103 lines
3.2 KiB
C++
103 lines
3.2 KiB
C++
#include <mbgl/renderer/painter.hpp>
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#include <mbgl/renderer/debug_bucket.hpp>
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#include <mbgl/map/map.hpp>
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#include <mbgl/util/string.hpp>
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using namespace mbgl;
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void Painter::renderTileDebug(const Tile& tile) {
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gl::group group(std::string { "debug " } + std::string(tile.id));
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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, tile.matrix);
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renderDebugFrame(tile.matrix);
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}
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}
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void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
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gl::group group("debug text");
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MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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useProgram(plainShader->program);
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plainShader->u_matrix = matrix;
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// Draw white outline
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plainShader->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }};
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lineWidth(4.0f * state.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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MBGL_CHECK_ERROR(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->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
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lineWidth(2.0f * state.getPixelRatio());
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bucket.drawLines(*plainShader);
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MBGL_CHECK_ERROR(glEnable(GL_DEPTH_TEST));
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}
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void Painter::renderDebugFrame(const mat4 &matrix) {
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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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MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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useProgram(plainShader->program);
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plainShader->u_matrix = matrix;
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// draw tile outline
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tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
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plainShader->u_color = {{ 1.0f, 0.0f, 0.0f, 1.0f }};
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lineWidth(4.0f * state.getPixelRatio());
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MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()));
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MBGL_CHECK_ERROR(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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if (strings.empty()) {
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return;
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}
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gl::group group("debug text");
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MBGL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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MBGL_CHECK_ERROR(glStencilFunc(GL_ALWAYS, 0xFF, 0xFF));
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useProgram(plainShader->program);
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plainShader->u_matrix = nativeMatrix;
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DebugFontBuffer debugFontBuffer;
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int line = 25;
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for (const auto& 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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if (!debugFontBuffer.empty()) {
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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->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }};
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lineWidth(4.0f * state.getPixelRatio());
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MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index()));
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#ifndef GL_ES_VERSION_2_0
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MBGL_CHECK_ERROR(glPointSize(2));
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MBGL_CHECK_ERROR(glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index()));
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#endif
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plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
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lineWidth(2.0f * state.getPixelRatio());
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MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index()));
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}
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MBGL_CHECK_ERROR(glEnable(GL_DEPTH_TEST));
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}
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