Files
MapLibreParticleLab/platform/darwin/app/LimeGreenStyleLayer.m
mwilsnd 20d9e1028c Platform flattening overhaul (#1393)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
2023-07-26 17:50:34 +02:00

59 lines
2.0 KiB
Objective-C

#import "LimeGreenStyleLayer.h"
#import <GLKit/GLKit.h>
@implementation LimeGreenStyleLayer {
GLuint _program;
GLuint _vertexShader;
GLuint _fragmentShader;
GLuint _buffer;
GLuint _aPos;
}
- (void)didMoveToMapView:(MLNMapView *)mapView {
static const GLchar *vertexShaderSource = "#version 300 es\nlayout (location = 0) in vec2 a_pos; void main() { gl_Position = vec4(a_pos, 1, 1); }";
static const GLchar *fragmentShaderSource = "#version 300 es\nout highp vec4 fragColor; void main() { fragColor = vec4(0, 0.5, 0, 0.5); }";
_program = glCreateProgram();
_vertexShader = glCreateShader(GL_VERTEX_SHADER);
_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(_vertexShader);
glAttachShader(_program, _vertexShader);
glShaderSource(_fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(_fragmentShader);
glAttachShader(_program, _fragmentShader);
glLinkProgram(_program);
_aPos = glGetAttribLocation(_program, "a_pos");
GLfloat triangle[] = { 0, 0.5, 0.5, -0.5, -0.5, -0.5 };
glGenBuffers(1, &_buffer);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), triangle, GL_STATIC_DRAW);
}
- (void)drawInMapView:(MLNMapView *)mapView withContext:(MLNStyleLayerDrawingContext)context {
glUseProgram(_program);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
glEnableVertexAttribArray(_aPos);
glVertexAttribPointer(_aPos, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
}
- (void)willMoveFromMapView:(MLNMapView *)mapView {
if (!_program) {
return;
}
glDeleteBuffers(1, &_buffer);
glDetachShader(_program, _vertexShader);
glDetachShader(_program, _fragmentShader);
glDeleteShader(_vertexShader);
glDeleteShader(_fragmentShader);
glDeleteProgram(_program);
}
@end