if(current_state)
throw invalid_operation("Renderer::begin");
- ++frame_index;
+ ++frame_number;
state_stack.emplace_back();
current_state = &state_stack.back();
RendererBackend::begin();
- commands.begin_frame(frame_index);
+ commands.begin_frame(frame_number);
}
void Renderer::end()
void Renderer::apply_batch(const Batch &batch)
{
- batch.refresh(frame_index);
+ batch.refresh(frame_number);
PipelineState &ps = get_pipeline_state();
ps.set_primitive_type(batch.get_type());
if(batch.get_type()==PATCHES)
{
if(extra_shdata)
shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
- standard_shdata.apply(*state.shprog, ps, frame_index);
+ standard_shdata.apply(*state.shprog, ps, frame_number);
if(state.camera)
- state.camera->get_shader_data().apply(*state.shprog, ps, frame_index);
+ state.camera->get_shader_data().apply(*state.shprog, ps, frame_number);
for(const BoundProgramData &d: shdata_stack)
{
- d.shdata->apply(*state.shprog, ps, frame_index);
+ d.shdata->apply(*state.shprog, ps, frame_number);
d.generation = d.shdata->get_generation();
}
changed &= ~SHADER_DATA;
if(state.vertex_setup)
{
if(const VertexArray *array = state.vertex_setup->get_vertex_array())
- array->refresh(frame_index);
+ array->refresh(frame_number);
if(const VertexArray *array = state.vertex_setup->get_instance_array())
- array->refresh(frame_index);
+ array->refresh(frame_number);
}
ps.set_vertex_setup(state.vertex_setup);