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#include <mbgl/test/util.hpp>
#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/map/map_options.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gl/defines.hpp>
#include <mbgl/gl/headless_frontend.hpp>
#include <mbgl/gl/renderable_resource.hpp>
#include <mbgl/storage/resource_options.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
#include <mbgl/style/layers/fill_layer.hpp>
#include <mbgl/style/layers/background_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;
using namespace mbgl::platform;
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<GLfloat> 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;
HeadlessFrontend frontend { 1, {}, gfx::ContextMode::Shared };
Map map(frontend, MapObserver::nullObserver(),
MapOptions().withMapMode(MapMode::Static).withSize(frontend.getSize()),
ResourceOptions().withCachePath(":memory:").withAssetPath("test/fixtures/api/assets"));
map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json"));
map.jumpTo(CameraOptions().withCenter(LatLng { 37.8, -122.5 }).withZoom(10.0));
// Set transparent background layer.
auto layer = map.getStyle().getLayer("background");
ASSERT_STREQ("background", layer->getTypeInfo()->type);
static_cast<BackgroundLayer*>(layer)->setBackgroundColor( { { 1.0f, 0.0f, 0.0f, 0.5f } } );
{
// Custom rendering outside of GL Native render loop.
gfx::BackendScope scope { *frontend.getBackend() };
frontend.getBackend()->getDefaultRenderable().getResource<gl::RenderableResource>().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);
}
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