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#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/debug_bucket.hpp>
#include <llmr/map/map.hpp>
#include <llmr/util/string.hpp>
using namespace llmr;
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<std::string> &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);
}
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