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#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/debug_bucket.hpp>
#include <mbgl/map/tile.hpp>
#include <mbgl/map/tile_data.hpp>
#include <mbgl/map/map_data.hpp>
#include <mbgl/shader/plain_shader.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/gl/debugging.hpp>
using namespace mbgl;
void Painter::renderTileDebug(const Tile& tile) {
MBGL_DEBUG_GROUP(std::string { "debug " } + std::string(tile.id));
assert(tile.data);
if (debug) {
renderDebugText(tile.data->debugBucket, tile.matrix);
renderDebugFrame(tile.matrix);
}
}
void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
MBGL_DEBUG_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 * data.pixelRatio);
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 * data.pixelRatio);
bucket.drawLines(*plainShader);
config.depthTest = 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 = false;
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 * data.pixelRatio);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()));
}
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