A barebones react renderer for OGL.
npm install react-ogl




- Installation
- Getting Started
- react-dom
- react-native
- Canvas
- Canvas Props
- Custom Canvas
- Creating Elements
- JSX, properties, and shortcuts
- Setting constructor arguments via args
- Attaching into element properties via attach
- Creating custom elements via extend
- Adding third-party objects via
- Hooks
- Root State
- Accessing state via useOGL
- Frameloop subscriptions via useFrame
- Loading assets via useLoader
- Object traversal via useGraph
- Transient updates via useStore
- Access internals via useInstanceHandle
- Events
- Custom Events
- Portals
- Testing
``bashNPM
npm install 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:
$3
create-react-app for the sake of simplicity, but you can use your own environment or create a codesandbox.
Show full example
`bash
Create app
npx create-react-app my-app
cd my-appInstall dependencies
npm install ogl react-oglStart
npm run start
`The following creates a re-usable component that has its own state, reacts to events and participates a shared render-loop.
`jsx
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 (
{...props}
ref={mesh}
scale={active ? 1.5 : 1}
onClick={() => setActive((value) => !value)}
onPointerOver={() => setHover(true)}
onPointerOut={() => setHover(false)}
>
vertex={
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' }}
/>
)
}
createRoot(document.getElementById('root')).render(
,
)
`
This example uses expo-cli but you can create a bare app with react-native CLI as well.
Show full example
`bashCreate app and cd into it
npx expo init my-app # or npx react-native init my-app
cd my-app
We'll also need to configure
metro.config.js to look for the mjs file extension that OGL uses.`js
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.
`js
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 (
{...props}
ref={mesh}
scale={active ? 1.5 : 1}
onClick={() => setActive((value) => !value)}
onPointerOver={() => setHover(true)}
onPointerOut={() => setHover(false)}
>
vertex={
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' }}
/>
)
}
export default () => (
)
`
react-ogl provides an x-platform 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, accepts a set of RenderProps to configure react-ogl and its rendering behavior.
`tsxblocking
// Configures the react rendering mode. Defaults to new OGL.Renderer({ alpha: true, antialias: true, powerPreference: 'high-performance' })
mode={"legacy" | "blocking" | "concurrent"}
// Creates, sets, or configures the default renderer.
// Accepts a callback, an external renderer, or renderer constructor params/properties.
// Defaults to
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 /}
// e.g.
renderer={{ alpha: true }}
camera={{ fov: 45, position: [0, 1.3, 3] }}
onCreated={(state) => void state.gl.clearColor(1, 1, 1, 0)}
>
``
A react 18 style createRoot API creates an imperative Root with the same options as , 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).
`jsx
import { createRoot, events } from 'react-ogl'
const canvas = document.querySelector('canvas')
const root = createRoot(canvas, { events })
root.render(
)
root.unmount()
`
createRoot can also be used to create a custom . The following constructs a custom canvas that renders its children into react-ogl.
`jsx
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
}
`
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).
`jsx
function Component(props) {
return (
)
}
;
`
These elements are not exported or implemented internally, but merely expressed as JSX — 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.
`jsx`
// 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}
/>
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.
`jsx`
// new OGL.Text({ font, text: 'Text' })
Built-in elements that require a gl context such as , , or 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:
`jsx`
and 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.
`jsx...
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 /}
}...
fragment={/ glsl / }`
uniforms={{ uniform: value }}
/>
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.
`jsx
// Attaches into parent.property, parent.sub.property, and parent.array[0]
// Attaches via parent#setProperty and parent#removeProperty
parent.setProperty(self)
return () => parent.removeProperty(self)
}}
// lambda version
attach={(parent, self) => (parent.setProperty(self), () => parent.removeProperty(self))}
/>
`
Elements who extend OGL.Geometry or OGL.Program will automatically attach via attach="geometry" and attach="program", respectively.
`jsx`
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.
`jsx
import { extend } from 'react-ogl'
class CustomElement {}
extend({ CustomElement })
`
TypeScript users will need to extend the OGLElements interface to describe custom elements and their properties.
`tsx
import { OGLElement, extend } from 'react-ogl'
class CustomElement {}
declare module 'react-ogl' {
interface OGLElements {
customElement: OGLElement
}
}
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 , , and .
`jsx
import { extend } from 'react-ogl'
class CustomElement {
constructor(gl) {
this.gl = gl
}
}
extend({ CustomElement }, true)
`
Objects created outside of React (e.g. globally or from a loader) can be added to the scene-graph with the element via its object prop. Primitives can be interacted with like any other element, but will modify object and cannot make use of args.
`jsx
import * as OGL from 'ogl'
const object = new OGL.Transform()
`
react-ogl ships with hooks that allow you to tie or request information to your components. These are called within the body of and contain imperative and possibly stateful code.
Each 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.
`tsx`
interface RootState {
// Zustand setter and getter for live state manipulation.
// See https://github.com/pmndrs/zustand
get(): RootState
set(fn: (previous: RootState) => (next: Partial
// 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.RefObject
subscribe: (refCallback: React.RefObject
unsubscribe: (refCallback: React.RefObject
// Optional canvas event manager and its state
events?: EventManager
mouse: OGL.Vec2
raycaster: OGL.Raycast
hovered: Map
}
Returns the current canvas' RootState, describing react-ogl state and OGL rendering internals (see root state).
`tsx`
const { renderer, gl, scene, camera, ... } = useOGL()
To subscribe to a specific key, useOGL accepts a Zustand selector:
`tsx`
const renderer = useOGL((state) => state.renderer)
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.
`tsx
const object = React.useRef
useFrame((state: RootState, time: number, frame?: XRFrame) => {
object.current.rotation.x = time / 2000
object.current.rotation.y = time / 1000
})
return
`
Synchronously loads and caches assets with a loader via suspense. Note: the caller component must be wrapped in React.Suspense.
`jsx`
const texture = useLoader(OGL.TextureLoader, '/path/to/image.jpg')
Multiple assets can be requested in parallel by passing an array:
`jsx`
const [texture1, texture2] = useLoader(OGL.TextureLoader, ['/path/to/image1.jpg', '/path/to/image2.jpg'])
Custom loaders can be implemented via the LoaderRepresentation signature:
`tsx
class CustomLoader {
async load(gl: OGLRenderingContext, url: string): Promise
}
const result = useLoader(CustomLoader, '/path/to/resource')
`
Traverses an OGL.Transform for unique meshes and programs, returning an ObjectMap.
`tsx
const { nodes, programs } = useGraph(object)
`
Returns the internal Zustand store. Useful for transient updates outside of React (e.g. multiplayer/networking).
`tsx`
const store = useStore()
React.useLayoutEffect(() => store.subscribe(state => ...), [store])
Exposes an object's react-internal Instance state from a ref.
> Note: this is an escape hatch to react-internal fields. Expect this to change significantly between versions.
`tsx
const ref = React.useRef
const instance = useInstanceHandle(ref)
React.useLayoutEffect(() => {
instance.parent.object.foo()
}, [])
`
react-ogl implements mesh pointer-events with OGL.Raycast that can be tapped into via the following props:
`tsx`
onClick={(event: OGLEvent
// Fired when a pointer becomes inactive over the mesh.
onPointerUp={(event: OGLEvent
// Fired when a pointer becomes active over the mesh.
onPointerDown={(event: OGLEvent
// Fired when a pointer moves over the mesh.
onPointerMove={(event: OGLEvent
// Fired when a pointer enters the mesh's bounds.
onPointerOver={(event: OGLEvent
// Fired when a pointer leaves the mesh's bounds.
onPointerOut={(event: OGLEvent
/>
Events contain the original event as nativeEvent and properties from OGL.RaycastHit.
`tsx`
{
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.
`tsx
const events: EventManager = {
connected: false,
connect(canvas: HTMLCanvasElement, state: RootState) {
// Bind handlers
},
disconnect(canvas: HTMLCanvasElement, state: RootState) {
// Cleanup
},
}
`
Full example
`tsx
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: OGL.Mesh[] = []
state.scene.traverse((node: OGL.Transform) => {
// Mesh has registered events and a defined volume
if (
node instanceof OGL.Mesh &&
(node as Instance
node.geometry?.attributes?.position
)
interactive.push(node)
})
// Get elements that intersect with our pointer
state.raycaster!.castMouse(state.camera, state.mouse)
const intersects: OGL.Mesh[] = state.raycaster!.intersectMeshes(interactive)
// Call mesh handlers
for (const entry of intersects) {
if ((entry as unknown as any).__handlers) {
const object = entry as Instance
const handlers = object.__handlers
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)
}
},
}
`
Portal children into a foreign OGL element via createPortal, which can modify children's RootState. This is particularly useful for postprocessing and complex render effects.
`tsx
function Component {
// scene & camera are inherited from portal parameters
const { scene, camera, ... } = useOGL()
}
const scene = new OGL.Transform()
const camera = new OGL.Camera()
{createPortal(
`
In addition to createRoot (see custom canvas), react-ogl exports an act method which can be used to safely flush async effects in tests. The following emulates a legacy root and asserts against RootState (see root state).
`tsx
import * as React from 'react'
import * as OGL from 'ogl'
import { type Root, type RootStore, type RootState, createRoot } from 'react-ogl'
it('tests against a react-ogl component or scene', async () => {
const transform = React.createRef
const root: Root = createRoot(document.createElement('canvas'))
const store: RootStore = await React.act(async () => root.render(
const state: RootState = store.getState()
expect(transform.current).toBeInstanceOf(OGL.Transform)
expect(state.scene.children).toStrictEqual([transform.current])
})
``