Files
MapLibreParticleLab/src/mbgl/renderer/painters/painter_debug.cpp
Asheem Mamoowala 84e39611a0 [core] Move renderer/* files into sub-folders (#8983)
Move renderer/* files into sub-folders
2017-05-12 17:07:48 -07:00

135 lines
4.7 KiB
C++

#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/buckets/debug_bucket.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/map/view.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/fill_program.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/gl/debugging.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
using namespace style;
void Painter::renderTileDebug(const RenderTile& renderTile) {
if (frame.debugOptions == MapDebugOptions::NoDebug)
return;
MBGL_DEBUG_GROUP(context, std::string { "debug " } + util::toString(renderTile.id));
static const style::PaintProperties<>::Evaluated properties {};
static const DebugProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
auto draw = [&] (Color color, const auto& vertexBuffer, const auto& indexBuffer, const auto& segments, auto drawMode) {
programs->debug.draw(
context,
drawMode,
gl::DepthMode::disabled(),
stencilModeForClipping(renderTile.clip),
gl::ColorMode::unblended(),
DebugProgram::UniformValues {
uniforms::u_matrix::Value{ renderTile.matrix },
uniforms::u_color::Value{ color }
},
vertexBuffer,
indexBuffer,
segments,
paintAttibuteData,
properties,
state.getZoom()
);
};
if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) {
Tile& tile = renderTile.tile;
if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
tile.debugBucket->complete != tile.isComplete() ||
!(tile.debugBucket->modified == tile.modified) ||
!(tile.debugBucket->expires == tile.expires) ||
tile.debugBucket->debugMode != frame.debugOptions) {
tile.debugBucket = std::make_unique<DebugBucket>(
tile.id, tile.isRenderable(), tile.isComplete(), tile.modified,
tile.expires, frame.debugOptions, context);
}
draw(Color::white(),
*tile.debugBucket->vertexBuffer,
*tile.debugBucket->indexBuffer,
tile.debugBucket->segments,
gl::Lines { 4.0f * frame.pixelRatio });
draw(Color::black(),
*tile.debugBucket->vertexBuffer,
*tile.debugBucket->indexBuffer,
tile.debugBucket->segments,
gl::Lines { 2.0f * frame.pixelRatio });
}
if (frame.debugOptions & MapDebugOptions::TileBorders) {
draw(Color::red(),
tileVertexBuffer,
tileBorderIndexBuffer,
tileBorderSegments,
gl::LineStrip { 4.0f * frame.pixelRatio });
}
}
#ifndef NDEBUG
void Painter::renderClipMasks(PaintParameters&) {
context.setStencilMode(gl::StencilMode::disabled());
context.setDepthMode(gl::DepthMode::disabled());
context.setColorMode(gl::ColorMode::unblended());
context.program = 0;
#if not MBGL_USE_GLES2
// Reset the value in case someone else changed it, or it's dirty.
context.pixelTransferStencil = gl::value::PixelTransferStencil::Default;
// Read the stencil buffer
const auto viewport = context.viewport.getCurrentValue();
auto image =
context.readFramebuffer<AlphaImage, gl::TextureFormat::Stencil>(viewport.size, false);
// Scale the Stencil buffer to cover the entire color space.
auto it = image.data.get();
auto end = it + viewport.size.width * viewport.size.height;
const auto factor = 255.0f / *std::max_element(it, end);
for (; it != end; ++it) {
*it *= factor;
}
context.pixelZoom = { 1, 1 };
context.rasterPos = { -1, -1, 0, 1 };
context.drawPixels(image);
#endif // MBGL_USE_GLES2
}
void Painter::renderDepthBuffer(PaintParameters&) {
context.setStencilMode(gl::StencilMode::disabled());
context.setDepthMode(gl::DepthMode::disabled());
context.setColorMode(gl::ColorMode::unblended());
context.program = 0;
#if not MBGL_USE_GLES2
// Scales the values in the depth buffer so that they cover the entire grayscale range. This
// makes it easier to spot tiny differences.
const float base = 1.0f / (1.0f - depthRangeSize);
context.pixelTransferDepth = { base, 1.0f - base };
// Read the stencil buffer
auto viewport = context.viewport.getCurrentValue();
auto image =
context.readFramebuffer<AlphaImage, gl::TextureFormat::Depth>(viewport.size, false);
context.pixelZoom = { 1, 1 };
context.rasterPos = { -1, -1, 0, 1 };
context.drawPixels(image);
#endif // MBGL_USE_GLES2
}
#endif // NDEBUG
} // namespace mbgl