#include #include #include #include #include #include #include #include using namespace mbgl; void Painter::renderTileDebug(const Tile& tile) { MBGL_DEBUG_GROUP(std::string { "debug " } + std::string(tile.id)); assert(tile.data); if (data.getDebug() != MapDebugOptions::NoDebug) { prepareTile(tile); renderDebugText(*tile.data, tile.matrix); renderDebugFrame(tile.matrix); } } void Painter::renderDebugText(TileData& tileData, const mat4 &matrix) { MBGL_DEBUG_GROUP("debug text"); config.depthTest = GL_FALSE; if (!tileData.debugBucket || tileData.debugBucket->state != tileData.getState() || !(tileData.debugBucket->modified == tileData.modified) || !(tileData.debugBucket->expires == tileData.expires) || tileData.debugBucket->debugMode != data.getDebug()) { tileData.debugBucket = std::make_unique(tileData.id, tileData.getState(), tileData.modified, tileData.expires, data.getDebug()); } config.program = plainShader->program; plainShader->u_matrix = matrix; // Draw white outline plainShader->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }}; config.lineWidth = 4.0f * data.pixelRatio; tileData.debugBucket->drawLines(*plainShader); #ifndef GL_ES_VERSION_2_0 // Draw line "end caps" MBGL_CHECK_ERROR(glPointSize(2)); tileData.debugBucket->drawPoints(*plainShader); #endif // Draw black text. plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }}; config.lineWidth = 2.0f * data.pixelRatio; tileData.debugBucket->drawLines(*plainShader); config.depthFunc.reset(); config.depthTest = GL_TRUE; } void Painter::renderDebugFrame(const mat4 &matrix) { MBGL_DEBUG_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 = GL_FALSE; config.stencilOp.reset(); config.stencilTest = GL_TRUE; config.program = 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 }}; config.lineWidth = 4.0f * data.pixelRatio; MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index())); }