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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
commit25c5eac5e6ca1035db1eddd7bea9ac78531da57e (patch)
tree96377006bbfee75bcf0ce208c1ef89cbdfa5b803 /manuals/chickadee/Models.html
parent5b2e467a7e5e2ffbb0cbbf2557283be891d8206b (diff)
Delete manuals!
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-<title>Models (The Chickadee Game Toolkit)</title>
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-<span id="Models"></span><div class="header">
-<p>
-Next: <a href="Lights.html" accesskey="n" rel="next">Lights</a>, Previous: <a href="Tile-Maps.html" accesskey="p" rel="prev">Tile Maps</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="Models-1"></span><h4 class="subsection">5.3.8 Models</h4>
-
-<p><em>Disclaimer: Chickadee is alpha software, but 3D model support is
-even more alpha than that. There are many missing features in both
-the model loading and rendering components, so set your expectations
-accordingly!</em>
-</p>
-<p>The <code>(chickadee graphics model)</code> module provides procedures to
-load and render 3D models in the classic OBJ and more modern glTF 2.0
-formats.
-</p>
-<p>Here&rsquo;s some basic boilerplate to render a 3D model:
-</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">light</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">model</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">skybox</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">model</span> <span class="syntax-open">(</span><span class="syntax-symbol">load-gltf</span> <span class="syntax-string">"Suzanne.gltf"</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">camera-position</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec3</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">3.0</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">world</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-identity-matrix4</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">view</span> <span class="syntax-open">(</span><span class="syntax-symbol">look-at</span> <span class="syntax-symbol">camera-position</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec3</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec3</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">0.0</span><span class="syntax-close">)</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">projection</span> <span class="syntax-open">(</span><span class="syntax-symbol">perspective-projection</span> <span class="syntax-open">(</span><span class="syntax-symbol">/</span> <span class="syntax-symbol">pi</span> <span class="syntax-symbol">3.0</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">/</span> <span class="syntax-symbol">4.0</span> <span class="syntax-symbol">3.0</span><span class="syntax-close">)</span> <span class="syntax-symbol">0.1</span> <span class="syntax-symbol">5.0</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-open">(</span><span class="syntax-symbol">draw</span> <span class="syntax-symbol">alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">with-projection</span> <span class="syntax-symbol">projection</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">draw-model</span> <span class="syntax-symbol">model</span> <span class="syntax-symbol">world</span> <span class="syntax-symbol">view</span> <span class="syntax-symbol">camera-position</span>
-</pre></div>
-
-<dl>
-<dt id="index-load_002dobj">Procedure: <strong>load-obj</strong> <em>file-name</em></dt>
-<dd><p>Load the OBJ formatted model in <var>file-name</var> and return a 3D model
-object.
-</p>
-<p>OBJ models are rendered using a Phong lighting model, which is a
-work-in-progress.
-</p></dd></dl>
-
-<dl>
-<dt id="index-load_002dgltf">Procedure: <strong>load-gltf</strong> <em>file-name</em></dt>
-<dd><p>Load the glTF 2.0 formatted model in <var>file-name</var> and return a 3D
-model object.
-</p>
-<p>glTF models are rendered using a physically based lighting model,
-which is currently a stub to be implemented later.
-</p></dd></dl>
-
-<dl>
-<dt id="index-model_003f">Procedure: <strong>model?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 3D model.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dmodel">Procedure: <strong>draw-model</strong> <em>model [#:model-matrix] [#:view-matrix] [#:camera-position (vec3 0 0 0)] [#:skybox] [#:lights '()]</em></dt>
-<dd>
-<p>Render <var>model</var> with the transformation matrices <var>model-matrix</var>
-and <var>view-matrix</var> applied. <var>camera-position</var> is the world
-position of the camera, for correct specular lighting calculations.
-<var>skybox</var> is used to apply ambient lighting to the model.
-<var>lights</var> contains all of the dynamic lights (see <a href="Lights.html">Lights</a>) that
-should have an effect on the model.
-</p></dd></dl>
-
-<p>Models are composed of simpler data types: meshes, primitives, and
-materials. Let&rsquo;s start with materials. A material controls the
-appearance of a 3D object. Is the object a rough stone? Or maybe a
-smooth metal? Materials control all of this and more.
-</p>
-<p>There are two types of materials in Chickadee: Phong and PBR.
-</p>
-<hr />
-<div class="header">
-<p>
-Next: <a href="Lights.html" accesskey="n" rel="next">Lights</a>, Previous: <a href="Tile-Maps.html" accesskey="p" rel="prev">Tile Maps</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>
-
-
-
-</body>
-</html>