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-rw-r--r--game/scenary/foliage.cpp7
-rw-r--r--game/scenary/illuminator.cpp5
2 files changed, 10 insertions, 2 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 528d3e1..b5b409e 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -37,6 +37,7 @@ void
Foliage::postLoad()
{
texture = getTexture();
+ glDebugScope _ {0};
bodyMesh->configureVAO(instanceVAO, 0)
.addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1);
instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0);
@@ -92,7 +93,7 @@ void
Foliage::render(const SceneShader & shader, const Frustum &) const
{
if (instancePartitions.first) {
- glDebugScope _ {instancePointVAO};
+ glDebugScope _ {instanceVAO};
std::ignore = instances.size();
if (const auto count = instancePartitions.first - instancePartitions.second.first) {
glDebugScope _ {0, "Billboard"};
@@ -122,9 +123,10 @@ void
Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
{
if (instancePartitions.second.second) {
- glDebugScope _ {instancePointVAO};
+ glDebugScope _ {instanceVAO};
std::ignore = instances.size();
if (const auto count = instancePartitions.second.second - instancePartitions.second.first) {
+ glDebugScope _ {0, "Billboard"};
const auto dimensions = bodyMesh->getDimensions();
mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
shadowStencil.bind(0);
@@ -134,6 +136,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
glBindVertexArray(0);
}
if (const auto count = instancePartitions.second.first) {
+ glDebugScope _ {0, "Mesh"};
if (texture) {
texture->bind(3);
mapper.dynamicPointInstWithTextures.use();
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);