ font, text: 'Text' }) <text args={[{ font, text: 'Text' }]} />

Built-in elements that require a gl context such as <mesh />, <geometry />, or <program /> are marked as effectful (see extend) and do not require an OGLRenderingContext to be passed via args. They can be constructed mutably and manipulated via props:

<mesh> <box /> <normalProgram /> </mesh>

<geometry /> and <program /> also accept attributes and shader sources as props, which are passed to their respective constructors. This does not affect other properties like drawRange or uniforms.

<mesh> <geometry position={{ size: 3, data: new Float32Array([-0.5, 0.5, 0, -0.5, -0.5, 0, 0.5, 0.5, 0, 0.5, -0.5, 0]) }} uv={{ size: 2, data: new Float32Array([0, 1, 1, 1, 0, 0, 1, 0]) }} index={{ data: new Uint16Array([0, 1, 2, 1, 3, 2]) }} /> {/* prettier-ignore */} <program vertex={/* glsl */ `...`} fragment={/* glsl */ `...`} uniforms={{ uniform: value }} /> </mesh>

Attaching into element properties via attach

Some elements do not follow the traditional scene-graph and need to be added by other means. For this, the attach prop can describe where an element is added via a property or a callback to add & remove the element.

// Attaches into parent.property, parent.sub.property, and parent.array[0] <parent> <element attach="property" /> <element attach="sub-property" /> <element attach="array-0" /> </parent> // Attaches via parent#setProperty and parent#removeProperty <parent> <element attach={(parent, self) => { parent.setProperty(self) return () => parent.removeProperty(self) }} // lambda version

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