WebGL 叠加视图
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查看示例
借助 WebGL 叠加视图,您可以直接使用 WebGL 或使用热门图形库(如 Three.js)向地图添加内容。通过 WebGL 叠加视图,您可以直接访问 Google Maps Platform 用来渲染矢量基本地图的同一 WebGL 渲染上下文。使用共享渲染上下文有诸多好处,例如可利用 3D 建筑几何图形实现深度遮挡,以及将 2D/3D 内容与基本地图渲染进行同步。使用 WebGL 叠加视图渲染的对象也可与纬度/经度坐标绑定,随着您拖动、缩放、平移或倾斜地图而移动。
要求
若要使用 WebGL 叠加视图,您必须使用地图 ID 加载地图并启用矢量地图。强烈建议您在创建地图 ID 时启用倾斜和旋转,以便完全控制 3D 镜头。如需了解详情,请参阅概览。
添加 WebGL 叠加视图
若要将叠加层添加到地图中,请实现 google.maps.WebGLOverlayView
,然后使用 setMap
向其传递地图实例:
// Create a map instance.
const map = new google.maps.Map(mapDiv, mapOptions);
// Create a WebGL Overlay View instance.
const webglOverlayView = new google.maps.WebGLOverlayView();
// Add the overlay to the map.
webglOverlayView.setMap(map);
生命周期钩子
WebGL 叠加视图提供了一组钩子,可在矢量基本地图的 WebGL 渲染上下文生命周期内的不同时间调用。在这些生命周期钩子中,您可以设置、绘制和拆解要在叠加层中渲染的任何内容。
onAdd()
在创建叠加层时调用,可用于在绘制叠加层之前提取或创建无需立即访问 WebGL 渲染上下文的中间数据结构。
onContextRestored({gl})
在渲染上下文可用时调用,可用于初始化或绑定任何 WebGL 状态,例如着色器、GL 缓冲区对象等。onContextRestored()
接受一个 WebGLStateOptions
实例作为参数,后者只有一个字段:
gl
是基本地图所用的 WebGLRenderingContext
的句柄。
onDraw({gl, transformer})
在基本地图上渲染场景。onDraw()
的参数是一个 WebGLDrawOptions
对象,后者包含两个字段:
gl
是基本地图所用的 WebGLRenderingContext
的句柄。
transformer
提供辅助函数来从地图坐标转换为模型视图投影矩阵,该矩阵可用于将地图坐标转换为世界空间、镜头空间和屏幕空间。
onContextLost()
在渲染上下文因任何原因丢失时调用,您应在其中清除所有先前存在的 GL 状态,因为已不再需要此类状态。
onStateUpdate({gl})
在渲染循环之外更新 GL 状态,并在调用 requestStateUpdate
时调用。该方法接受一个 WebGLStateOptions
实例作为参数,后者只有一个字段:
gl
是基本地图所用的 WebGLRenderingContext
的句柄。
onRemove()
在使用 WebGLOverlayView.setMap(null)
从地图中移除叠加层时调用,您应在其中移除所有的中间对象。
例如,以下是所有生命周期钩子的基本实现:
const webglOverlayView = new google.maps.WebGLOverlayView();
webglOverlayView.onAdd = () => {
// Do setup that does not require access to rendering context.
}
webglOverlayView.onContextRestored = ({gl}) => {
// Do setup that requires access to rendering context before onDraw call.
}
webglOverlayView.onStateUpdate = ({gl}) => {
// Do GL state setup or updates outside of the render loop.
}
webglOverlayView.onDraw = ({gl, transformer}) => {
// Render objects.
}
webglOverlayView.onContextLost = () => {
// Clean up pre-existing GL state.
}
webglOverlayView.onRemove = () => {
// Remove all intermediate objects.
}
webglOverlayView.setMap(map);
重置 GL 状态
WebGL 叠加视图公开了基本地图的 WebGL 渲染上下文。因此,在渲染完对象后,请务必将 GL 状态重置为其原始状态,这一点极为重要。未能重置 GL 状态可能会导致 GL 状态冲突,进而导致地图和您指定的任何对象渲染失败。
GL 状态重置通常在 onDraw()
钩子中进行处理。例如,Three.js 提供了一个辅助函数,用于清除对 GL 状态所做的任何更改:
webglOverlayView.onDraw = ({gl, transformer}) => {
// Specify an object to render.
renderer.render(scene, camera);
renderer.resetState();
}
如果地图或您的对象渲染失败,很可能是因为 GL 状态尚未重置。
通过提供纬度和经度坐标组合以及海拔高度,可指定对象在矢量地图上的位置。不过,3D 图形是在世界空间、镜头空间或屏幕空间中指定的。为了更轻松地将地图坐标转换为这些更常用的空间,WebGL 叠加视图在 onDraw()
钩子中提供了 coordinateTransformer.fromLatLngAltitude(latLngAltitude, rotationArr,
scalarArr)
辅助函数,该函数接受以下各项并返回 Float64Array
:
latLngAltitude
:纬度/经度/海拔高度坐标,格式为 LatLngAltitude
或 LatLngAltitudeLiteral
。
rotationArr
:欧拉旋转角的 Float32Array
(以度数表示)。
scalarArr
:应用于基轴的标量的 Float32Array
。
例如,以下代码使用 fromLatLngAltitude()
在 Three.js 中创建镜头投影矩阵:
const camera = new THREE.PerspectiveCamera();
const matrix = coordinateTransformer.fromLatLngAltitude({
lat: mapOptions.center.lat,
lng: mapOptions.center.lng,
altitude: 120,
});
camera.projectionMatrix = new THREE.Matrix4().fromArray(matrix);
示例
下例简单介绍了如何使用 Three.js(一个热门开源 WebGL 库)在地图上放置 3D 对象。如需查看有关使用 WebGL 叠加视图构建本页面顶部所运行示例的完整演示,不妨试着学习“打造采用 WebGL 加速技术的地图体验”Codelab。
const webglOverlayView = new google.maps.WebGLOverlayView();
let scene, renderer, camera, loader;
webglOverlayView.onAdd = () => {
// Set up the Three.js scene.
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera();
const ambientLight = new THREE.AmbientLight( 0xffffff, 0.75 ); // Soft white light.
scene.add(ambientLight);
// Load the 3D model with GLTF Loader from Three.js.
loader = new GLTFLoader();
loader.load("pin.gltf");
}
webglOverlayView.onContextRestored = ({gl}) => {
// Create the Three.js renderer, using the
// maps's WebGL rendering context.
renderer = new THREE.WebGLRenderer({
canvas: gl.canvas,
context: gl,
...gl.getContextAttributes(),
});
renderer.autoClear = false;
}
webglOverlayView.onDraw = ({gl, transformer}) => {
// Update camera matrix to ensure the model is georeferenced correctly on the map.
const matrix = transformer.fromLatLngAltitude({
lat: mapOptions.center.lat,
lng: mapOptions.center.lng,
altitude: 120,
});
camera.projectionMatrix = new THREE.Matrix4().fromArray(matrix);
// Request a redraw and render the scene.
webglOverlayView.requestRedraw();
renderer.render(scene, camera);
// Always reset the GL state.
renderer.resetState();
}
// Add the overlay to the map.
webglOverlayView.setMap(map);
如未另行说明,那么本页面中的内容已根据知识共享署名 4.0 许可获得了许可,并且代码示例已根据 Apache 2.0 许可获得了许可。有关详情,请参阅 Google 开发者网站政策。Java 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-08-31。
[null,null,["最后更新时间 (UTC):2025-08-31。"],[[["\u003cp\u003eWebGL Overlay View empowers you to seamlessly integrate 3D and 2D content into Google Maps using WebGL directly or via libraries like Three.js, leveraging the same rendering context for synchronized visuals and depth occlusion with buildings.\u003c/p\u003e\n"],["\u003cp\u003eIt's crucial to load the map with a vector map enabled map ID, ideally with tilt and rotation activated, to fully utilize 3D camera control and functionalities.\u003c/p\u003e\n"],["\u003cp\u003eWebGL Overlay View offers lifecycle hooks like \u003ccode\u003eonAdd\u003c/code\u003e, \u003ccode\u003eonContextRestored\u003c/code\u003e, \u003ccode\u003eonDraw\u003c/code\u003e, \u003ccode\u003eonContextLost\u003c/code\u003e, \u003ccode\u003eonStateUpdate\u003c/code\u003e, and \u003ccode\u003eonRemove\u003c/code\u003e, providing control over setup, rendering, and teardown of your overlay elements.\u003c/p\u003e\n"],["\u003cp\u003eRemember to reset the GL state after rendering using methods like \u003ccode\u003erenderer.resetState()\u003c/code\u003e (Three.js) to avoid rendering conflicts and ensure proper functionality.\u003c/p\u003e\n"],["\u003cp\u003eUtilize the \u003ccode\u003ecoordinateTransformer.fromLatLngAltitude()\u003c/code\u003e helper function within \u003ccode\u003eonDraw\u003c/code\u003e to transform latitude/longitude/altitude coordinates to world/camera/screen space for accurate object placement and georeferencing.\u003c/p\u003e\n"]]],[],null,["# WebGL Overlay View\n\n\u003cbr /\u003e\n\n\n[View Sample](/maps/documentation/javascript/examples/webgl/webgl-overlay-simple)\n\nWith WebGL Overlay View you can add content to your maps using WebGL directly,\nor popular Graphics libraries like Three.js. WebGL Overlay View provides direct\naccess to the same WebGL rendering context Google Maps Platform uses to render\nthe vector basemap. This use of a shared rendering context provides benefits\nsuch as depth occlusion with 3D building geometry, and the ability to sync 2D/3D\ncontent with basemap rendering. Objects rendered with the WebGL Overlay View can\nalso be tied to latitude/longitude coordinates, so they move when you drag,\nzoom, pan, or tilt the map.\n\nRequirements\n------------\n\nTo use WebGL Overlay View, you must load the map using a map ID with the vector\nmap enabled. We strongly recommend enabling tilt and rotation when you create\nthe map ID, to allow for full 3D camera control.\n[See the overview for details](/maps/documentation/javascript/webgl).\n\nAdd WebGL Overlay View\n----------------------\n\nTo add the overlay to your map, implement `google.maps.WebGLOverlayView`, then\npass it your map instance using `setMap`: \n\n // Create a map instance.\n const map = new google.maps.Map(mapDiv, mapOptions);\n\n // Create a WebGL Overlay View instance.\n const webglOverlayView = new google.maps.WebGLOverlayView();\n\n // Add the overlay to the map.\n webglOverlayView.setMap(map);\n\nLifecycle hooks\n---------------\n\nWebGL Overlay View provides a set of hooks that are called at various times in\nthe lifecycle of the WebGL rendering context of the vector basemap. These\nlifecycle hooks are where you setup, draw, and tear down anything you want\nrendered in the overlay.\n\n- **`onAdd()`** is called when the overlay is created. Use it to fetch or create intermediate data structures before the overlay is drawn that don't require immediate access to the WebGL rendering context.\n- **`onContextRestored({gl})`** is called once the rendering context is available. Use it to initialize or bind any WebGL state such as shaders, GL buffer objects, and so on. `onContextRestored()` takes a `WebGLStateOptions` instance, which has a single field:\n - `gl` is a handle to the `WebGLRenderingContext` used by the basemap.\n- **`onDraw({gl, transformer})`** renders the scene on the basemap. The parameters for `onDraw()` is a `WebGLDrawOptions` object, which has two fields:\n - `gl` is a handle to the `WebGLRenderingContext` used by the basemap.\n - `transformer` provides helper functions to transform from map coordinates to model-view-projection matrix, which can be used to translate map coordinates to world space, camera space, and screen space.\n- **`onContextLost()`** is called when the rendering context is lost for any reason, and is where you should clean up any pre-existing GL state, since it is no longer needed.\n- **`onStateUpdate({gl})`** updates the GL state outside of the render loop, and is invoked when `requestStateUpdate` is called. It takes a `WebGLStateOptions` instance, which has a single field:\n - `gl` is a handle to the `WebGLRenderingContext` used by the basemap.\n- **`onRemove()`** is called when the overlay is removed from the map with `WebGLOverlayView.setMap(null)`, and is where you should remove all intermediate objects.\n\nFor example, the following is a basic implementation of all lifecycle hooks: \n\n const webglOverlayView = new google.maps.WebGLOverlayView();\n\n webglOverlayView.onAdd = () =\u003e {\n // Do setup that does not require access to rendering context.\n }\n\n webglOverlayView.onContextRestored = ({gl}) =\u003e {\n // Do setup that requires access to rendering context before onDraw call.\n }\n\n webglOverlayView.onStateUpdate = ({gl}) =\u003e {\n // Do GL state setup or updates outside of the render loop.\n }\n\n webglOverlayView.onDraw = ({gl, transformer}) =\u003e {\n // Render objects.\n }\n\n webglOverlayView.onContextLost = () =\u003e {\n // Clean up pre-existing GL state.\n }\n\n webglOverlayView.onRemove = () =\u003e {\n // Remove all intermediate objects.\n }\n\n webglOverlayView.setMap(map);\n\nResetting GL State\n------------------\n\nWebGL Overlay View exposes the WebGL rendering context of the basemap. Because\nof this, it is extremely important that you reset the GL state to its original\nstate when you are done rendering objects. Failure to reset the GL state is\nlikely to result in GL state conflicts, which will cause rendering of both the\nmap and any objects you specify to fail.\n\nResetting the GL state is normally handled in the `onDraw()` hook. For example,\nThree.js provides a helper function that clears any changes to the GL state: \n\n webglOverlayView.onDraw = ({gl, transformer}) =\u003e {\n // Specify an object to render.\n renderer.render(scene, camera);\n renderer.resetState();\n }\n\nIf the map or your objects fail to render, it is very likely that the GL state\nhas not been reset.\n\nCoordinate Transformations\n--------------------------\n\nThe position of an object on the vector map is specified by providing a\ncombination of latitude and longitude coordinates, as well as altitude. 3D\ngraphics, however, are specified in world space, camera space, or screen space.\nTo make it easier to transform map coordinates to these more commonly used\nspaces, WebGL Overlay View provides the\n`coordinateTransformer.fromLatLngAltitude(latLngAltitude, rotationArr,\nscalarArr)` helper function in the `onDraw()` hook that takes the following and\nreturns a `Float64Array`:\n\n- `latLngAltitude`: Latitude/longitude/altitude coordinates either as a `LatLngAltitude` or `LatLngAltitudeLiteral`.\n- `rotationArr`: `Float32Array` of euler rotation angles specified in degrees.\n- `scalarArr`: `Float32Array` of scalars to apply to the cardinal axis.\n\nFor example, the following uses `fromLatLngAltitude()` to create a camera\nprojection matrix in Three.js: \n\n const camera = new THREE.PerspectiveCamera();\n const matrix = coordinateTransformer.fromLatLngAltitude({\n lat: mapOptions.center.lat,\n lng: mapOptions.center.lng,\n altitude: 120,\n });\n camera.projectionMatrix = new THREE.Matrix4().fromArray(matrix);\n\nExample\n-------\n\nThe following is a simple example of using [Three.js](https://threejs.org), a\npopular, open source WebGL library, to place a 3D object on the map. For a\ncomplete walkthrough of using WebGL Overlay View to build the example you see\nrunning at the top of this page, try the\n[Building WebGL-accelerated Map Experiences codelab](http://goo.gle/maps-platform-webgl-codelab). \n\n const webglOverlayView = new google.maps.WebGLOverlayView();\n let scene, renderer, camera, loader;\n\n webglOverlayView.onAdd = () =\u003e {\n // Set up the Three.js scene.\n scene = new THREE.Scene();\n camera = new THREE.PerspectiveCamera();\n const ambientLight = new THREE.AmbientLight( 0xffffff, 0.75 ); // Soft white light.\n scene.add(ambientLight);\n\n // Load the 3D model with GLTF Loader from Three.js.\n loader = new GLTFLoader();\n loader.load(\"pin.gltf\");\n }\n\n webglOverlayView.onContextRestored = ({gl}) =\u003e {\n // Create the Three.js renderer, using the\n // maps's WebGL rendering context.\n renderer = new THREE.WebGLRenderer({\n canvas: gl.canvas,\n context: gl,\n ...gl.getContextAttributes(),\n });\n renderer.autoClear = false;\n }\n\n webglOverlayView.onDraw = ({gl, transformer}) =\u003e {\n // Update camera matrix to ensure the model is georeferenced correctly on the map.\n const matrix = transformer.fromLatLngAltitude({\n lat: mapOptions.center.lat,\n lng: mapOptions.center.lng,\n altitude: 120,\n });\n camera.projectionMatrix = new THREE.Matrix4().fromArray(matrix);\n\n // Request a redraw and render the scene.\n webglOverlayView.requestRedraw();\n renderer.render(scene, camera);\n\n // Always reset the GL state.\n renderer.resetState();\n }\n\n // Add the overlay to the map.\n webglOverlayView.setMap(map);"]]