
Security News
Crates.io Users Targeted by Phishing Emails
The Rust Security Response WG is warning of phishing emails from rustfoundation.dev targeting crates.io users.
@codyjasonbennett/react-ogl-test
Advanced tools
# NPM
npm install ogl react-ogl
# Yarn
yarn add ogl react-ogl
# PNPM
pnpm add ogl react-ogl
react-ogl itself is super minimal, but you can use the familiar @react-three/fiber API with some helpers targeted for different platforms:
This example uses create-react-app
for the sake of simplicity, but you can use your own environment or create a codesandbox.
# 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>,
)
This example uses expo-cli
but you can create a bare app with react-native
CLI as well.
# 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>
)
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).
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>
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} />
}
In addition to createRoot
(see custom canvas), react-ogl exports an internal reconciler
which can be used to safely flush async effects in tests via reconciler#act
. The following emulates a legacy root and asserts against RootState
(see root state).
import * as React from 'react'
import * as OGL from 'ogl'
import { type RootState, createRoot, act } from 'react-ogl'
it('tests against a react-ogl component or scene', async () => {
const transform = React.createRef<OGL.Transform>()
let state: RootState = null!
await act(async () => {
const root = createRoot(document.createElement('canvas'))
state = root.render(<transform ref={transform} />).getState()
})
expect(transform.current).toBeInstanceOf(OGL.Transform)
expect(state.scene.children.length).toBe(1)
expect(state.scene.children[0]).toBe(transform.current)
})
Each <Canvas />
or Root
encapsulates its own OGL state via React context and a Zustand store, as defined by RootState
. This can be accessed and modified with the onCreated
canvas prop, and with hooks like useOGL
(see hooks).
interface RootState {
// Zustand setter and getter for live state manipulation.
// See https://github.com/pmndrs/zustand
get(): RootState
set(fn: (previous: RootState) => (next: Partial<RootState>)): void
// Canvas layout information
size: { width: number; height: number }
// OGL scene internals
renderer: OGL.Renderer
gl: OGL.OGLRenderingContext
scene: OGL.Transform
camera: OGL.Camera
// OGL perspective and frameloop preferences
orthographic: boolean
frameloop: 'always' | 'never'
// Internal XR manager to enable WebXR features
xr: XRManager
// Frameloop internals for custom render loops
priority: number
subscribed: React.MutableRefObject<Subscription>[]
subscribe: (refCallback: React.MutableRefObject<Subscription>, renderPriority?: number) => void
unsubscribe: (refCallback: React.MutableRefObject<Subscription>, renderPriority?: number) => void
// Optional canvas event manager and its state
events?: EventManager
mouse: OGL.Vec2
raycaster: OGL.Raycast
hovered: Map<number, Interactive>
}
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.
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}
/>
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>
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
attach={(parent, self) => (parent.setProperty(self), () => parent.removeProperty(self))}
/>
</parent>
Elements who extend OGL.Geometry
or OGL.Program
will automatically attach via attach="geometry"
and attach="program"
, respectively.
<mesh>
<box />
<normalProgram />
</mesh>
extend
react-ogl tracks an internal catalog of constructable elements, defaulting to the OGL namespace. This catalog can be expanded via extend
to declaratively use custom elements as native elements.
import { extend } from 'react-ogl'
class CustomElement {}
extend({ CustomElement })
<customElement />
TypeScript users will need to extend the OGLElements
interface to describe custom elements and their properties.
import { Node, extend } from 'react-ogl'
class CustomElement {}
declare module 'react-ogl' {
interface OGLElements {
customElement: Node<CustomElement, typeof CustomElement>
}
}
extend({ CustomElement })
Effectful elements that require a gl
context can mark themselves as effectful and receive a OGLRenderingContext
when constructed, making args mutable and enabling the use of props. This is done for OGL built-in elements like <mesh />
, <geometry />
, and <program />
.
import { extend } from 'react-ogl'
class CustomElement {
constructor(gl) {
this.gl = gl
}
}
extend({ CustomElement }, true)
<customElement />
<primitive />
Objects created outside of React (e.g. globally or from a loader) can be added to the scene-graph with the <primitive />
element via its object
prop. Primitives can be interacted with like any other element, but will modify object
and cannot make use of args
.
import * as OGL from 'ogl'
const object = new OGL.Transform()
<primitive object={object} position={[1, 2, 3]} />
react-ogl ships with hooks that allow you to tie or request information to your components. These are called within the body of <Canvas />
and contain imperative and possibly stateful code.
useOGL
Returns the current canvas' RootState
, describing react-ogl state and OGL rendering internals (see root state).
const { renderer, gl, scene, camera, ... } = useOGL()
To subscribe to a specific key, useOGL
accepts a Zustand selector:
const renderer = useOGL((state) => state.renderer)
useFrame
Subscribes an element into a shared render loop outside of React. useFrame
subscriptions are provided a live RootState
, the current RaF time in seconds, and a XRFrame
when in a WebXR session. Note: useFrame
subscriptions should never update React state but prefer external mechanisms like refs.
const object = React.useRef<OGL.Transform>(null!)
useFrame((state: RootState, time: number, frame?: XRFrame) => {
object.current.rotation.x = time / 2000
object.current.rotation.y = time / 1000
})
return <transform ref={object} />
useLoader
Synchronously loads and caches assets with a loader via suspense. Note: the caller component must be wrapped in React.Suspense
.
const texture = useLoader(OGL.TextureLoader, '/path/to/image.jpg')
Multiple assets can be requested in parallel by passing an array:
const [texture1, texture2] = useLoader(OGL.TextureLoader, ['/path/to/image1.jpg', '/path/to/image2.jpg'])
Custom loaders can be implemented via the LoaderRepresentation
signature:
class CustomLoader {
async load(gl: OGLRenderingContext, url: string): Promise<void> {}
}
const result = useLoader(CustomLoader, '/path/to/resource')
useGraph
Traverses an OGL.Transform
for unique meshes and programs, returning an ObjectMap
.
const { nodes, programs } = useGraph(object)
<mesh geometry={nodes['Foo'].geometry} program={programs['Bar']} />
useStore
Returns the internal Zustand store. Useful for transient updates outside of React (e.g. multiplayer/networking).
const store = useStore()
React.useLayoutEffect(() => store.subscribe(state => ...), [store])
react-ogl implements mesh pointer-events with OGL.Raycast
that can be tapped into via the following props:
<mesh
// Fired when the mesh is clicked or tapped.
onClick={(event: OGLEvent<MouseEvent>) => ...}
// Fired when a pointer becomes inactive over the mesh.
onPointerUp={(event: OGLEvent<PointerEvent>) => ...}
// Fired when a pointer becomes active over the mesh.
onPointerDown={(event: OGLEvent<PointerEvent>) => ...}
// Fired when a pointer moves over the mesh.
onPointerMove={(event: OGLEvent<PointerEvent>) => ...}
// Fired when a pointer enters the mesh's bounds.
onPointerOver={(event: OGLEvent<PointerEvent>) => ...}
// Fired when a pointer leaves the mesh's bounds.
onPointerOut={(event: OGLEvent<PointerEvent>) => ...}
/>
Events contain the original event as nativeEvent
and properties from OGL.RaycastHit
.
{
nativeEvent: PointerEvent | MouseEvent,
localPoint: Vec3,
distance: number,
point: Vec3,
faceNormal: Vec3,
localFaceNormal: Vec3,
uv: Vec2,
localNormal: Vec3,
normal: Vec3,
}
Custom events can be implemented per the EventManager
interface and passed via the events
Canvas prop.
const events: EventManager = {
connected: false,
connect(canvas: HTMLCanvasElement, state: RootState) {
// Bind handlers
},
disconnect(canvas: HTMLCanvasElement, state: RootState) {
// Cleanup
},
}
<Canvas events={events}>
<mesh onPointerMove={(event: OGLEvent<PointerEvent>) => console.log(event)}>
<box />
<normalProgram />
</mesh>
</Canvas>
const events = {
connected: false,
connect(canvas: HTMLCanvasElement, state: RootState) {
state.events.handlers = {
pointermove(event: PointerEvent) {
// Convert mouse coordinates
state.mouse.x = (event.offsetX / state.size.width) * 2 - 1
state.mouse.y = -(event.offsetY / state.size.height) * 2 + 1
// Filter to interactive meshes
const interactive: Interactive[] = []
state.scene.traverse((node: OGL.Transform | Interactive) => {
// Mesh has registered events and a defined volume
if (node instanceof OGL.Mesh && node.__handlers && node.geometry?.attributes?.position) interactive.push(node)
})
// Get elements that intersect with our pointer
state.raycaster.castMouse(state.camera, state.mouse)
const intersects: Interactive[] = state.raycaster.intersectMeshes(interactive)
// Call mesh handlers
for (const object of intersects) {
const handlers = object.__handlers
handlers?.onPointerMove?.({ ...object.hit, nativeEvent: event })
}
},
}
// Bind
state.events.connected = true
for (const [name, handler] of Object.entries(state.events.handlers)) {
canvas.addEventListener(name, handler)
}
},
disconnect(canvas: HTMLCanvasElement, state: RootState) {
// Unbind
state.events.connected = false
for (const [name, handler] of Object.entries(state.events.handlers)) {
canvas.removeEventListener(name, handler)
}
},
}
<Canvas events={events}>
<mesh onPointerMove={(event: OGLEvent<PointerEvent>) => console.log(event)}>
<box />
<normalProgram />
</mesh>
</Canvas>
FAQs
A barebones react renderer for OGL.
We found that @codyjasonbennett/react-ogl-test demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
Did you know?
Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.
Security News
The Rust Security Response WG is warning of phishing emails from rustfoundation.dev targeting crates.io users.
Product
Socket now lets you customize pull request alert headers, helping security teams share clear guidance right in PRs to speed reviews and reduce back-and-forth.
Product
Socket's Rust support is moving to Beta: all users can scan Cargo projects and generate SBOMs, including Cargo.toml-only crates, with Rust-aware supply chain checks.