116 lines
4.3 KiB
C++
116 lines
4.3 KiB
C++
#if MLN_RENDER_BACKEND_OPENGL
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#include <mbgl/test/util.hpp>
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#include <mbgl/gfx/headless_frontend.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/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/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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// Note that custom layers need to draw geometry with a z value of 1 to take
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// advantage of 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)
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// in the layer implementation because it is intended to reflect how someone
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// using custom layers 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() override {
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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 = MBGL_CHECK_ERROR(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&) override {
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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() override {}
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void deinitialize() override {
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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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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};
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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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map.getStyle().addLayer(std::make_unique<CustomLayer>("custom", 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).image, 0.0006, 0.1);
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}
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#endif
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