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react-nodetoy

react-nodetoy allows you to export and use NodeToy graphs directly in your React websites.

🌈 Nodetoy is the shader tool for the web. NodeToy provides creators a powerful editor to create incredible new shaders and visual effects.

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3️⃣ Using ThreeJs instead? Use Three-NodeToy.

Demos

https://react-nodetoy.vercel.app/

Install

With npm:

npm i @nodetoy/react-nodetoy

With yarn:

yarm add @nodetoy/react-nodetoy

Import react-nodetoy in your project:

import { NodeToyMaterial } from '@nodetoy/react-nodetoy';

Declare your material inside your mesh component:

<mesh>
  <boxBufferGeometry attach="geometry" args={[1, 1, 1]} />
  <NodeToyMaterial url="https://draft.nodetoy.co/nFvoIaHuvkvm3uMa" />
</mesh>

If your materials are dynamic (use of Time, CosTime, SinTime, ...) add the <NodeToyTick/> component to your <canvas> component. See section "Update Time / Dynamic uniforms" for more information.

NodeToyMaterial.tick();

Example

import { NodeToyMaterial } from '@nodetoy/react-nodetoy';

export default function App() {
  return (
    <Canvas>
      <mesh
        ref={ref}
        onClick={(e) => console.log('click')}
        onPointerOver={(e) => console.log('hover')}
        onPointerOut={(e) => console.log('unhover')}
        >
        <boxBufferGeometry attach="geometry" args={[1, 1, 1]} />
        <NodeToyMaterial url="https://draft.nodetoy.co/nFvoIaHuvkvm3uMa" />
      </mesh>
    </Canvas>
  );
}

Update Time / Dynamic uniforms

If you materials are using any time nodes (Time, SinTime, CosTime...), add the <NodeToyTick/> component to your canvas component. This will update the time of the materials every frame.

import { NodeToyMaterial, NodeToyTick } from '@nodetoy/react-nodetoy';

export default function App() {
  return (
    <Canvas>
      <mesh>
        <boxBufferGeometry attach="geometry" args={[1, 1, 1]} />
        <NodeToyMaterial url="https://draft.nodetoy.co/nFvoIaHuvkvm3uMa" />
      </mesh>
      <NodeToyTick/>
    </Canvas>
  );
}

Server-hosted VS. Self-hosted

NodeToy gives you the choice between either hosting the shader data for you or loading it your way. You can choose the type of exporting in the exporter window (Editor > Main menu > Export...).

To load a server-hosted shader use the url parameter.

<NodeToyMaterial url="https://draft.nodetoy.co/nFvoIaHuvkvm3uMa" />

To load a self-hosted shader use the data parameter.

import { data } from './shaderData'
<NodeToyMaterial data={data} />

API

enum NodeToyCullMode {
  Front,
  Back,
  None,
};

export interface NodeToyMaterialData {
	version: number;
  uniforms: any[];
  vertex: string;
  fragment: string;
  cullMode: NodeToyCullMode;
  lightModel: NodeToyMaterialType;
  renderType: NodeToyRenderType;
};

interface NodeToyMaterialProps {
  url?: string;
	data?: NodeToyMaterialData;
  parameters?: any;
  toneMapped?: boolean;
  flatShading?: boolean;
  transparent?: boolean;
  cullMode?: NodeToyCullMode;
  verbose?: boolean;
  polygonOffset?: boolean;
  polygonOffsetFactor?: number;
  depthTest?: boolean;
  depthWrite?: boolean;
  envMapIntensity?: number;
};

url? : string

Define the NodeToy material to load. To export a material, open up the NodeToy material, click on the menu icon (top left corner) and select Export.... You can then generate a draft for your material, the URL will be generated for you.

data? : NodeToyMaterialData

Define the NodeToy material data to load from a self hosted source. To export a material, open up the NodeToy material, click on the menu icon (top left corner) and select Export.... Select Self Hosted and Copy Shader Data. Use the copied data to set this field.

parameters? : Object

Specifying the uniforms to be passed to the shader code. Those can be defined within the NodeToy editor by swiching inputs from constants to parameters.

toneMapped? : Boolean

Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.

flatShading?: boolean

Define whether the material is rendered with flat shading. Default is false.

cullMode?: NodeToyCullMode

Defines which side of faces won't be rendered - NodeToyCullMode.front, back or none. Default is NodeToyCullMode.Back.

verbose?: boolean

Whether to print the full log of the material. Only useful for development. Default is false.

polygonOffset?: boolean

Whether to use polygon offset. Default is false. This corresponds to the GL_POLYGON_OFFSET_FILL WebGL feature.

polygonOffsetFactor?: Integer

Sets the polygon offset factor. Default is 0.

depthTest?: boolean

Whether to have depth test enabled when rendering this material. Default is true.

depthWrite? : Boolean

Whether rendering this material has any effect on the depth buffer. Default is true.

When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

envMapIntensity?: number

Set the intensity of the environment map. Default is 1.0.


Contributing

We use yarn, install the dependencies like this:

yarn

Development

Run to build react-nodetoy

yarn dev

Then install the examples and run the local server

cd example
yarn install
cd ..
yarn demo

and visit localhost:3004/demo/Basic to browse the examples in ./example folder.

Build Library

yarn build

Publish on npm

yarn deploy

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