#include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace mbgl; using namespace mbgl::style; static const GLchar* vertexShaderSource = R"MBGL_SHADER( #ifdef GL_ES precision mediump float; #endif attribute vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); } )MBGL_SHADER"; static const GLchar* fragmentShaderSource = R"MBGL_SHADER( #ifdef GL_ES precision mediump float; #endif void main() { gl_FragColor = vec4(0, 1, 0, 1); } )MBGL_SHADER"; struct Shader { Shader(const GLchar* vertex, const GLchar* fragment) { 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, &vertex, nullptr)); MBGL_CHECK_ERROR(glCompileShader(vertexShader)); MBGL_CHECK_ERROR(glAttachShader(program, vertexShader)); MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragment, nullptr)); MBGL_CHECK_ERROR(glCompileShader(fragmentShader)); MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader)); MBGL_CHECK_ERROR(glLinkProgram(program)); a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos")); } ~Shader() { 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)); } GLuint program = 0; GLuint vertexShader = 0; GLuint fragmentShader = 0; GLuint a_pos = 0; }; struct Buffer { Buffer(std::vector data) { MBGL_CHECK_ERROR(glGenBuffers(1, &buffer)); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer)); MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(GLfloat), data.data(), GL_STATIC_DRAW)); } ~Buffer() { MBGL_CHECK_ERROR(glDeleteBuffers(1, &buffer)); } GLuint buffer = 0; }; TEST(GLContextMode, Shared) { util::RunLoop loop; DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets"); ThreadPool threadPool(4); float pixelRatio { 1 }; HeadlessFrontend frontend { pixelRatio, fileSource, threadPool, {}, GLContextMode::Shared }; Map map(frontend, MapObserver::nullObserver(), frontend.getSize(), pixelRatio, fileSource, threadPool, MapMode::Static); map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json")); map.setLatLngZoom({ 37.8, -122.5 }, 10); // Set transparent background layer. map.getStyle().getLayer("background")->as()->setBackgroundColor( { { 1.0f, 0.0f, 0.0f, 0.5f } } ); { // Custom rendering outside of GL Native render loop. BackendScope scope { *frontend.getBackend() }; frontend.getBackend()->bind(); Shader paintShader(vertexShaderSource, fragmentShaderSource); Buffer triangleBuffer({ 0, 0.5, 0.5, -0.5, -0.5, -0.5 }); MBGL_CHECK_ERROR(glUseProgram(paintShader.program)); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr)); MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3)); } test::checkImage("test/fixtures/shared_context", frontend.render(map), 0.5, 0.1); }