#include #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); }"; // 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 background[] = { -1,-1, 1,-1, -1,1, 1,1 }; MBGL_CHECK_ERROR(glGenBuffers(1, &buffer)); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer)); MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), background, 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, NULL)); MBGL_CHECK_ERROR(glDisable(GL_STENCIL_TEST)); MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST)); MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); } 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(); HeadlessView view(display, 1); StubFileSource 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)); }