react-native-webgl
implements WebGL 1 in React Native.
npm i --save react-native-webgl
# OR
yarn add react-native-webgl
react-native link react-native-webgl
IMPORTANT: you must also manually do the following:
on iOS:
in your XCode project,
- if it not there, add
libRNWebGL.a
in the Linked Libraries of your project target (and remove the potentiallibGPUImage.a
if it not needed). There is a "bug" withreact-native link
.
on Android:
react-native-webgl is implemented with some C++ bricks and react-native link react-native-webgl
is not enough to install and configure your project for Android:
android/local.properties
: Make sure you have an up-to-date Android NDK (needed to compile the Native C++ code) and that it's properly configured in ANDROID_NDK env or inlocal.properties
file (e.g.ndk.dir=/usr/local/share/android-ndk
).android/build.gradle
: If it's not already there, addgradle-download-task
buildscript dependency:classpath 'de.undercouch:gradle-download-task:3.1.2'
. If you don't do this, you will likely have:downloadJSCHeaders
not working.android/app/build.gradle
: Make sure you haveminSdkVersion 17
or higher
Ths library exposes a WebGLView
that implements WebGL in React Native.
Basic gist:
import React, { Component } from "react";
import { WebGLView } from "react-native-webgl";
class RedSquareWebGL extends Component {
onContextCreate = (gl: WebGLRenderingContext) => {
const rngl = gl.getExtension("RN");
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
rngl.endFrame();
};
render() {
return (
<WebGLView
style={{ width: 100, height: 100 }}
onContextCreate={this.onContextCreate}
/>
);
}
}
For a better example, see Image drawn through a Shader (vanilla WebGL). Then, feel free to use your preferred library, like https://github.com/regl-project/regl , https://github.com/mrdoob/three.js or https://github.com/gre/gl-react (
gl-react-native
is backed by this implementation).
The first noticeable difference is the addition of an extension, called "RN"
that you can get with gl.getExtension("RN")
. It returns an object with a few functions:
endFrame()
: the mandatory call to get anything drawn on screen. It's the way to tell the current implementation everything is finished for the current frame. (we might later introduce better way)loadTexture(config)
: It is a way to load aTexture
with a configuration object. For the config object format see Section Texture Config Formats.This function returns a Promise of{ texture, width, height }
where texture is the actualWebGLTexture
instance you can use in agl.bindTexture
and width and height is the texture dimension.unloadTexture(texture)
: It is a way to unload aTexture
with the texture object that was returned from a previousloadTexture
call. This must be invoked when a texture is no longer required and when it can be removed, in order to avoid memory leaks. This is especially important when using your preferred library (such as three.js), as not only the objects created by your preferred library will need to be disposed, but the texture object itself needs to be unloaded. For an example of how to safely remove all references to textures, see this memory leak issue discussion.
The texture formats are provided in an extensible and loosely-coupled way via adding more "Loaders" to the project. (as soon as they are linked, they will get discovered by RNWebGL via the RN bridge).
This library comes with one built-in loader: the Image Loader. More loaders can come via libraries like react-native-webgl-camera
and react-native-webgl-video
. Feel free to implement your own.
Format is { image }
where image have the same format as React Native <Image source
prop.
There are also config options shared (by convention) across the loaders:
yflip
(boolean): allows to vertically flip the texture when you load it. You likely always want to set this to true. (default is false because it's an extra cost)
The current early implementation miss a bunch of WebGL features, meaning that some gl methods won't work.
Here is the methods that are not supported yet:
framebufferRenderbuffer
getFramebufferAttachmentParameter
bindRenderbuffer
createRenderbuffer
deleteRenderbuffer
getRenderbufferParameter
renderbufferStorage
compressedTexImage2D
compressedTexSubImage2D
getTexParameter
texSubImage2D
getUniform
getVertexAttrib
getVertexAttribOffset
Here is the methods that are partially supported:
texImage2D
: works with a few formats only (refer to current implementation). You might want to userngl.loadTexture
to load images/camera/videos/whatever textures.
This implementation is a standalone fork of Expo GLView (MIT License) available on https://github.com/expo/expo and https://github.com/expo/expo-sdk. Huge kudos to Expo team and especially @nikki93 for implementing it.