[core] Refactor wireframe to match JS overdraw mode
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@@ -21,9 +21,6 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
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optional<SpriteAtlasPosition> imagePosA;
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optional<SpriteAtlasPosition> imagePosB;
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bool wireframe = frame.debugOptions & MapDebugOptions::Wireframe;
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isPatterned &= !wireframe;
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if (isPatterned) {
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imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, true);
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imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, true);
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@@ -31,7 +28,7 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
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if (!imagePosA || !imagePosB)
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return;
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config.program = patternShader->getID();
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config.program = isWireframe() ? patternShader->getOverdrawID() : patternShader->getID();
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patternShader->u_matrix = identityMatrix;
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patternShader->u_pattern_tl_a = imagePosA->tl;
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patternShader->u_pattern_br_a = imagePosA->br;
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@@ -44,15 +41,10 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
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backgroundPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
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} else {
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if (wireframe) {
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plainShader->u_color = Color::black();
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plainShader->u_opacity = 1.0f;
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} else {
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plainShader->u_color = properties.backgroundColor;
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plainShader->u_opacity = properties.backgroundOpacity;
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}
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plainShader->u_color = properties.backgroundColor;
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plainShader->u_opacity = properties.backgroundOpacity;
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config.program = plainShader->getID();
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config.program = isWireframe() ? plainShader->getOverdrawID() : plainShader->getID();
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backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
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}
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