# react-ogl **Repository Path**: mirrors_pmndrs/react-ogl ## Basic Information - **Project Name**: react-ogl - **Description**: ðŸĶī A barebones react renderer for ogl. - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-11-05 - **Last Updated**: 2026-02-15 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README [![Size](https://img.shields.io/bundlephobia/minzip/react-ogl?label=gzip&style=flat&colorA=000000&colorB=000000)](https://bundlephobia.com/package/react-ogl) [![Version](https://img.shields.io/npm/v/react-ogl?style=flat&colorA=000000&colorB=000000)](https://npmjs.com/package/react-ogl) [![Downloads](https://img.shields.io/npm/dt/react-ogl.svg?style=flat&colorA=000000&colorB=000000)](https://npmjs.com/package/react-ogl) [![Twitter](https://img.shields.io/twitter/follow/pmndrs?label=%40pmndrs&style=flat&colorA=000000&colorB=000000&logo=twitter&logoColor=000000)](https://twitter.com/pmndrs) [![Discord](https://img.shields.io/discord/740090768164651008?style=flat&colorA=000000&colorB=000000&label=discord&logo=discord&logoColor=000000)](https://discord.gg/poimandres)

Build OGL scenes declaratively with re-usable, self-contained components that react to state, are readily interactive and can participate in React's ecosystem.

react-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.

## Table of Contents - [Installation](#installation) - [Getting Started](#getting-started) - [react-dom](#react-dom) - [react-native](#react-native) - [Canvas](#canvas) - [Canvas Props](#canvas-props) - [Custom Canvas](#custom-canvas) - [Creating Elements](#creating-elements) - [JSX, properties, and shortcuts](#jsx-properties-and-shortcuts) - [Setting constructor arguments via `args`](#setting-constructor-arguments-via-args) - [Attaching into element properties via `attach`](#attaching-into-element-properties-via-attach) - [Creating custom elements via `extend`](#creating-custom-elements-via-extend) - [Adding third-party objects via ``](#adding-third-party-objects-via-primitive-) - [Hooks](#hooks) - [Root State](#root-state) - [Accessing state via `useOGL`](#accessing-state-via-useogl) - [Frameloop subscriptions via `useFrame`](#frameloop-subscriptions-via-useframe) - [Loading assets via `useLoader`](#loading-assets-via-useloader) - [Object traversal via `useGraph`](#object-traversal-via-usegraph) - [Transient updates via `useStore`](#transient-updates-via-usestore) - [Access internals via `useInstanceHandle`](#access-internals-via-useinstancehandle) - [Events](#events) - [Custom Events](#custom-events) - [Portals](#portals) - [Testing](#testing) ## Installation ```bash # 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](https://github.com/pmndrs/react-three-fiber) API with some helpers targeted for different platforms: ### react-dom This example uses [`create-react-app`](https://reactjs.org/docs/create-a-new-react-app.html#create-react-app) for the sake of simplicity, but you can use your own environment or [create a codesandbox](https://react.new).
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```bash # 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. ```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 ( setActive((value) => !value)} onPointerOver={() => setHover(true)} onPointerOut={() => setHover(false)} > ) } createRoot(document.getElementById('root')).render( , ) ```
### react-native This example uses [`expo-cli`](https://docs.expo.dev/get-started/create-a-new-app) but you can create a bare app with `react-native` CLI as well.
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```bash # 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. ```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 ( setActive((value) => !value)} onPointerOver={() => setHover(true)} onPointerOut={() => setHover(false)} > ) } export default () => ( ) ```
## Canvas 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](#creating-elements)). ### Canvas Props In addition to its platform props, `` accepts a set of `RenderProps` to configure react-ogl and its rendering behavior. ```tsx 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. void state.gl.clearColor(1, 1, 1, 0)} > ``` ### Custom Canvas 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](#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](#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 } ``` ## Creating elements react-ogl renders React components into an OGL scene-graph, and can be used on top of other renderers like [react-dom](https://npmjs.com/react-dom) and [react-native](https://npmjs.com/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](#creating-custom-elements-via-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. ### JSX, properties, and shortcuts react-ogl elements can be modified with JSX attributes or props. These are native to their underlying OGL objects. ```jsx ``` ### 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. ```jsx // new OGL.Text({ font, text: 'Text' }) ``` Built-in elements that require a `gl` context such as ``, ``, or `` are marked as effectful (see [extend](#creating-custom-elements-via-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 {/* prettier-ignore */} ``` ### 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. ```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 ``` ### Creating custom elements via `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. ```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) ``` ### Adding third-party objects via `` 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() ``` ## Hooks 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. ### Root State Each `` or `Root` encapsulates its own OGL state via [React context](https://reactjs.org/docs/context.html) and a [Zustand](https://github.com/pmndrs/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)): 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.RefObject[] subscribe: (refCallback: React.RefObject, renderPriority?: number) => void unsubscribe: (refCallback: React.RefObject, renderPriority?: number) => void // Optional canvas event manager and its state events?: EventManager mouse: OGL.Vec2 raycaster: OGL.Raycast hovered: Map['object']> } ``` ### Accessing state via `useOGL` Returns the current canvas' `RootState`, describing react-ogl state and OGL rendering internals (see [root state](#root-state)). ```tsx const { renderer, gl, scene, camera, ... } = useOGL() ``` To subscribe to a specific key, `useOGL` accepts a [Zustand](https://github.com/pmndrs/zustand) selector: ```tsx const renderer = useOGL((state) => state.renderer) ``` ### Frameloop subscriptions via `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. ```tsx const object = React.useRef(null!) useFrame((state: RootState, time: number, frame?: XRFrame) => { object.current.rotation.x = time / 2000 object.current.rotation.y = time / 1000 }) return ``` ### Loading assets via `useLoader` 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') ``` ### Object traversal via `useGraph` Traverses an `OGL.Transform` for unique meshes and programs, returning an `ObjectMap`. ```tsx const { nodes, programs } = useGraph(object) ``` ### Transient updates via `useStore` Returns the internal [Zustand](https://github.com/pmndrs/zustand) store. Useful for transient updates outside of React (e.g. multiplayer/networking). ```tsx const store = useStore() React.useLayoutEffect(() => store.subscribe(state => ...), [store]) ``` ### Access internals via `useInstanceHandle` 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() }, []) ``` ## Events react-ogl implements mesh pointer-events with `OGL.Raycast` that can be tapped into via the following props: ```tsx ) => ...} // 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 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 }, } ) => console.log(event)}> ```
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['object']).__handlers && 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['object'] 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) } }, } ) => console.log(event)}> ```
## Portals 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(, scene, { camera }) ``` ## Testing In addition to `createRoot` (see [custom canvas](#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](#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]) }) ```