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arcgis-custom-rendering

arcgis-custom-rendering

github.com/saschabrunnerch开发2361 次安装29 周前更新
代码仓库

关于 arcgis-custom-rendering

这是一项面向 ArcGIS Maps SDK for JavaScript 开发者的自定义渲染技能,涵盖 2D 和 3D 图层、WebGL 渲染、自定义瓦片源及 SceneView 后期处理。

主要功能

  1. 01创建自定义 2D 和 3D 图层
  2. 02构建 WebGL 渲染视图
  3. 03实现自定义瓦片源
  4. 04添加 SceneView 后期处理
  5. 05使用动态与高程图层

适用场景

  1. 01在 2D 地图中渲染自定义内容
  2. 02构建基于 WebGL 的可视化
  3. 03处理自定义瓦片数据
  4. 04为 SceneView 添加后期效果

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/saschabrunnerch/arcgis-maps-sdk-js-ai-context --skill arcgis-custom-rendering

安装后在 Claude Code 中输入/arcgis-custom-rendering确认已加载。

详细介绍

ArcGIS 自定义渲染

使用此技能创建自定义图层、在 2D/3D 中进行 WebGL 渲染、自定义切片源,以及在 SceneView 中实现后期处理效果。

导入模式

ESM(npm)
// 3D custom rendering
import RenderNode from "@arcgis/core/views/3d/webgl/RenderNode.js";

// 2D custom rendering
import BaseLayerView2D from "@arcgis/core/views/2d/layers/BaseLayerView2D.js";
import BaseLayerViewGL2D from "@arcgis/core/views/2d/layers/BaseLayerViewGL2D.js";

// Custom layer bases
import BaseTileLayer from "@arcgis/core/layers/BaseTileLayer.js";
import BaseDynamicLayer from "@arcgis/core/layers/BaseDynamicLayer.js";
import BaseElevationLayer from "@arcgis/core/layers/BaseElevationLayer.js";
import Layer from "@arcgis/core/layers/Layer.js";

// Utilities
import esriRequest from "@arcgis/core/request.js";
import Color from "@arcgis/core/Color.js";
CDN(动态导入)
const RenderNode = await $arcgis.import(
  "@arcgis/core/views/3d/webgl/RenderNode.js",
);
const BaseTileLayer = await $arcgis.import(
  "@arcgis/core/layers/BaseTileLayer.js",
);
const BaseLayerViewGL2D = await $arcgis.import(
  "@arcgis/core/views/2d/layers/BaseLayerViewGL2D.js",
);

自定义渲染概述

类2D3D典型用途
RenderNode—是SceneView 中的后期处理效果
BaseLayerView2D是—自定义 2D 画布渲染
BaseLayerViewGL2D是—WebGL 加速的 2D 渲染
BaseTileLayer是是自定义切片源和处理
BaseDynamicLayer是是按需动态渲染
BaseElevationLayer—是自定义高程/地形数据

RenderNode(3D 后期处理)

RenderNode 在 SceneView 的 WebGL 2 管线中创建自定义渲染通道。

基本 RenderNode
const LuminanceRenderNode = RenderNode.createSubclass({
  constructor() {
    this.consumes = { required: ["composite-color"] };
    this.produces = "composite-color";
  },

  render(inputs) {
    const input = inputs.find(({ name }) => name === "composite-color");
    const colorTexture = input.getTexture();
    const output = this.acquireOutputFramebuffer();
    const gl = this.gl;

    gl.useProgram(this.program);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, colorTexture);
    gl.uniform1i(this.texLocation, 0);

    gl.bindVertexArray(this.vao);
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

    // Preserve depth from input
    output.attachDepth(input.getAttachment(gl.DEPTH_STENCIL_ATTACHMENT));
    return output;
  },

  destroy() {
    if (this.program) this.gl?.deleteProgram(this.program);
    if (this.vao) this.gl?.deleteVertexArray(this.vao);
  },
});

// Add to SceneView
const view = new SceneView({ container: "viewDiv", map });
view.when(() => {
  new LuminanceRenderNode({ view });
});
RenderNode 核心概念
属性/方法说明
consumes此节点需要作为输入的渲染目标(例如,{ required: ["composite-color"] })
produces生成的渲染目标名称(设为 null 可禁用)
glWebGL 2 上下文(只读)
view对 SceneView 的引用
render(inputs)重写此方法以实现渲染逻辑
acquireOutputFramebuffer()获取用于渲染的帧缓冲区
requestRender()请求新的一帧
启用/禁用 RenderNode
const MyRenderNode = RenderNode.createSubclass({
  properties: {
    enabled: {
      get() {
        return this.produces != null;
      },
      set(value) {
        this.produces = value ? "composite-color" : null;
        this.requestRender();
      },
    },
  },
});
GLSL ES 3.0 片段着色器示例
#version 300 es
precision highp float;
out lowp vec4 fragColor;
in vec2 uv;
uniform sampler2D colorTex;

void main() {
  vec4 color = texture(colorTex, uv);
  // Luminance (grayscale) conversion
  fragColor = vec4(vec3(dot(color.rgb, vec3(0.2126, 0.7152, 0.0722))), color.a);
}

自定义 TileLayer

基本自定义 TileLayer
const TintLayer = BaseTileLayer.createSubclass({
  properties: {
    urlTemplate: null,
    tint: {
      value: null,
      type: Color,
    },
  },

  getTileUrl(level, row, col) {
    return this.urlTemplate
      .replace("{z}", level)
      .replace("{x}", col)
      .replace("{y}", row);
  },

  fetchTile(level, row, col, options) {
    const url = this.getTileUrl(level, row, col);

    return esriRequest(url, {
      responseType: "image",
      signal: options?.signal,
    }).then((response) => {
      const image = response.data;
      const width = this.tileInfo.size[0];
      const height = this.tileInfo.size[0];

      const canvas = document.createElement("canvas");
      const context = canvas.getContext("2d");
      canvas.width = width;
      canvas.height = height;

      if (this.tint) {
        context.fillStyle = this.tint.toCss();
        context.fillRect(0, 0, width, height);
        context.globalCompositeOperation = "difference";
      }

      context.drawImage(image, 0, 0, width, height);
      return canvas;
    });
  },
});

const customLayer = new TintLayer({
  urlTemplate: "https://tile.opentopomap.org/{z}/{x}/{y}.png",
  tint: new Color("#132178"),
  title: "Custom Tinted Layer",
});

map.add(customLayer);
BaseTileLayer 核心方法
方法说明
getTileUrl(level, row, col)返回切片的 URL 字符串
fetchTile(level, row, col, options)获取并按需处理切片;返回画布或图像
load()图层加载时调用
refresh()重新加载所有切片
监视属性变化
const CustomLayer = BaseTileLayer.createSubclass({
  properties: {
    customProperty: null,
  },

  initialize() {
    reactiveUtils.watch(
      () => this.customProperty,
      () => this.refresh(),
    );
  },
});

自定义 DynamicLayer

const CustomDynamicLayer = BaseDynamicLayer.createSubclass({
  properties: {
    data: null,
  },

  getImageUrl(extent, width, height) {
    const canvas = document.createElement("canvas");
    canvas.width = width;
    canvas.height = height;
    const context = canvas.getContext("2d");

    // Convert geo coords to pixel coords
    const xScale = width / (extent.xmax - extent.xmin);
    const yScale = height / (extent.ymax - extent.ymin);

    this.data.forEach((point) => {
      const x = (point.x - extent.xmin) * xScale;
      const y = height - (point.y - extent.ymin) * yScale;
      context.beginPath();
      context.arc(x, y, 5, 0, Math.PI * 2);
      context.fillStyle = "red";
      context.fill();
    });

    return canvas.toDataURL("image/png");
  },
});

自定义高程图层

const ExaggeratedElevationLayer = BaseElevationLayer.createSubclass({
  properties: {
    exaggeration: 2,
  },

  load() {
    this._elevation = new ElevationLayer({
      url: "https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer",
    });
    this.addResolvingPromise(this._elevation.load());
  },

  fetchTile(level, row, col, options) {
    return this._elevation.fetchTile(level, row, col, options).then((data) => {
      const exaggeration = this.exaggeration;
      for (let i = 0; i < data.values.length; i++) {
        data.values[i] *= exaggeration;
      }
      return data;
    });
  },
});

WebGL 自定义 2D 渲染(BaseLayerViewGL2D)

使用 WebGL 的自定义 LayerView
const CustomGLLayerView = BaseLayerViewGL2D.createSubclass({
  attach() {
    const gl = this.context;
    this.program = this.createShaderProgram(gl);
    this.buffer = gl.createBuffer();
    this.vao = gl.createVertexArray();
  },

  render(renderParameters) {
    const gl = renderParameters.context;
    const { displayViewMatrix3, size } = renderParameters.state;

    gl.useProgram(this.program);
    gl.uniformMatrix3fv(
      gl.getUniformLocation(this.program, "u_matrix"),
      false,
      displayViewMatrix3,
    );
    gl.bindVertexArray(this.vao);
    gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
  },

  detach() {
    const gl = this.context;
    gl.deleteProgram(this.program);
    gl.deleteBuffer(this.buffer);
    gl.deleteVertexArray(this.vao);
  },
});
使用 createLayerView 的自定义图层
const CustomLayer = Layer.createSubclass({
  createLayerView(view) {
    if (view.type === "2d") {
      return new CustomGLLayerView({ view, layer: this });
    }
  },
});
BaseLayerView2D(基于画布)
const CustomLayerView2D = BaseLayerView2D.createSubclass({
  attach() {
    // Initialize resources
  },

  render(renderParameters) {
    const { context, state } = renderParameters;
    const ctx = context; // CanvasRenderingContext2D

    // state.size — viewport size [width, height]
    // state.resolution — map units per pixel
    // state.extent — current visible extent

    const screenPoint = state.toScreen(state.center);
    ctx.fillStyle = "red";
    ctx.fillRect(screenPoint[0] - 5, screenPoint[1] - 5, 10, 10);
  },

  detach() {
    // Clean up resources
  },
});
LayerView 生命周期
方法说明
attach()将 LayerView 添加到视图时调用 — 初始化资源
render(renderParameters)每帧调用以绘制内容
detach()从视图中移除 LayerView 时调用 — 清理资源
requestRender()请求在下一帧重新渲染

LERC 解码

import * as Lerc from "https://cdn.jsdelivr.net/npm/[email protected]/+esm";

const LercLayer = BaseTileLayer.createSubclass({
  properties: {
    urlTemplate: null,
    minValue: 0,
    maxValue: 1000,
  },

  fetchTile(level, row, col, options) {
    const url = this.urlTemplate
      .replace("{z}", level)
      .replace("{x}", col)
      .replace("{y}", row);

    return esriRequest(url, {
      responseType: "array-buffer",
      signal: options?.signal,
    }).then((response) => {
      const decodedPixels = Lerc.decode(response.data);
      const { width, height, pixels } = decodedPixels;

      const canvas = document.createElement("canvas");
      canvas.width = width;
      canvas.height = height;
      const ctx = canvas.getContext("2d");
      const imageData = ctx.createImageData(width, height);

      for (let i = 0; i < pixels[0].length; i++) {
        const value = pixels[0][i];
        const normalized =
          (value - this.minValue) / (this.maxValue - this.minValue);
        imageData.data[i * 4] = Math.round(normalized * 255);
        imageData.data[i * 4 + 1] = 0;
        imageData.data[i * 4 + 2] = Math.round((1 - normalized) * 255);
        imageData.data[i * 4 + 3] = 255;
      }

      ctx.putImageData(imageData, 0, 0);
      return canvas;
    });
  },
});

自定义混合图层

const BlendLayer = BaseTileLayer.createSubclass({
  properties: {
    multiplyLayers: null,
  },

  load() {
    this.multiplyLayers.forEach((layer) => {
      this.addResolvingPromise(layer.load());
    });
  },

  fetchTile(level, row, col, options) {
    const tilePromises = this.multiplyLayers.map((layer) =>
      layer.fetchTile(level, row, col, options),
    );

    return Promise.all(tilePromises).then((images) => {
      const width = this.tileInfo.size[0];
      const height = this.tileInfo.size[1];
      const canvas = document.createElement("canvas");
      canvas.width = width;
      canvas.height = height;
      const ctx = canvas.getContext("2d");

      ctx.drawImage(images[0], 0, 0, width, height);
      ctx.globalCompositeOperation = "multiply";
      for (let i = 1; i < images.length; i++) {
        ctx.drawImage(images[i], 0, 0, width, height);
      }
      return canvas;
    });
  },
});

常见问题

  1. CORS:外部切片服务必须支持 CORS,才能进行基于画布的处理。

  2. 画布大小:确保切片大小与 tileInfo.size[0] 完全一致,否则会导致渲染异常。

  3. 内存管理:务必在 detach() 或 destroy() 中清理 WebGL 资源(程序、缓冲区、VAO、纹理)。

  4. 中止信号:务必将 options?.signal 传递给 esriRequest,以便正确取消请求。

  5. 坐标系:像素对齐渲染使用 displayViewMatrix3,地图坐标渲染使用 viewMatrix3。

  6. RenderNode WebGL 版本:SceneView 使用 WebGL 2,着色器必须使用 #version 300 es。

  7. createSubclass 模式:使用 BaseTileLayer.createSubclass({...}),不要使用 ES6 class extends。

参考示例

  • layers-custom-tilelayer — 自定义着色切片图层
  • layers-custom-blendlayer — 多图层混合
  • layers-custom-lerc-2d — LERC 数据解码
  • layers-custom-elevation-exaggerated — 高程夸张
  • layers-custom-dynamiclayer — 动态按需渲染
  • custom-gl-tiles — WebGL 切片渲染
  • custom-gl-visuals — 复杂 WebGL 可视化
  • custom-gl-animated-lines — 动画线渲染
  • custom-render-node-color — RenderNode 颜色后处理
  • custom-render-node-dof — 景深效果
  • custom-render-node-windmills — 3D 几何体渲染
  • custom-lv-deckgl — deck.gl 集成

相关技能

  • arcgis-3d-layers — SceneLayer、PointCloudLayer、VoxelLayer
  • arcgis-scene-environment — 光照、天气、大气
  • arcgis-layers — 标准图层类型
  • arcgis-performance — 渲染优化

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