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+A copy of the license is also available from the Free Software
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+* Chickadee: (chickadee). Game programming toolkit for Guile.
+
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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="example">
+<pre class="example">(use-modules (chickadee graphics light)
+ (chickadee graphics model)
+ (chickadee graphics skybox))
+
+(define model (load-gltf &quot;Suzanne.gltf&quot;))
+(define camera-position (vec3 0.0 0.0 3.0))
+(define world (make-identity-matrix4))
+(define view (look-at camera-position (vec3 0.0 0.0 0.0) (vec3 0.0 1.0 0.0)))
+(define projection (perspective-projection (/ pi 3.0) (/ 4.0 3.0) 0.1 5.0))
+
+(define (draw alpha)
+ (with-projection projection
+ (draw-model model world view camera-position
+</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>
+
+
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