Back to the Future: The Marriage of React and Three.js

Running many instances of Three.js (or HTML5 Canvas elements if you’re more familiar that term) can get rather heavy for our sweet little processors. Luckily there’s a better way if all you want to do is render many views of different objects side by side on the same page! Also as an added bonus, tonight we’ll be looking at how to marry React and Three.js together without getting a massive headache

Create React App

Seems like the title gave it all up! There are various boilerplates and other manual ways of getting started with React. But the easiest way is by using create-react-app script developed by none other than Facebook.

All we need to do is install the script and run it! The -g flag stands for a global install.

npm install -g create-react-app
create-react-app react-threejs-project

Quick Housekeeping

Running the script takes us halfway there and we’re ready to start customizing the project. The core component at ./src/App.js is the first for modifying. It can stay as it is, all we want to change is to render our View component instead.

import View from "./components/View";

<div className="App">
  <View id="viewContainer" />

Summoning Our Magic Window

The first hints of black magic are starting to appear at our View component. Graphics is not a React component, but a JavaScript class! Which means that all our Three.js code is being run outside of React components.

import React, { Component } from "react";
import Graphics from "./Graphics";

export default class View extends Component {
  componentDidMount() { = new Graphics(this.props);  }
  render() {
    return <div className="view" id={} />;

What Happens in Three.js…

Below is the minimal version of our Graphics.js. It will be where we bring together everything related to 3D in this project. For now, all we’re doing is initiating the scene and starting the animation with requestAnimationFrame. Another great option for controlling FPS (the heartbeat of our animation) is TweenMax!

import SceneObj from "./Scene";

export default class Graphics {
  constructor(props) {
    // Getting the container created in View and creating a scene    this.container = document.getElementById(;    this.scene = new SceneObj({      container: this.container    });

  animate() {
    // Repeatedly calling animate() and render() from SceneObj

…Stays in Three.js!

To make life complicated there are always many ways of doing simple tasks. Here we see two ways of importing functions from Three.js library. We can either request which we need or request all them at once! The only difference in use will be writing new THREE.Scene() rather than new Scene() when using the wildcard *

// Import with this
import { Scene, WebGLRenderer, PerspectiveCamera } from "three";
// Or this
import * as THREE from "three";

export default class SceneObj extends Scene {
  constructor(options) {

    // Create and setup renderer & camera
    this.renderer = new WebGLRenderer();
    this.renderer.setSize(window.innerWidth, window.innerHeight); = new PerspectiveCamera(45, window.innerWidth / window.innerHeight), 1, 10000);

    // And then append it to DOM

  render() {
    // This renders the graphics on canvas

Where’s My Multiple Views Though…?

But hold on we wanted more than one view, like a windowpane! Let’s head back to App.js for initial data setup. In this example the data is static but it could be coming from a server to be dynamic as well! The data is generated in the constructor and then passed into the React State. From there, our component can access it through props!

// How many views in each side
const viewSideCount = 3;
const viewPow2 = Math.pow(viewSideCount, 2);
// And the space between each one
const size = 1 / viewSideCount;

const viewArray = [];
// Data for each view
for (let i = 0; i < viewPow2; i++) {
  // Calculate the offset for each view
  const xCoord = i % viewSideCount;
  const yCoord = Math.floor(i / viewSideCount);
  const view = {    left: xCoord * size,    top: yCoord * size,    width: size,    height: size,    // Offset for each different object    pos: [i * 1000, 0, 75],    background: i % 2 === 0 ? "#2a363b" : "#536065"  };  viewArray.push(view);

// Passing the data from state to component props
<View id="viewContainer" views={viewArray} viewCount={viewPow2} />

A tiny bit more of black magic and we have an ugly but working prototype on our hands! Scene.js is where the majority of changes take place. For every view we’ll be creating a new camera, luckily they’re dirt cheap compared to the real ones! Then rather than calling renderer.render() only once, no surprises here, we call it for every view. But because we don’t want to render the same image many times we need to update some parameters each time!

for (let i = 0; i < options.viewCount; i++) {
  const view = options.views[i];
  const camera = new PerspectiveCamera(, this.width / this.height, 1, 10000);
  camera.position.fromArray(view.pos); = camera;

render() {
  for (let i = 0; i < this.options.viewCount; i++) {
    const view = this.options.views[i];

    const left = Math.floor(this.width * view.left);
    const top = Math.floor(this.height *;
    const width = Math.floor(this.width * view.width);
    const height = Math.floor(this.height * view.height);

    // The important functions are called here    // Sets which area on canvas to fill and turn other areas transparent    this.renderer.setViewport(left, top, width, height);    this.renderer.setScissor(left, top, width, height);    this.renderer.setScissorTest(true);
    // Possible to also change background color
    this.renderer.setClearColor(new Color(view.background));

    // Remember to switch the camera to get a different viewpoint

Finally Some Results!

All our hard work has paid off and we’ve got something on the canvas. It looked a bit too much like a checkerboard before I added some beautiful spheres in the scene. One thing to remember is we’re not rendering one sphere. But many different spheres which have been offset in the same fashion as our cameras!


At this point we’re done with the technicalities but… it looks a bit dull. Let’s fix that!

Done, but…

Let’s Fix Colors

This step is already done! But here’s a couple of links for generating a pleasant looking color schemes. First of I usually pick one or two colors from Flat UI. Then bring the color values over to Material Design Color Tool to get complimenting shades and fonts!

Let’s Fix Fonts

Looking at perfectly round spheres gets boring so I thought 3D alphabets would fit this procedural example. Three.js has built-in TextGeometry which takes care of all the heavy lifting. Also, it’s easy to use any custom fonts with it by first loading eg. from Google Fonts and then converting it to .json file with Facetype.js.

You can then load the font in ./src/components/Graphics.js and generate geometry from it!

const loader = new FontLoader();
loader.load("../fonts/Bitter_Bold.json", font => {
  // The easiest way for making font global  window.font = font;  _this.initMeshes();

initMeshes() {
  const views = this.props.views;
  this.letterArray = [];
  // For every view generate an alphabet
  for (let i = 0; i < this.props.viewCount; i++) {
    // view contains the data
    const view = views[i];
    const text = new Text(view);

And in ./src/components/Text.js

export default class Text extends THREE.Object3D {
  constructor(props) {

    // props.text comes from App.js
    // -> text: String.fromCharCode(65 + (i % 26)).toLowerCase()
    const textGeo = new THREE.TextGeometry(props.text, {
      font: window.font,      size: 25,
      height: 5,

    const texMat = new THREE.MeshLambertMaterial({ color: 0x2a363b });
    const textMesh = new THREE.Mesh(textGeo, texMat));

I can already see how useful this is for learning alphabets! 1

Highlight, Rotate, Dynamic

To make things visually bit more interesting I’ve added setInterval() to highlight one letter at a time. By changing the value viewSideCount we’re able to generate a new canvas which is filled by the desired amount of letters!