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Diffstat (limited to 'game/scenary/illuminator.cpp')
-rw-r--r--game/scenary/illuminator.cpp5
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);