#include #include #include #include #include #include #include #ifndef BUFFER_OFFSET #define BUFFER_OFFSET(i) ((char *)nullptr + (i)) #endif using namespace mbgl; void Painter::renderTileDebug(const Tile& tile) { gl::debugging::group group(std::string { "debug " } + std::string(tile.id)); assert(tile.data); if (debug) { prepareTile(tile); renderDebugText(tile.data->debugBucket, tile.matrix); renderDebugFrame(tile.matrix); } } void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) { gl::debugging::group group("debug text"); config.depthTest = false; useProgram(plainShader->program); plainShader->u_matrix = matrix; // Draw white outline plainShader->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }}; lineWidth(4.0f * state.getPixelRatio()); bucket.drawLines(*plainShader); #ifndef GL_ES_VERSION_2_0 // Draw line "end caps" MBGL_CHECK_ERROR(glPointSize(2)); bucket.drawPoints(*plainShader); #endif // Draw black text. plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }}; lineWidth(2.0f * state.getPixelRatio()); bucket.drawLines(*plainShader); config.depthTest = true; } void Painter::renderDebugFrame(const mat4 &matrix) { gl::debugging::group group("debug frame"); // Disable depth test and don't count this towards the depth buffer, // but *don't* disable stencil test, as we want to clip the red tile border // to the tile viewport. config.depthTest = false; config.stencilTest = true; useProgram(plainShader->program); plainShader->u_matrix = matrix; // draw tile outline tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0)); plainShader->u_color = {{ 1.0f, 0.0f, 0.0f, 1.0f }}; lineWidth(4.0f * state.getPixelRatio()); MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index())); }