118 lines
4.3 KiB
C++
118 lines
4.3 KiB
C++
#include <mbgl/test/util.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/map/backend_scope.hpp>
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#include <mbgl/gl/headless_backend.hpp>
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#include <mbgl/gl/offscreen_view.hpp>
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#include <mbgl/util/default_thread_pool.hpp>
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#include <mbgl/storage/default_file_source.hpp>
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#include <mbgl/style/style.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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using namespace mbgl;
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using namespace mbgl::style;
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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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// might actually write their own implementation.
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class TestLayer {
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public:
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~TestLayer() {
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if (program) {
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MBGL_CHECK_ERROR(glDeleteBuffers(1, &buffer));
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MBGL_CHECK_ERROR(glDetachShader(program, vertexShader));
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MBGL_CHECK_ERROR(glDetachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glDeleteShader(vertexShader));
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MBGL_CHECK_ERROR(glDeleteShader(fragmentShader));
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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}
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}
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void initialize() {
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program = MBGL_CHECK_ERROR(glCreateProgram());
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vertexShader = MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER));
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fragmentShader = MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER));
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MBGL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr));
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MBGL_CHECK_ERROR(glCompileShader(vertexShader));
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MBGL_CHECK_ERROR(glAttachShader(program, vertexShader));
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MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr));
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MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
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MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glLinkProgram(program));
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a_pos = glGetAttribLocation(program, "a_pos");
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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, 6 * sizeof(GLfloat), triangle, GL_STATIC_DRAW));
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}
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void render() {
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MBGL_CHECK_ERROR(glUseProgram(program));
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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(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
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}
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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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GLuint buffer = 0;
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GLuint a_pos = 0;
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};
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TEST(CustomLayer, Basic) {
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util::RunLoop loop;
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HeadlessBackend backend { test::sharedDisplay() };
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BackendScope scope { backend };
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OffscreenView view { backend.getContext() };
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DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets");
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ThreadPool threadPool(4);
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Map map(backend, view.getSize(), 1, fileSource, threadPool, MapMode::Still);
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map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json"));
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map.setLatLngZoom({ 37.8, -122.5 }, 10);
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map.getStyle().addLayer(std::make_unique<CustomLayer>(
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"custom",
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[] (void* context) {
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reinterpret_cast<TestLayer*>(context)->initialize();
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},
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[] (void* context, const CustomLayerRenderParameters&) {
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reinterpret_cast<TestLayer*>(context)->render();
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},
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[] (void* context) {
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delete reinterpret_cast<TestLayer*>(context);
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}, new TestLayer()));
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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.getStyle().addLayer(std::move(layer));
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test::checkImage("test/fixtures/custom_layer/basic", test::render(map, view), 0.0006, 0.1);
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}
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