[core] set correct depth values for CustomLayer so compositing works
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@@ -1,11 +1,12 @@
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#include <mbgl/test/util.hpp>
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#include <mbgl/test/stub_file_source.hpp>
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#include <mbgl/gl/gl.hpp>
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#include <mbgl/map/map.hpp>
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#include <mbgl/platform/default/headless_display.hpp>
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#include <mbgl/platform/default/headless_view.hpp>
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#include <mbgl/storage/default_file_source.hpp>
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#include <mbgl/style/layers/custom_layer.hpp>
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#include <mbgl/style/layers/fill_layer.hpp>
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#include <mbgl/util/io.hpp>
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#include <mbgl/util/mat4.hpp>
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#include <mbgl/util/run_loop.hpp>
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@@ -13,8 +14,20 @@
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using namespace mbgl;
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using namespace mbgl::style;
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static const GLchar * vertexShaderSource = "attribute vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); }";
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static const GLchar * fragmentShaderSource = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
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// Note that custom layers need to draw geometry with a z value of 1 to take advantage of
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// depth-based fragment culling.
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static const GLchar* vertexShaderSource = R"MBGL_SHADER(
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attribute vec2 a_pos;
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void main() {
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gl_Position = vec4(a_pos, 1, 1);
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}
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)MBGL_SHADER";
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static const GLchar* fragmentShaderSource = R"MBGL_SHADER(
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void main() {
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gl_FragColor = vec4(0, 0.5, 0, 0.5);
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}
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)MBGL_SHADER";
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// Not using any mbgl-specific stuff (other than a basic error-checking macro) in the
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// layer implementation because it is intended to reflect how someone using custom layers
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@@ -47,10 +60,10 @@ public:
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MBGL_CHECK_ERROR(glLinkProgram(program));
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a_pos = glGetAttribLocation(program, "a_pos");
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GLfloat background[] = { -1,-1, 1,-1, -1,1, 1,1 };
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GLfloat triangle[] = { 0, 0.5, 0.5, -0.5, -0.5, -0.5 };
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MBGL_CHECK_ERROR(glGenBuffers(1, &buffer));
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
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MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), background, GL_STATIC_DRAW));
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MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), triangle, GL_STATIC_DRAW));
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}
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void render() {
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@@ -58,9 +71,7 @@ public:
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
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MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
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MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST));
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MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
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}
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GLuint program = 0;
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@@ -75,10 +86,17 @@ TEST(CustomLayer, Basic) {
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auto display = std::make_shared<mbgl::HeadlessDisplay>();
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HeadlessView view(display, 1);
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StubFileSource fileSource;
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#ifdef MBGL_ASSET_ZIP
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// Regenerate with `cd test/fixtures/api/ && zip -r assets.zip assets/`
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DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets.zip");
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#else
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DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets");
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#endif
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Map map(view, fileSource, MapMode::Still);
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map.setStyleJSON(util::read_file("test/fixtures/api/empty.json"));
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map.setStyleJSON(util::read_file("test/fixtures/api/water.json"));
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map.setLatLngZoom({ 37.8, -122.5 }, 10);
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map.addLayer(std::make_unique<CustomLayer>(
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"custom",
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[] (void* context) {
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@@ -91,5 +109,10 @@ TEST(CustomLayer, Basic) {
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delete reinterpret_cast<TestLayer*>(context);
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}, new TestLayer()));
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test::checkImage("test/fixtures/custom_layer/basic", test::render(map));
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auto layer = std::make_unique<FillLayer>("landcover", "mapbox");
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layer->setSourceLayer("landcover");
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layer->setFillColor(Color{ 1.0, 1.0, 0.0, 1.0 });
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map.addLayer(std::move(layer));
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test::checkImage("test/fixtures/custom_layer/basic", test::render(map), 0.0006, 0.1);
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}
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