gl-react/docs/api/createComponent.md

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# createComponent
> `GL.Component` used to be a class that you inherit like `React.Component`.
This was limited and verbose, also didn't allow some features to be implemented.
`GL.Component` is deprecated in favor of `GL.createComponent`.
**`GL.createComponent` is a function used to create a GL Component.**
We called **GL Component** a React Component that always either renders a `GL.View` or another **GL Component**.
`GL.createComponent(props => glView)` takes a render function *(takes props object in parameter and returns a GL.View or GL Component)*.
```js
const MyEffect = GL.createComponent(
(props) => <GL.View .../>
);
```
`GL.createComponent` enable effects **composition**:
The fact that a component is a **GL component** tells the `gl-react-core` algorithm to "unfold" the `render()` looking for a `GL.View` to merge with. If your component is not a `GL Component`, it will be treated as a content to rasterized and the effect composition won't work.
> Although it is technically not required to use `GL.createComponent` to getting things done with `GL.View`,
this is generally a good idea because you always want to make our components "composable" (composable in term of GL stack).
## staticFields
```js
GL.createComponent(props=>glView, staticFields)
```
To facilitate the usage of `GL.createComponent` there is also an optional second parameter which is the React Component static fields.
We recommend you to always provide displayName for future debug purpose.
```
module.exports = GL.createComponent(renderGLViewFunction, { displayName: "MyEffect" });
```
## Composing effects
Effects component can be implemented as follow:
```js
const shaders = GL.Shaders.create({
myEffect: {
frag: `
precision highp float;
varying vec2 uv;
uniform sampler2D tex;
uniform float someParam;
void main() {
vec4 textureColor = texture(tex, uv);
vec4 c = ... // do something with textureColor and someParam
gl_FragColor = c;
}
`
}
});
const MyEffect = GL.createComponent(
({ width, height, children, someParam }) =>
<GL.View shader={shaders.myEffect} width={width} height={height} uniforms={{ someParam }}>
<GL.Uniform name="tex">{children}</GL.Uniform>
</GL.View>
);
```
Once you have defined effect components that inject `children` (let's say `Blur` and `Negative`), you can compose them together.
**Example:**
```html
<Blur factor={1.2} width={200} height={150}>
<Negative width={200} height={150}>
http://i.imgur.com/qM9BHCy.jpg
</Negative>
</Blur>
```
and define another generic component out of it:
```js
const BlurNegative = GL.createComponent(
({ width, height, blur, children }) =>
<Blur factor={blur} width={width} height={height}>
<Negative width={width} height={height}>
{children}
</Negative>
</Blur>
);
```
and use it:
```html
<BlurNegative factor={1.2} width={200} height={150}>
http://i.imgur.com/qM9BHCy.jpg
</BlurNegative>
```
## More generic implementation
Here is a more recommended way to make your effects components even more generic and reusable (also more concise in code):
```js
const MyEffect = GL.createComponent(
({ children: tex, someParam, ...rest }) =>
<GL.View
{...rest}
shader={shaders.myEffect}
uniforms={{ someParam, tex }}
/>
);
```
Notice that, whatever we give to `MyEffect`, it will be intercepted in `rest` and directly passed to the `GL.View`.
This delegation allows `MyEffect` to be generic by benefiting everything `GL.View` does, and allows to use the component in ways you have not initially thought of.
For instance, you might not need to pass `width` and `height` if you are in a sub-GL.View and you just want to use the same dimension:
```html
<MyOtherEffect width={w} height={h}>
<MyEffect someParam={42}> // here, width and height will be inherited
{content}
</MyEffect>
</MyOtherEffect>
```
> By transferring unused props to `GL.View`, you allow your component to be used in any way.
Also remember that `{content}` can be anything: an image URL, another stack of effects, a content (like a View, a Text,...).
**That way you don't have to worry about your component capabilities.**
## Implementation notes
Effects composition are made efficient using OpenGL Framebuffers:
the rendering is made in the same pipeline.
[`gl-react-core`](https://github.com/ProjectSeptemberInc/gl-react-core)
contains the core logic (shared across both `gl-react` and `gl-react-native`)
that convert the Virtual DOM Tree into `data`, an object tree that represent the rendering pipeline.
Respective implementation will then uses that `data` tree and
render it in OpenGL (for gl-react-native) or in WebGL (for gl-react, using [stack.gl](http://stack.gl) libs).