#include #include #include #include #include #include #include #include #include #include #include #include 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; DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets"); ThreadPool threadPool(4); float pixelRatio { 1 }; HeadlessFrontend frontend { pixelRatio, fileSource, threadPool }; Map map(frontend, MapObserver::nullObserver(), frontend.getSize(), pixelRatio, fileSource, threadPool, MapMode::Still); map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json")); map.setLatLngZoom({ 37.8, -122.5 }, 10); map.getStyle().addLayer(std::make_unique( "custom", [] (void* context) { reinterpret_cast(context)->initialize(); }, [] (void* context, const CustomLayerRenderParameters&) { reinterpret_cast(context)->render(); }, [] (void* context) { delete reinterpret_cast(context); }, new TestLayer())); auto layer = std::make_unique("landcover", "mapbox"); layer->setSourceLayer("landcover"); layer->setFillColor(Color{ 1.0, 1.0, 0.0, 1.0 }); map.getStyle().addLayer(std::move(layer)); test::checkImage("test/fixtures/custom_layer/basic", frontend.render(map), 0.0006, 0.1); }