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authorDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
committerDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
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tree96377006bbfee75bcf0ce208c1ef89cbdfa5b803 /manuals/chickadee/Buffers.html
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Delete manuals!
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-
-<body lang="en">
-<span id="Buffers"></span><div class="header">
-<p>
-Next: <a href="Shaders.html" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Meshes.html" accesskey="p" rel="prev">Meshes</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Buffers-1"></span><h4 class="subsection">5.3.12 Buffers</h4>
-
-<p>Alright, let&rsquo;s brush aside all of those pretty high level abstractions
-and discuss what is going on under the hood. The GPU exists as a
-discrete piece of hardware separate from the CPU. In order to make it
-draw things, we must ship lots of data out of our memory space and
-into the GPU. The <code>(chickadee graphics buffer</code>) module provides an
-API for manipulating GPU buffers.
-</p>
-<p>In OpenGL terminology, a chunk of data allocated on the GPU is a
-&ldquo;vertex buffer object&rdquo; or VBO. For example, here is a bytevector
-that could be transformed into a GPU buffer that packs together vertex
-position and texture coordinates:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">use-modules</span> <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">buffer</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">srfi</span> <span class="syntax-symbol">srfi-4</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">data</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">f32vector</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-comment">; 2D texture coordinate
-</span> <span class="syntax-symbol">8.0</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-comment">; 2D texture coordinate
-</span> <span class="syntax-symbol">8.0</span> <span class="syntax-symbol">8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">1.0</span> <span class="syntax-comment">; 2D texture coordinate
-</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-symbol">8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">1.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span> <span class="syntax-comment">; 2D texture coordinate
-</span></pre></div>
-
-<p>This data represents a textured 16x16 square centered on the
-origin. To send this data to the GPU, the <code>make-buffer</code> procedure
-is needed:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">buffer</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-buffer</span> <span class="syntax-symbol">data</span> <span class="syntax-keyword">#:stride</span> <span class="syntax-symbol">16</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>The <code>#:stride</code> keyword argument indicates how many bytes make up
-each element of the buffer. In this case, there are 4 floats per
-element: 2 for the vertex, and 2 for the texture coordinate. A 32-bit
-float is 4 bytes in length, so the buffer&rsquo;s stride is 16.
-</p>
-<p>Within a VBO, one or more &ldquo;attributes&rdquo;, as OpenGL calls them, may be
-present. Attributes are subregions within the buffer that have a
-particular data type. In this case, there are two attributes packed
-into the buffer. To define vertex attributes, the
-<code>make-vertex-attribute</code> procedure is needed:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">vertices</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-attribute</span> <span class="syntax-keyword">#:buffer</span> <span class="syntax-symbol">buffer</span>
- <span class="syntax-keyword">#:type</span> <span class="syntax-symbol">'vec2</span>
- <span class="syntax-keyword">#:component-type</span> <span class="syntax-symbol">'float</span>
- <span class="syntax-keyword">#:length</span> <span class="syntax-symbol">4</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">texcoords</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-attribute</span> <span class="syntax-keyword">#:buffer</span> <span class="syntax-symbol">buffer</span>
- <span class="syntax-keyword">#:type</span> <span class="syntax-symbol">'vec2</span>
- <span class="syntax-keyword">#:component-type</span> <span class="syntax-symbol">'float</span>
- <span class="syntax-keyword">#:length</span> <span class="syntax-symbol">4</span>
- <span class="syntax-keyword">#:offset</span> <span class="syntax-symbol">8</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>To render a square, the GPU needs to draw two triangles, which means
-we need 6 vertices in total. However, the above buffer only contains
-data for 4 vertices. This is because there are only 4 unique vertices
-for a square, but 2 of them must be repeated for each triangle. To
-work with deduplicated vertex data, an &ldquo;index buffer&rdquo; must be
-created.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">index-buffer</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-buffer</span> <span class="syntax-open">(</span><span class="syntax-symbol">u32vector</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">3</span> <span class="syntax-symbol">2</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">2</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span>
- <span class="syntax-keyword">#:target</span> <span class="syntax-symbol">'index</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">indices</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-attribute</span> <span class="syntax-keyword">#:type</span> <span class="syntax-symbol">'scalar</span>
- <span class="syntax-keyword">#:component-type</span> <span class="syntax-symbol">'unsigned-int</span>
- <span class="syntax-keyword">#:buffer</span> <span class="syntax-symbol">index-buffer</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>Note the use of the <code>#:target</code> keyword argument. It is required
-because the GPU treats index data in a special way and must be told
-which data is index data.
-</p>
-<p>Now that the vertex attributes have been created, all that&rsquo;s left is
-to bind them all together in a vertex array. Vertex arrays associate
-each vertex attribute with an attribute index on the GPU. The indices
-that are chosen must correspond with the indices that the shader
-(see <a href="Shaders.html">Shaders</a>) expects for each attribute.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">vertex-array</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-array</span> <span class="syntax-keyword">#:indices</span> <span class="syntax-symbol">indices</span>
- <span class="syntax-keyword">#:attributes</span> <span class="syntax-symbol">`</span><span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">0</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,vertices</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">1</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,texcoords</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>With the vertex array created, the GPU is now fully aware of how to
-interpret the data that it has been given in the original buffer.
-Actually rendering this square is left as an exercise to the reader.
-See the <a href="Shaders.html">Shaders</a> section and the <code>shader-apply</code> procedure in
-<a href="Rendering-Engine.html">Rendering Engine</a> for the remaining pieces of a successful draw
-call. Additionally, consider reading the source code for sprites,
-shapes, or particles to see GPU buffers in action.
-</p>
-<p>Without further ado, the API reference:
-</p>
-<dl>
-<dt id="index-make_002dbuffer">Procedure: <strong>make-buffer</strong> <em>data [#:name "anonymous"] [#:length] [#:offset 0] [#:stride 0] [#:target <code>vertex</code>] [#:usage <code>static</code>]</em></dt>
-<dd>
-<p>Upload <var>data</var>, a bytevector, to the GPU. By default, the entire
-bytevector is uploaded. A subset of the data may be uploaded by
-specifying the <var>offset</var>, the index of the first byte to be
-uploaded, and <var>length</var>, the number of bytes to upload.
-</p>
-<p>If <var>data</var> is <code>#f</code>, allocate <var>length</var> bytes of fresh GPU
-memory instead.
-</p>
-<p><var>target</var> and <var>usage</var> are hints that tell the GPU how the
-buffer is intended to be used.
-</p>
-<p><var>target</var> may be:
-</p>
-<ul>
-<li> <code>vertex</code>
-Vertex attribute data.
-
-</li><li> <code>index</code>
-Index buffer data.
-
-</li></ul>
-
-<p><var>usage</var> may be:
-</p>
-<ul>
-<li> <code>static</code>
-The buffer data will not be modified after creation.
-
-</li><li> <code>stream</code>
-The buffer data will be modified frequently.
-
-</li></ul>
-
-<p><var>name</var> is simply an arbitrary string for debugging purposes that
-is never sent to the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_003f">Procedure: <strong>buffer?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a GPU buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-index_002dbuffer_003f">Procedure: <strong>index-buffer?</strong> <em>buffer</em></dt>
-<dd><p>Return <code>#t</code> if <var>buffer</var> is an index buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-null_002dbuffer">Variable: <strong>null-buffer</strong></dt>
-<dd><p>Represents the absence of a buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dname">Procedure: <strong>buffer-name</strong> <em>buffer</em></dt>
-<dd><p>Return the name of <var>buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dlength">Procedure: <strong>buffer-length</strong> <em>buffer</em></dt>
-<dd><p>Return the length of <var>buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dstride">Procedure: <strong>buffer-stride</strong> <em>buffer</em></dt>
-<dd><p>Return the amount of space, in bytes, between each element in
-<var>buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dtarget">Procedure: <strong>buffer-target</strong> <em>buffer</em></dt>
-<dd><p>Return the the intended usage of <var>buffer</var>, either <code>vertex</code> or
-<code>index</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dusage">Procedure: <strong>buffer-usage</strong> <em>buffer</em></dt>
-<dd><p>Return the intended usage of <var>buffer</var>, either <code>static</code> for
-buffer data that will not change once sent to the GPU, or
-<code>stream</code> for buffer data that will be frequently updated from the
-client-side.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002ddata">Procedure: <strong>buffer-data</strong> <em>buffer</em></dt>
-<dd><p>Return a bytevector containing all the data within <var>buffer</var>. If
-<var>buffer</var> has not been mapped (see <code>with-mapped-buffer</code>) then
-this procedure will return <code>#f</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dmapped_002dbuffer">Syntax: <strong>with-mapped-buffer</strong> <em>buffer body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> in the context of <var>buffer</var> having its data
-synced from GPU memory to RAM. In this context, <code>buffer-data</code>
-will return a bytevector of all the data stored in <var>buffer</var>. When
-program execution exits this form, the data (including any
-modifications) is synced back to the GPU.
-</p>
-<dl>
-<dt id="index-current_002dbuffer">Procedure: <strong>current-buffer</strong></dt>
-<dd><p>Return the current buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003abuffer">Variable: <strong>g:buffer</strong></dt>
-<dd><p>Render state for buffers (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<p>This form is useful for streaming buffers that need to update their
-contents dynamically, such as a sprite batch.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dvertex_002dattribute">Procedure: <strong>make-vertex-attribute</strong> <em>#:buffer #:type #:component-type #:length [#:offset <code>0</code>] [#:divisor <code>1</code>] [#:name <code>"anonymous"</code>]</em></dt>
-<dd>
-<p>Return a new vertex attribute for <var>buffer</var> starting at byte index
-<var>offset</var> of <var>length</var> elements, where each element is of
-<var>type</var> and composed of <var>component-type</var> values.
-</p>
-<p>Valid values for <var>type</var> are:
-</p>
-<ul>
-<li> <code>scalar</code>
-single number
-
-</li><li> <code>vec2</code>
-2D vector
-
-</li><li> <code>vec3</code>
-3D vector
-
-</li><li> <code>vec4</code>
-4D vector
-
-</li><li> <code>mat2</code>
-2x2 matrix
-
-</li><li> <code>mat3</code>
-3x3 matrix
-
-</li><li> <code>mat4</code>
-4x4 matrix
-</li></ul>
-
-<p>Valid values for <var>component-type</var> are:
-</p>
-<ul>
-<li> <code>byte</code>
-</li><li> <code>unsigned-byte</code>
-</li><li> <code>short</code>
-</li><li> <code>unsigned-short</code>
-</li><li> <code>int</code>
-</li><li> <code>unsigned-int</code>
-</li><li> <code>float</code>
-</li><li> <code>double</code>
-
-</li></ul>
-
-<p><var>divisor</var> is only needed for instanced rendering applications (see
-<code>shader-apply/instanced</code> in <a href="Rendering-Engine.html">Rendering Engine</a>) and represents
-how many instances each vertex element applies to. A divisor of 0
-means that a single element is used for every instance and is used for
-the data being instanced. A divisor of 1 means that each element is
-used for 1 instance. A divisor of 2 means that each element is used
-for 2 instances, and so on.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_003f">Procedure: <strong>vertex-attribute?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a vertex attribute.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002d_003ebuffer">Procedure: <strong>vertex-attribute-&gt;buffer</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the buffer that <var>vertex-attribute</var> is using.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002dname">Procedure: <strong>vertex-attribute-name</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the name of <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002doffset">Procedure: <strong>vertex-attribute-offset</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the byte offset of <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002dtype">Procedure: <strong>vertex-attribute-type</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the data type of <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002dcomponent_002dtype">Procedure: <strong>vertex-attribute-component-type</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the component data type of <var>vertex-attribute</var>
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002ddivisor">Procedure: <strong>vertex-attribute-divisor</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the instance divisor for <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dmapped_002dvertex_002dattribute">Syntax: <strong>with-mapped-vertex-attribute</strong> <em>vertex-attribute body &hellip;</em></dt>
-<dd>
-<p>Evaluate <var>body</var> in the context of <var>vertex-attribute</var> having
-its data synced from GPU memory to RAM. See <code>with-mapped-buffer</code>
-for more information.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dvertex_002darray">Procedure: <strong>make-vertex-array</strong> <em>#:indices #:attributes [#:mode <code>triangles</code>]</em></dt>
-<dd>
-<p>Return a new vertex array using the index data within the vertex
-attributes <var>indices</var> and the vertex attribute data within
-<var>attributes</var>.
-</p>
-<p><var>attributes</var> is an alist mapping shader attribute indices to
-vertex attributes:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-symbol">`</span><span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">1</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,vertex-attribute-a</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">2</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,vertex-attribute-b</span><span class="syntax-close">)</span>
- <span class="syntax-symbol">...</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>By default, the vertex array is interpreted as containing a series of
-triangles. If another primtive type is desired, the <var>mode</var>
-keyword argument may be overridden. The following values are
-supported:
-</p>
-<ul>
-<li> <code>points</code>
-</li><li> <code>lines</code>
-</li><li> <code>line-loop</code>
-</li><li> <code>line-strip</code>
-</li><li> <code>triangles</code>
-</li><li> <code>triangle-strip</code>
-</li><li> <code>triangle-fan</code>
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-null_002dvertex_002darray">Variable: <strong>null-vertex-array</strong></dt>
-<dd><p>Represents the absence of a vertex array.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_003f">Procedure: <strong>vertex-array?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a vertex array.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_002dindices">Procedure: <strong>vertex-array-indices</strong> <em>vertex-array</em></dt>
-<dd><p>Return the buffer view containing index data for <var>vertex-array</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_002dattributes">Procedure: <strong>vertex-array-attributes</strong> <em>vertex-array</em></dt>
-<dd><p>Return the attribute index -&gt; buffer view mapping of vertex attribute
-data for <var>vertex-array</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_002dmode">Procedure: <strong>vertex-array-mode</strong> <em>vertex-array</em></dt>
-<dd><p>Return the primitive rendering mode for <var>vertex-array</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dvertex_002darray">Procedure: <strong>current-vertex-array</strong></dt>
-<dd><p>Return the current vertex array.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003avertex_002darray">Variable: <strong>g:vertex-array</strong></dt>
-<dd><p>Render state for vertex arrays (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
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