#include #include #include #include using namespace mbgl; void Painter::renderTileDebug(const Tile& tile) { gl::group group(util::sprintf<32>("debug %d/%d/%d", tile.id.z, tile.id.y, tile.id.z)); assert(tile.data); if (debug) { prepareTile(tile); renderDebugText(tile.data->debugBucket); renderDebugFrame(); } } void Painter::renderDebugText(DebugBucket& bucket) { gl::group group("debug text"); glDisable(GL_DEPTH_TEST); useProgram(plainShader->program); plainShader->setMatrix(matrix); // Draw white outline plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f); lineWidth(4.0f * map.getState().getPixelRatio()); bucket.drawLines(*plainShader); #ifndef GL_ES_VERSION_2_0 // Draw line "end caps" glPointSize(2); bucket.drawPoints(*plainShader); #endif // Draw black text. plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f); lineWidth(2.0f * map.getState().getPixelRatio()); bucket.drawLines(*plainShader); glEnable(GL_DEPTH_TEST); } void Painter::renderDebugFrame() { gl::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. glDisable(GL_DEPTH_TEST); useProgram(plainShader->program); plainShader->setMatrix(matrix); // draw tile outline tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0)); plainShader->setColor(1.0f, 0.0f, 0.0f, 1.0f); lineWidth(4.0f * map.getState().getPixelRatio()); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()); glEnable(GL_DEPTH_TEST); } void Painter::renderDebugText(const std::vector &strings) { if (strings.empty()) { return; } gl::group group("debug text"); glDisable(GL_DEPTH_TEST); glStencilFunc(GL_ALWAYS, 0xFF, 0xFF); useProgram(plainShader->program); plainShader->setMatrix(nativeMatrix); DebugFontBuffer debugFontBuffer; int line = 25; for (const std::string &str : strings) { debugFontBuffer.addText(str.c_str(), 10, line, 0.75); line += 20; } if (!debugFontBuffer.empty()) { // draw debug info VertexArrayObject debugFontArray; debugFontArray.bind(*plainShader, debugFontBuffer, BUFFER_OFFSET(0)); plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f); lineWidth(4.0f * map.getState().getPixelRatio()); glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index()); #ifndef GL_ES_VERSION_2_0 glPointSize(2); glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index()); #endif plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f); lineWidth(2.0f * map.getState().getPixelRatio()); glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index()); } glEnable(GL_DEPTH_TEST); }