GL::Light &sun = resources.get<GL::Light>("Sun.light");
sky = make_unique<GL::Sky>(content, sun);
+ sky->set_debug_name("Sky");
unsigned shadow_size = 8192;
shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
+ shadow_seq->set_debug_name("Shadow sequence");
GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
step->set_depth_test(&GL::DepthTest::lequal());
shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
+ shadow_map->set_debug_name("Shadow map");
shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
seq_bld.set_renderable("content", *shadow_map);
+ seq_bld.set_debug_name("Main sequence");
sequence.reset(seq_bld.build(view));
unsigned env_size = 256;
env_seq = make_unique<GL::Sequence>(env_size, env_size);
+ env_seq->set_debug_name("Environment sequence");
step = &env_seq->add_step("", *shadow_map);
step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
step->set_depth_test(&GL::DepthTest::lequal());
env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
+ env_map->set_debug_name("Environment map");
sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
content.add(resources.get<GL::Scene>("Background.scene"));
content.add(*env_map);
+ camera.set_debug_name("Main camera");
+
view.set_content(sequence.get());
view.set_camera(&camera);