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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/Rendering-Engine.html
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Delete manuals!
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-<span id="Rendering-Engine"></span><div class="header">
-<p>
-Previous: <a href="Render-Settings.html" accesskey="p" rel="prev">Render Settings</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="Rendering-Engine-1"></span><h4 class="subsection">5.3.17 Rendering Engine</h4>
-
-<p>The <code>(chickadee graphics engine)</code> module provides a Scheme
-abstraction to the state of the GPU driver. When the Chickadee game
-loop launches, it takes care to initialize the engine. All draw calls
-and state changes happen within the context of this engine.
-</p>
-<p>Performing a custom draw call could look something like this:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">with-graphics-state</span> <span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">g:blend-mode</span> <span class="syntax-symbol">blend:alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">g:texture-0</span> <span class="syntax-symbol">my-texture</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">shader-apply</span> <span class="syntax-symbol">my-shader</span> <span class="syntax-keyword">#:foo</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<span id="Render-States"></span><h4 class="subsubsection">5.3.17.1 Render States</h4>
-
-<p>Render states represent individual state values on the GPU. For
-example, the current shader. As a naming convention, Chickadee
-prefixes variables containing render states with <code>g:</code>. Render
-states can be manipulated using the <code>with-graphics-state</code> macro.
-</p>
-<dl>
-<dt id="index-with_002dgraphics_002dstate">Syntax: <strong>with-graphics-state</strong> <em>((name value) &hellip;) body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> with render states defined by <var>name</var> changed
-to <var>value</var>. The render states are restored to their previous
-values afterwards.
-</p></dd></dl>
-
-<p>One additional piece of state that the rendering engine has, that is
-not part of the GPU state, is the current projection matrix:
-</p>
-<dl>
-<dt id="index-current_002dprojection">Procedure: <strong>current-projection</strong></dt>
-<dd><p>Return the currently bound projection matrix (see <a href="Matrices.html">Matrices</a>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dprojection">Syntax: <strong>with-projection</strong> <em>projection body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> with the current projection matrix bound to
-<var>projection</var> (see <a href="Matrices.html">Matrices</a>).
-</p></dd></dl>
-
-<span id="Rendering"></span><h4 class="subsubsection">5.3.17.2 Rendering</h4>
-
-<p>Chickadee likens a GPU draw call to a Scheme procedure call. A shader
-(see <a href="Shaders.html">Shaders</a>) is like a procedure for the GPU to apply. Shaders
-are passed arguments: The positional arguments are vertex array
-attributes (see <a href="Buffers.html">Buffers</a>) and the keyword arguments correspond to
-the shader&rsquo;s uniform variables. Scheme uses <code>apply</code> to call a
-procedure, so Chickadee uses <code>shader-apply</code> to call a shader.
-</p>
-<dl>
-<dt id="index-shader_002dapply">Syntax: <strong>shader-apply</strong> <em>shader vertex-array [#:uniform-key uniform-value &hellip;]</em></dt>
-<dt id="index-shader_002dapply_002a">Syntax: <strong>shader-apply*</strong> <em>shader vertex-array count [#:uniform-key uniform-value &hellip;]</em></dt>
-<dd>
-<p>Render <var>vertex-array</var> using <var>shader</var> with the uniform values
-specified in the following keyword arguments.
-</p>
-<p>While <code>shader-apply</code> will draw every vertex in <var>vertex-array</var>,
-<code>shader-apply*</code> will only draw <var>count</var> vertices.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_002dapply_002finstanced">Syntax: <strong>shader-apply/instanced</strong> <em>shader vertex-array n [#:uniform-key uniform-value &hellip;]</em></dt>
-<dt id="index-shader_002dapply_002finstanced-1">Syntax: <strong>shader-apply/instanced</strong> <em>shader vertex-array count n [#:uniform-key uniform-value &hellip;]</em></dt>
-<dd>
-<p>Render <var>vertex-array</var> <var>n</var> times using <var>shader</var> with the
-uniform values specified in the following keyword arguments.
-</p>
-<p>Instanced rendering is very beneficial for rendering the same object
-many times with only small differences for each one. For example, the
-particle effects described in <a href="Particles.html">Particles</a> use instanced rendering.
-</p>
-<p>While <code>shader-apply/instanced</code> will draw every vertex in
-<var>vertex-array</var>, <code>shader-apply*</code> will only draw <var>count</var>
-vertices.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Previous: <a href="Render-Settings.html" accesskey="p" rel="prev">Render Settings</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>
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