#include "../fixtures/util.hpp" #include #include #include #include #include #include #include #include using namespace mbgl; static const GLchar * vertexShaderSource = "attribute vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); }"; static const GLchar * fragmentShaderSource = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }"; class TestLayer { public: ~TestLayer() { if (program) { MBGL_CHECK_ERROR(glDetachShader(program.getID(), vertexShader.getID())); MBGL_CHECK_ERROR(glDetachShader(program.getID(), fragmentShader.getID())); } } void initialize() { program.create(); vertexShader.create(); fragmentShader.create(); MBGL_CHECK_ERROR(glShaderSource(vertexShader.getID(), 1, &vertexShaderSource, nullptr)); MBGL_CHECK_ERROR(glCompileShader(vertexShader.getID())); MBGL_CHECK_ERROR(glAttachShader(program.getID(), vertexShader.getID())); MBGL_CHECK_ERROR(glShaderSource(fragmentShader.getID(), 1, &fragmentShaderSource, nullptr)); MBGL_CHECK_ERROR(glCompileShader(fragmentShader.getID())); MBGL_CHECK_ERROR(glAttachShader(program.getID(), fragmentShader.getID())); MBGL_CHECK_ERROR(glLinkProgram(program.getID())); a_pos = glGetAttribLocation(program.getID(), "a_pos"); buffer.create(); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer.getID())); GLfloat background[] = { -1,-1, 1,-1,-1, 1, 1, 1 }; MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), background, GL_STATIC_DRAW)); } void render() { MBGL_CHECK_ERROR(glUseProgram(program.getID())); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer.getID())); MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_FLOAT, GL_FALSE, 0, NULL)); MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST)); MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST)); MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); } gl::ProgramHolder program; gl::ShaderHolder vertexShader = { GL_VERTEX_SHADER }; gl::ShaderHolder fragmentShader = { GL_FRAGMENT_SHADER }; gl::BufferHolder buffer; GLuint a_pos = 0; }; TEST(CustomLayer, Basic) { auto display = std::make_shared(); HeadlessView view(display, 1); OnlineFileSource fileSource; Map map(view, fileSource, MapMode::Still); map.setStyleJSON(util::read_file("test/fixtures/api/empty.json"), ""); map.addCustomLayer( "custom", [] (void* context) { reinterpret_cast(context)->initialize(); }, [] (void* context, const CustomLayerRenderParameters&) { reinterpret_cast(context)->render(); }, [] (void* context) { delete reinterpret_cast(context); }, new TestLayer()); test::checkImage("test/fixtures/custom_layer/basic", test::render(map)); }