split up painter into multiple files
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97
src/renderer/painter_debug.cpp
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97
src/renderer/painter_debug.cpp
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#include <llmr/renderer/painter.hpp>
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#include <llmr/renderer/debug_bucket.hpp>
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#include <llmr/map/map.hpp>
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#include <llmr/util/string.hpp>
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using namespace llmr;
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void Painter::renderTileDebug(const Tile& tile) {
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gl::group group(util::sprintf<32>("debug %d/%d/%d", tile.id.z, tile.id.y, tile.id.z));
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assert(tile.data);
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if (debug) {
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prepareTile(tile);
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renderDebugText(tile.data->debugBucket);
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renderDebugFrame();
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}
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}
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void Painter::renderDebugText(DebugBucket& bucket) {
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gl::group group("debug text");
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glDisable(GL_DEPTH_TEST);
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useProgram(plainShader->program);
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plainShader->setMatrix(matrix);
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// Draw white outline
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plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
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lineWidth(4.0f * map.getState().getPixelRatio());
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bucket.drawLines(*plainShader);
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#ifndef GL_ES_VERSION_2_0
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// Draw line "end caps"
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glPointSize(2);
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bucket.drawPoints(*plainShader);
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#endif
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// Draw black text.
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plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
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lineWidth(2.0f * map.getState().getPixelRatio());
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bucket.drawLines(*plainShader);
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glEnable(GL_DEPTH_TEST);
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}
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void Painter::renderDebugFrame() {
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gl::group group("debug frame");
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// Disable depth test and don't count this towards the depth buffer,
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// but *don't* disable stencil test, as we want to clip the red tile border
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// to the tile viewport.
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glDisable(GL_DEPTH_TEST);
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useProgram(plainShader->program);
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plainShader->setMatrix(matrix);
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// draw tile outline
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tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
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plainShader->setColor(1.0f, 0.0f, 0.0f, 1.0f);
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lineWidth(4.0f * map.getState().getPixelRatio());
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
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glEnable(GL_DEPTH_TEST);
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}
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void Painter::renderDebugText(const std::vector<std::string> &strings) {
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gl::group group("debug text");
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glDisable(GL_DEPTH_TEST);
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glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
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useProgram(plainShader->program);
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plainShader->setMatrix(nativeMatrix);
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DebugFontBuffer debugFontBuffer;
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int line = 25;
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for (const std::string &str : strings) {
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debugFontBuffer.addText(str.c_str(), 10, line, 0.75);
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line += 20;
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}
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// draw debug info
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VertexArrayObject debugFontArray;
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debugFontArray.bind(*plainShader, debugFontBuffer, BUFFER_OFFSET(0));
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plainShader->setColor(1.0f, 1.0f, 1.0f, 1.0f);
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lineWidth(4.0f * map.getState().getPixelRatio());
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glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
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#ifndef GL_ES_VERSION_2_0
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glPointSize(2);
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glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index());
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#endif
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plainShader->setColor(0.0f, 0.0f, 0.0f, 1.0f);
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lineWidth(2.0f * map.getState().getPixelRatio());
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glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
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glEnable(GL_DEPTH_TEST);
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}
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