[core] set correct depth values for CustomLayer so compositing works
This commit is contained in:
@@ -33,6 +33,8 @@ struct CustomLayerRenderParameters {
|
||||
* any assumptions about the GL state (other than that the correct context is active). It may
|
||||
* make changes to the state, and is not required to reset values such as the depth mask, stencil
|
||||
* mask, and corresponding test flags to their original values.
|
||||
* Make sure that you are drawing your fragments with a z value of 1 to take advantage of the
|
||||
* opaque fragment culling in case there are opaque layers above your custom layer.
|
||||
*/
|
||||
using CustomLayerRenderFunction = void (*)(void* context, const CustomLayerRenderParameters&);
|
||||
|
||||
|
||||
@@ -263,6 +263,11 @@ void Painter::renderPass(PaintParameters& parameters,
|
||||
} else if (layer.is<CustomLayer>()) {
|
||||
MBGL_DEBUG_GROUP(layer.baseImpl->id + " - custom");
|
||||
VertexArrayObject::Unbind();
|
||||
config.depthFunc.reset();
|
||||
config.depthTest = GL_TRUE;
|
||||
config.depthMask = GL_FALSE;
|
||||
config.stencilTest = GL_FALSE;
|
||||
setDepthSublayer(0);
|
||||
layer.as<CustomLayer>()->impl->render(state);
|
||||
config.setDirty();
|
||||
} else {
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
#include <mbgl/test/util.hpp>
|
||||
#include <mbgl/test/stub_file_source.hpp>
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
#include <mbgl/map/map.hpp>
|
||||
#include <mbgl/platform/default/headless_display.hpp>
|
||||
#include <mbgl/platform/default/headless_view.hpp>
|
||||
#include <mbgl/storage/default_file_source.hpp>
|
||||
#include <mbgl/style/layers/custom_layer.hpp>
|
||||
#include <mbgl/style/layers/fill_layer.hpp>
|
||||
#include <mbgl/util/io.hpp>
|
||||
#include <mbgl/util/mat4.hpp>
|
||||
#include <mbgl/util/run_loop.hpp>
|
||||
@@ -13,8 +14,20 @@
|
||||
using namespace mbgl;
|
||||
using namespace mbgl::style;
|
||||
|
||||
static const GLchar * vertexShaderSource = "attribute vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); }";
|
||||
static const GLchar * fragmentShaderSource = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
|
||||
// Note that custom layers need to draw geometry with a z value of 1 to take advantage of
|
||||
// depth-based fragment culling.
|
||||
static const GLchar* vertexShaderSource = R"MBGL_SHADER(
|
||||
attribute vec2 a_pos;
|
||||
void main() {
|
||||
gl_Position = vec4(a_pos, 1, 1);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
|
||||
static const GLchar* fragmentShaderSource = R"MBGL_SHADER(
|
||||
void main() {
|
||||
gl_FragColor = vec4(0, 0.5, 0, 0.5);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
|
||||
// Not using any mbgl-specific stuff (other than a basic error-checking macro) in the
|
||||
// layer implementation because it is intended to reflect how someone using custom layers
|
||||
@@ -47,10 +60,10 @@ public:
|
||||
MBGL_CHECK_ERROR(glLinkProgram(program));
|
||||
a_pos = glGetAttribLocation(program, "a_pos");
|
||||
|
||||
GLfloat background[] = { -1,-1, 1,-1, -1,1, 1,1 };
|
||||
GLfloat triangle[] = { 0, 0.5, 0.5, -0.5, -0.5, -0.5 };
|
||||
MBGL_CHECK_ERROR(glGenBuffers(1, &buffer));
|
||||
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
|
||||
MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), background, GL_STATIC_DRAW));
|
||||
MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), triangle, GL_STATIC_DRAW));
|
||||
}
|
||||
|
||||
void render() {
|
||||
@@ -58,9 +71,7 @@ public:
|
||||
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
|
||||
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
|
||||
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
|
||||
MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST));
|
||||
MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
|
||||
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
|
||||
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
|
||||
}
|
||||
|
||||
GLuint program = 0;
|
||||
@@ -75,10 +86,17 @@ TEST(CustomLayer, Basic) {
|
||||
|
||||
auto display = std::make_shared<mbgl::HeadlessDisplay>();
|
||||
HeadlessView view(display, 1);
|
||||
StubFileSource fileSource;
|
||||
|
||||
#ifdef MBGL_ASSET_ZIP
|
||||
// Regenerate with `cd test/fixtures/api/ && zip -r assets.zip assets/`
|
||||
DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets.zip");
|
||||
#else
|
||||
DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets");
|
||||
#endif
|
||||
|
||||
Map map(view, fileSource, MapMode::Still);
|
||||
map.setStyleJSON(util::read_file("test/fixtures/api/empty.json"));
|
||||
map.setStyleJSON(util::read_file("test/fixtures/api/water.json"));
|
||||
map.setLatLngZoom({ 37.8, -122.5 }, 10);
|
||||
map.addLayer(std::make_unique<CustomLayer>(
|
||||
"custom",
|
||||
[] (void* context) {
|
||||
@@ -91,5 +109,10 @@ TEST(CustomLayer, Basic) {
|
||||
delete reinterpret_cast<TestLayer*>(context);
|
||||
}, new TestLayer()));
|
||||
|
||||
test::checkImage("test/fixtures/custom_layer/basic", test::render(map));
|
||||
auto layer = std::make_unique<FillLayer>("landcover", "mapbox");
|
||||
layer->setSourceLayer("landcover");
|
||||
layer->setFillColor(Color{ 1.0, 1.0, 0.0, 1.0 });
|
||||
map.addLayer(std::move(layer));
|
||||
|
||||
test::checkImage("test/fixtures/custom_layer/basic", test::render(map), 0.0006, 0.1);
|
||||
}
|
||||
|
||||
BIN
test/fixtures/api/assets/streets/10-163-395.vector.pbf
vendored
Normal file
BIN
test/fixtures/api/assets/streets/10-163-395.vector.pbf
vendored
Normal file
Binary file not shown.
BIN
test/fixtures/custom_layer/basic/expected.png
vendored
BIN
test/fixtures/custom_layer/basic/expected.png
vendored
Binary file not shown.
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 12 KiB |
Reference in New Issue
Block a user