diff options
| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-11 02:23:59 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-11 02:45:48 +0000 |
| commit | 420604efafdacc89ff38d3fb5dbdec3c4b30767f (patch) | |
| tree | f6ee1b8bcc5d045cd8ccb6928ba08bd4f7a511a8 /game/scenary/illuminator.cpp | |
| parent | Split addAttribsFor away from requiring a buffer to bind (diff) | |
| download | ilt-420604efafdacc89ff38d3fb5dbdec3c4b30767f.tar.bz2 ilt-420604efafdacc89ff38d3fb5dbdec3c4b30767f.tar.xz ilt-420604efafdacc89ff38d3fb5dbdec3c4b30767f.zip | |
Sprinkling of glDebugScope in assets and render parts
Diffstat (limited to 'game/scenary/illuminator.cpp')
| -rw-r--r-- | game/scenary/illuminator.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 382cc60..a0ea5be 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -40,6 +40,7 @@ Illuminator::postLoad() throw std::logic_error {"Illuminator has no lights"}; } texture = getTexture(); + glDebugScope _ {0}; bodyMesh->configureVAO(instanceVAO, 0) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1); if (!spotLight.empty()) { @@ -70,6 +71,7 @@ void Illuminator::render(const SceneShader & shader, const Frustum &) const { if (const auto count = instances.size()) { + glDebugScope _ {instanceVAO}; shader.basicInst.use(); if (texture) { texture->bind(0); @@ -83,7 +85,9 @@ void Illuminator::lights(const SceneShader & shader) const { if (const auto count = instances.size()) { + glDebugScope _ {instanceVAO}; if (const auto scount = instancesSpotLight.size()) { + glDebugScope _ {*instancesSpotLightVAO, "Spot lights"}; shader.spotLightInst.use(); glBindVertexArray(*instancesSpotLightVAO); instancesSpotLightVAO->useBuffer(0, instancesSpotLight); @@ -91,6 +95,7 @@ Illuminator::lights(const SceneShader & shader) const glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count)); } if (const auto pcount = instancesPointLight.size()) { + glDebugScope _ {*instancesPointLightVAO, "Point llights"}; shader.pointLightInst.use(); glBindVertexArray(*instancesPointLightVAO); instancesPointLightVAO->useBuffer(0, instancesPointLight); |
