STATUS: project is being rewritten from scratch in https://github.com/gre/gl-react. It will be the next v3.
Gitbook documentation / Github / live demos / gl-react-dom / gl-react-native / #gl-react on reactiflux
WebGL/OpenGL bindings for React to implement complex effects over images and content, in the descriptive VDOM paradigm.
gl-react
allows you to write a fragment shader that covers a component. The shader can render: generated graphics/demos, effects on top of images, effects over content (video, canvas)... anything you can imagine!
gl-react
is the universal library that have 2 implementations:
gl-react-dom
for React DOM (web using WebGL).gl-react-native
for React Native (iOS and Android using OpenGL).
The library gl-react
share most of the common code and exposes { Node, Uniform, Shaders, createComponent }
.
Both gl-react-dom
and gl-react-native
depends on gl-react
and exposes the { Surface }
implementation.
you want to experiment / show us some code?
you can fork this JSFiddle:
https://jsfiddle.net/greweb/bztz8494/
Open Examples page / Read the code.
- Simple contains minimal examples, perfect to learn how to use the library. See also the Related Documentation.
- SpringCursor shows usage with
react-motion
. - AdvancedEffects' Intro shows usage with
react-canvas
. - Video shows usage with the
<video/>
tag. - AdvancedEffects's Transition shows a minimal interoperability with GLSL Transitions.
- Blur shows an advanced example of multi-pass pipeline and also shows usage of glslify.
- VideoBlur shows multi-pass Blur over Hue over a
<video>
! It demonstrates the "shared computation" of the rendering tree introduced by 1.0.0. - Image Effects implements an Image Effects app for Web and Native with a same codebase.
- gl-react-blur
- gl-react-contrast-saturation-brightness
- gl-react-negative
- gl-react-hue-rotate
- gl-react-color-matrix
const GL = require("gl-react");
const React = require("react");
const shaders = GL.Shaders.create({
helloGL: {
frag: `
precision highp float;
varying vec2 uv;
uniform float blue;
void main () {
gl_FragColor = vec4(uv.x, uv.y, blue, 1.0);
}`
}
});
module.exports = GL.createComponent(
({ blue }) =>
<GL.Node
shader={shaders.helloGL}
uniforms={{ blue }}
/>,
{ displayName: "HelloGL" });
const { Surface } = require("gl-react-dom"); // in React DOM context
const { Surface } = require("gl-react-native"); // in React Native context
<Surface width={511} height={341}>
<HelloGL blue={0.5} />
</Surface>
renders
- Virtual DOM and immutable paradigm: OpenGL is a low level imperative and mutable API. This library takes the best of it and exposes it in an immutable, descriptive way.
- Performance
- Developer experience: the application doesn't crash on bugs - Live Reload support make experimenting with effects easy (also
gl-react-native
's version uses React Native error message to display GLSL errors). - Uniform bindings: bindings from JavaScript objects to OpenGL GLSL language types (bool, int, float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D...)
- Support for images as a texture uniform.
- Support for
<canvas>
,<video>
as a texture uniform.
gl-react
primary goal is not to do 3D. The library currently focus on stacking fragment shaders (that runs with static vertex) and exposes these features in a simple API applying React paradigm. This already unlock a lot of capabilities shown in the examples.
3D graphics implies more work on vertex shader and vertex data. We might eventually implement this. In the meantime, if this is a use-case for you, feel free to comment on this issue.
npm i --save gl-react