121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
#include <mbgl/test/util.hpp>
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#include <mbgl/gfx/backend_scope.hpp>
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#include <mbgl/gfx/headless_frontend.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/style/layers/custom_layer.hpp>
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#include <mbgl/gl/defines.hpp>
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#include <mbgl/gl/renderable_resource.hpp>
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#include <mbgl/map/map.hpp>
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#include <mbgl/map/map_options.hpp>
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#include <mbgl/platform/gl_functions.hpp>
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#include <mbgl/storage/resource_options.hpp>
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#include <mbgl/style/layers/background_layer.hpp>
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#include <mbgl/style/layers/fill_layer.hpp>
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#include <mbgl/style/style.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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using namespace mbgl::platform;
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static const GLchar* vertexShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec2 a_pos;
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void main() {
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gl_Position = vec4(a_pos, 0, 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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#ifdef GL_ES
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precision mediump float;
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#endif
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void main() {
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gl_FragColor = vec4(0, 1, 0, 1);
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}
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)MBGL_SHADER";
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struct Shader {
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Shader(const GLchar* vertex, const GLchar* fragment) {
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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, &vertex, 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, &fragment, 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 = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
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}
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~Shader() {
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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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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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GLuint a_pos = 0;
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};
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struct Buffer {
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Buffer(std::vector<GLfloat> data) {
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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, data.size() * sizeof(GLfloat), data.data(), GL_STATIC_DRAW));
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}
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~Buffer() { MBGL_CHECK_ERROR(glDeleteBuffers(1, &buffer)); }
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GLuint buffer = 0;
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};
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TEST(GLContextMode, Shared) {
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if (gfx::Backend::GetType() != gfx::Backend::Type::OpenGL) {
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return;
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}
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util::RunLoop loop;
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HeadlessFrontend frontend{1, gfx::HeadlessBackend::SwapBehaviour::NoFlush, gfx::ContextMode::Shared};
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Map map(frontend,
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MapObserver::nullObserver(),
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MapOptions().withMapMode(MapMode::Static).withSize(frontend.getSize()),
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ResourceOptions().withCachePath(":memory:").withAssetPath("test/fixtures/api/assets"));
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map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json"));
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map.jumpTo(CameraOptions().withCenter(LatLng{37.8, -122.5}).withZoom(10.0));
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// Set transparent background layer.
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auto layer = map.getStyle().getLayer("background");
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ASSERT_STREQ("background", layer->getTypeInfo()->type);
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static_cast<BackgroundLayer*>(layer)->setBackgroundColor({{1.0f, 0.0f, 0.0f, 0.5f}});
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{
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// Custom rendering outside of GL Native render loop.
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gfx::BackendScope scope{*frontend.getBackend()};
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frontend.getBackend()->getDefaultRenderable().getResource<gl::RenderableResource>().bind();
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Shader paintShader(vertexShaderSource, fragmentShaderSource);
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Buffer triangleBuffer({0, 0.5, 0.5, -0.5, -0.5, -0.5});
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MBGL_CHECK_ERROR(glUseProgram(paintShader.program));
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer));
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos));
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MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.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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test::checkImage("test/fixtures/shared_context", frontend.render(map).image, 0.5, 0.1);
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}
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