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Diffstat (limited to 'test/api/custom_layer.test.cpp')
-rw-r--r-- | test/api/custom_layer.test.cpp | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/test/api/custom_layer.test.cpp b/test/api/custom_layer.test.cpp new file mode 100644 index 0000000000..2dded19256 --- /dev/null +++ b/test/api/custom_layer.test.cpp @@ -0,0 +1,118 @@ +#include <mbgl/test/util.hpp> + +#include <mbgl/gl/gl.hpp> +#include <mbgl/map/map.hpp> +#include <mbgl/platform/default/headless_display.hpp> +#include <mbgl/platform/default/headless_view.hpp> +#include <mbgl/storage/default_file_source.hpp> +#include <mbgl/style/layers/custom_layer.hpp> +#include <mbgl/style/layers/fill_layer.hpp> +#include <mbgl/util/io.hpp> +#include <mbgl/util/mat4.hpp> +#include <mbgl/util/run_loop.hpp> + +using namespace mbgl; +using namespace mbgl::style; + +// Note that custom layers need to draw geometry with a z value of 1 to take advantage of +// depth-based fragment culling. +static const GLchar* vertexShaderSource = R"MBGL_SHADER( +attribute vec2 a_pos; +void main() { + gl_Position = vec4(a_pos, 1, 1); +} +)MBGL_SHADER"; + +static const GLchar* fragmentShaderSource = R"MBGL_SHADER( +void main() { + gl_FragColor = vec4(0, 0.5, 0, 0.5); +} +)MBGL_SHADER"; + +// Not using any mbgl-specific stuff (other than a basic error-checking macro) in the +// layer implementation because it is intended to reflect how someone using custom layers +// might actually write their own implementation. + +class TestLayer { +public: + ~TestLayer() { + if (program) { + MBGL_CHECK_ERROR(glDeleteBuffers(1, &buffer)); + MBGL_CHECK_ERROR(glDetachShader(program, vertexShader)); + MBGL_CHECK_ERROR(glDetachShader(program, fragmentShader)); + MBGL_CHECK_ERROR(glDeleteShader(vertexShader)); + MBGL_CHECK_ERROR(glDeleteShader(fragmentShader)); + MBGL_CHECK_ERROR(glDeleteProgram(program)); + } + } + + void initialize() { + program = MBGL_CHECK_ERROR(glCreateProgram()); + vertexShader = MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER)); + fragmentShader = MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER)); + + MBGL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr)); + MBGL_CHECK_ERROR(glCompileShader(vertexShader)); + MBGL_CHECK_ERROR(glAttachShader(program, vertexShader)); + MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr)); + MBGL_CHECK_ERROR(glCompileShader(fragmentShader)); + MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader)); + MBGL_CHECK_ERROR(glLinkProgram(program)); + a_pos = glGetAttribLocation(program, "a_pos"); + + GLfloat triangle[] = { 0, 0.5, 0.5, -0.5, -0.5, -0.5 }; + MBGL_CHECK_ERROR(glGenBuffers(1, &buffer)); + MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer)); + MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(GLfloat), triangle, GL_STATIC_DRAW)); + } + + void render() { + MBGL_CHECK_ERROR(glUseProgram(program)); + MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer)); + MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); + MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr)); + MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3)); + } + + GLuint program = 0; + GLuint vertexShader = 0; + GLuint fragmentShader = 0; + GLuint buffer = 0; + GLuint a_pos = 0; +}; + +TEST(CustomLayer, Basic) { + util::RunLoop loop; + + auto display = std::make_shared<mbgl::HeadlessDisplay>(); + HeadlessView view(display, 1); + +#ifdef MBGL_ASSET_ZIP + // Regenerate with `cd test/fixtures/api/ && zip -r assets.zip assets/` + DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets.zip"); +#else + DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets"); +#endif + + Map map(view, fileSource, MapMode::Still); + map.setStyleJSON(util::read_file("test/fixtures/api/water.json")); + map.setLatLngZoom({ 37.8, -122.5 }, 10); + map.addLayer(std::make_unique<CustomLayer>( + "custom", + [] (void* context) { + reinterpret_cast<TestLayer*>(context)->initialize(); + }, + [] (void* context, const CustomLayerRenderParameters&) { + reinterpret_cast<TestLayer*>(context)->render(); + }, + [] (void* context) { + delete reinterpret_cast<TestLayer*>(context); + }, new TestLayer())); + + auto layer = std::make_unique<FillLayer>("landcover", "mapbox"); + layer->setSourceLayer("landcover"); + layer->setFillColor(Color{ 1.0, 1.0, 0.0, 1.0 }); + map.addLayer(std::move(layer)); + + test::checkImage("test/fixtures/custom_layer/basic", test::render(map), 0.0006, 0.1); +} |