Use a host interface for CustomLayer instead of function pointers Co-authored-by: Julian Rex <julian.rex@mapbox.com>
109 lines
4.1 KiB
C++
109 lines
4.1 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/util/default_thread_pool.hpp>
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#include <mbgl/storage/default_file_source.hpp>
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#include <mbgl/gl/headless_frontend.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 : public mbgl::style::CustomLayerHost {
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public:
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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(const mbgl::style::CustomLayerRenderParameters&) {
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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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void contextLost() {}
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void deinitialize() {
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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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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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DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets");
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ThreadPool threadPool(4);
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float pixelRatio { 1 };
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HeadlessFrontend frontend { pixelRatio, fileSource, threadPool };
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Map map(frontend, MapObserver::nullObserver(), frontend.getSize(), pixelRatio, fileSource,
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threadPool, MapMode::Static);
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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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std::make_unique<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", frontend.render(map), 0.0006, 0.1);
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}
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