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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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+<!-- Copyright (C) 2017-2021 David Thompson davet@gnu.org
+
+Permission is granted to copy, distribute and/or modify this document
+under the terms of the GNU Free Documentation License, Version 1.3
+or any later version published by the Free Software Foundation;
+with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
+A copy of the license is included in the section entitled "GNU
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+
+A copy of the license is also available from the Free Software
+Foundation Web site at http://www.gnu.org/licenses/fdl.html.
+
+
+* Chickadee: (chickadee). Game programming toolkit for Guile.
+
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+<title>Render Settings (The Chickadee Game Toolkit)</title>
+
+<meta name="description" content="Render Settings (The Chickadee Game Toolkit)">
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+<link href="Graphics.html" rel="up" title="Graphics">
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+<body lang="en">
+<span id="Render-Settings"></span><div class="header">
+<p>
+Next: <a href="Rendering-Engine.html" accesskey="n" rel="next">Rendering Engine</a>, Previous: <a href="Viewports.html" accesskey="p" rel="prev">Viewports</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="Render-Settings-1"></span><h4 class="subsection">5.3.16 Render Settings</h4>
+
+<span id="Blending"></span><h4 class="subsubsection">5.3.16.1 Blending</h4>
+
+<p>Rendering a scene often involves drawing layers of objects that
+overlap each other. Blending determines how two overlapping pixels
+are combined in the final image that is rendered to the screen. The
+<code>(chickadee graphics blend)</code> module provides a data type for
+blending modes.
+</p>
+<p>Chickadee provides the following blend modes:
+</p>
+<dl>
+<dt id="index-blend_003aalpha">Variable: <strong>blend:alpha</strong></dt>
+<dd><p>Blend pixels according to the values of their alpha channels. This is
+the most commonly used blend mode.
+</p></dd></dl>
+
+<dl>
+<dt id="index-blend_003areplace">Variable: <strong>blend:replace</strong></dt>
+<dd><p>Overwrite the output pixel color with the color being drawn.
+</p></dd></dl>
+
+<dl>
+<dt id="index-blend_003aadd">Variable: <strong>blend:add</strong></dt>
+<dd><p>Add all pixel color values together. The more colors blended
+together, the more white the final color becomes.
+</p></dd></dl>
+
+<dl>
+<dt id="index-blend_003asubtract">Variable: <strong>blend:subtract</strong></dt>
+<dd><p>Subtract all pixel color values. The more colors blended together,
+the more black the final color becomes.
+</p></dd></dl>
+
+<dl>
+<dt id="index-blend_003amultiply">Variable: <strong>blend:multiply</strong></dt>
+</dl>
+
+<dl>
+<dt id="index-blend_003adarken">Variable: <strong>blend:darken</strong></dt>
+</dl>
+
+<dl>
+<dt id="index-blend_003alighten">Variable: <strong>blend:lighten</strong></dt>
+</dl>
+
+<dl>
+<dt id="index-blend_003ascreen">Variable: <strong>blend:screen</strong></dt>
+</dl>
+
+<p>Custom blend modes can be created using the <code>make-blend-mode</code> procedure:
+</p>
+<dl>
+<dt id="index-make_002dblend_002dmode">Procedure: <strong>make-blend-mode</strong> <em>equation source-function destination-function</em></dt>
+<dd><p>Return a new custom blend mode that applies <var>source-function</var> to
+the source color, <var>destination-function</var> to the destination color,
+and finally applies <var>equation</var> to the transformed
+source/destination color values. These arguments are <em>not</em>
+procedures, but symbolic representations of the functions that OpenGL
+supports.
+</p>
+<p>Valid values for <var>equation</var> are:
+</p>
+<ul>
+<li> <code>add</code>
+</li><li> <code>subtract</code>
+</li><li> <code>reverse-subtract</code>
+</li><li> <code>min</code>
+</li><li> <code>max</code>
+</li><li> <code>alpha-min</code>
+</li><li> <code>alpha-max</code>
+</li></ul>
+
+<p>Valid values for <var>source-function</var> are:
+</p>
+<ul>
+<li> <code>zero</code>
+</li><li> <code>one</code>
+</li><li> <code>destination-color</code>
+</li><li> <code>one-minus-destination-color</code>
+</li><li> <code>source-alpha-saturate</code>
+</li><li> <code>source-alpha</code>
+</li><li> <code>one-minus-source-alpha</code>
+</li><li> <code>destination-alpha</code>
+</li><li> <code>one-minus-destination-alpha</code>
+</li><li> <code>constant-color</code>
+</li><li> <code>one-minus-constant-color</code>
+</li><li> <code>constant-alpha</code>
+</li><li> <code>one-minus-constant-alpha</code>
+</li></ul>
+
+<p>Valid values for <var>destination-function</var> are:
+</p>
+<ul>
+<li> <code>zero</code>
+</li><li> <code>one</code>
+</li><li> <code>source-color</code>
+</li><li> <code>one-minus-source-color</code>
+</li><li> <code>source-alpha</code>
+</li><li> <code>one-minus-source-alpha</code>
+</li><li> <code>destination-alpha</code>
+</li><li> <code>one-minus-destination-alpha</code>
+</li><li> <code>constant-color</code>
+</li><li> <code>one-minus-constant-color</code>
+</li><li> <code>constant-alpha</code>
+</li><li> <code>one-minus-constant-alpha</code>
+</li></ul>
+
+</dd></dl>
+
+<span id="Polygon-Modes-and-Culling"></span><h4 class="subsubsection">5.3.16.2 Polygon Modes and Culling</h4>
+
+<p>The <code>(chickadee graphics polygon)</code> module provides access to the
+<code>g:polygon-mode</code> and <code>g:cull-face-mode</code> render states.
+</p>
+<dl>
+<dt id="index-fill_002dpolygon_002dmode">Variable: <strong>fill-polygon-mode</strong></dt>
+<dd><p>Completely fill in the polygon. This is the default mode.
+</p></dd></dl>
+
+<dl>
+<dt id="index-line_002dpolygon_002dmode">Variable: <strong>line-polygon-mode</strong></dt>
+<dd><p>Render only the edges of the polygon. Produces a wireframe.
+</p></dd></dl>
+
+<dl>
+<dt id="index-point_002dpolygon_002dmode">Variable: <strong>point-polygon-mode</strong></dt>
+<dd><p>Render only the vertex positions as points.
+</p></dd></dl>
+
+<dl>
+<dt id="index-make_002dpolygon_002dmode">Procedure: <strong>make-polygon-mode</strong> <em>front back</em></dt>
+<dd><p>Return a new polygon mode that uses the method <var>front</var> for the
+front face and <var>back</var> for the back face. The valid modes are
+<code>fill</code>, <code>line</code>, and <var>point</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-polygon_002dmode_003f">Procedure: <strong>polygon-mode?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a polygon mode.
+</p></dd></dl>
+
+<dl>
+<dt id="index-current_002dpolygon_002dmode">Procedure: <strong>current-polygon-mode</strong></dt>
+<dd><p>Return the current polygon mode.
+</p></dd></dl>
+
+<dl>
+<dt id="index-g_003apolygon_002dmode">Variable: <strong>g:polygon-mode</strong></dt>
+<dd><p>Render state for polygon modes (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
+</p></dd></dl>
+
+<dl>
+<dt id="index-no_002dcull_002dface_002dmode">Variable: <strong>no-cull-face-mode</strong></dt>
+<dd><p>Don&rsquo;t cull any faces.
+</p></dd></dl>
+
+<dl>
+<dt id="index-back_002dcull_002dface_002dmode">Variable: <strong>back-cull-face-mode</strong></dt>
+<dd><p>Cull only back faces.
+</p></dd></dl>
+
+<dl>
+<dt id="index-front_002dcull_002dface_002dmode">Variable: <strong>front-cull-face-mode</strong></dt>
+<dd><p>Cull only front faces.
+</p></dd></dl>
+
+<dl>
+<dt id="index-front_002dand_002dback_002dcull_002dface_002dmode">Variable: <strong>front-and-back-cull-face-mode</strong></dt>
+<dd><p>Cull both front and back faces.
+</p></dd></dl>
+
+<dl>
+<dt id="index-cull_002dface_002dmode_003f">Procedure: <strong>cull-face-mode?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a cull face mode.
+</p></dd></dl>
+
+<dl>
+<dt id="index-cull_002dface_002dmode_002dfront_003f">Procedure: <strong>cull-face-mode-front?</strong> <em>cull-face-mode</em></dt>
+<dd><p>Return <code>#t</code> if <var>cull-face-mode</var> culls front faces.
+</p></dd></dl>
+
+<dl>
+<dt id="index-cull_002dface_002dmode_002dback_003f">Procedure: <strong>cull-face-mode-back?</strong> <em>cull-face-mode</em></dt>
+<dd><p>Return <code>#t</code> if <var>cull-face-mode</var> culls back faces.
+</p></dd></dl>
+
+<dl>
+<dt id="index-current_002dcull_002dface_002dmode">Procedure: <strong>current-cull-face-mode</strong></dt>
+<dd><p>Return the current cull face mode.
+</p></dd></dl>
+
+<dl>
+<dt id="index-g_003acull_002dface_002dmode">Variable: <strong>g:cull-face-mode</strong></dt>
+<dd><p>Render state for cull face modes (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
+</p></dd></dl>
+
+<span id="Depth-Testing"></span><h4 class="subsubsection">5.3.16.3 Depth Testing</h4>
+
+<p>The <code>(chickadee graphics depth)</code> module provides access to the
+<code>g:depth-test</code> render state.
+</p>
+<dl>
+<dt id="index-make_002ddepth_002dtest">Procedure: <strong>make-depth-test</strong> <em>[#:write? #t] [#:function 'less-than] [#:near 0.0] [#:far 1.0]</em></dt>
+<dd>
+<p>Return a new depth test object. If <var>write</var> is <code>#t</code>, the
+depth buffer will be written to during a draw call. <var>near</var> and
+<var>far</var> define the min/max Z values for which depth testing may
+pass.
+</p>
+<p><var>function</var> specifies how the depth value of pixel being drawn
+compares to the depth value that is already in the depth buffer. When
+this comparison is true, the depth test passes and the pixel is drawn.
+When it fails, the pixel is discarded.
+</p>
+<p>The possible values of <var>function</var> are:
+</p>
+<ul>
+<li> <code>always</code>
+</li><li> <code>never</code>
+</li><li> <code>equal</code>
+</li><li> <code>not-equal</code>
+</li><li> <code>less-than</code>
+</li><li> <code>less-than-or-equal</code>
+</li><li> <code>greater-than</code>
+</li><li> <code>greater-than-or-equal</code>
+</li></ul>
+
+</dd></dl>
+
+<dl>
+<dt id="index-depth_002dtest_003f">Procedure: <strong>depth-test?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> when <var>obj</var> is a depth test object.
+</p></dd></dl>
+
+<dl>
+<dt id="index-depth_002dtest_002dwrite_003f">Procedure: <strong>depth-test-write?</strong> <em>depth-test</em></dt>
+<dd><p>Return <code>#t</code> when <var>depth-test</var> will write to the depth buffer.
+</p></dd></dl>
+
+<dl>
+<dt id="index-depth_002dtest_002dfunction">Procedure: <strong>depth-test-function</strong> <em>depth-test</em></dt>
+<dd><p>Return the comparison function of <var>depth-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-depth_002dtest_002dnear">Procedure: <strong>depth-test-near</strong> <em>depth-test</em></dt>
+<dd><p>Return the near Z value of <var>depth-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-depth_002dtest_002dfar">Procedure: <strong>depth-test-far</strong> <em>depth-test</em></dt>
+<dd><p>Return the far Z value of <var>depth-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-current_002ddepth_002dtest">Procedure: <strong>current-depth-test</strong></dt>
+<dd><p>Return the current depth test.
+</p></dd></dl>
+
+<dl>
+<dt id="index-g_003adepth_002dtest">Variable: <strong>g:depth-test</strong></dt>
+<dd><p>Render state for depth tests (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
+</p></dd></dl>
+
+<span id="Stencil-Testing"></span><h4 class="subsubsection">5.3.16.4 Stencil Testing</h4>
+
+<p>The <code>(chickadee graphics stencil)</code> module provides access to the
+<code>g:stencil-test</code> render state.
+</p>
+<dl>
+<dt id="index-default_002dstencil_002dtest">Variable: <strong>default-stencil-test</strong></dt>
+<dd><p>A stencil test that always passes.
+</p></dd></dl>
+
+<dl>
+<dt id="index-make_002dstencil_002dtest">Procedure: <strong>make-stencil-test</strong> <em>[#:mask #xFF] [#:function always] [#:function-mask #xFF] [#:reference 0] [#:on-fail keep] [#:on-depth-fail keep] [#:on-pass keep] [#:mask-front mask] [#:mask-back mask] [#:function-mask-front function-mask] [#:function-mask-back function-mask] [#:refrence-front reference] [#:reference-back reference] [#:on-fail-front on-fail] [#:on-fail-back on-fail] [#:on-depth-fail-front on-depth-fail] [#:on-depth-fail-back on-depth-fail] [#:on-pass-front on-pass] [#:on-pass-back on-pass]</em></dt>
+<dd>
+<p>Return a new stencil test object. Different configurations can be
+used for the front and back faces by using the arguments that end in
+&ldquo;front&rdquo; or &ldquo;back&rdquo;.
+</p>
+<p>Valid values for <var>on-pass</var>, <var>on-fail</var>, and <var>on-depth-fail</var>
+are:
+</p>
+<ul>
+<li> <code>zero</code>
+</li><li> <code>keep</code>
+</li><li> <code>replace</code>
+</li><li> <code>increment</code>
+</li><li> <code>increment-wrap</code>
+</li><li> <code>decrement</code>
+</li><li> <code>decrement-wrap</code>
+</li><li> <code>invert</code>
+</li></ul>
+
+<p>Valid values for <var>function</var> are:
+</p>
+<ul>
+<li> <code>always</code>
+</li><li> <code>never</code>
+</li><li> <code>equal</code>
+</li><li> <code>not-equal</code>
+</li><li> <code>less-than</code>
+</li><li> <code>less-than-or-equal</code>
+</li><li> <code>greater-than</code>
+</li><li> <code>greater-than-or-equal</code>
+</li></ul>
+
+</dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_003f">Procedure: <strong>stencil-test?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> when <var>obj</var> is a stencil test object.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dmask_002dfront">Procedure: <strong>stencil-test-mask-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front mask of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dmask_002dback">Procedure: <strong>stencil-test-mask-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back mask of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dfunction_002dfront">Procedure: <strong>stencil-test-function-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front function of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dfunction_002dback">Procedure: <strong>stencil-test-function-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back function of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dfunction_002dmask_002dfront">Procedure: <strong>stencil-test-function-mask-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front function-mask of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dfunction_002dmask_002dback">Procedure: <strong>stencil-test-function-mask-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back function-mask of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dreference_002dfront">Procedure: <strong>stencil-test-reference-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front reference value of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002dreference_002dback">Procedure: <strong>stencil-test-reference-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back reference value of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002don_002dfail_002dfront">Procedure: <strong>stencil-test-on-fail-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front failure action of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002don_002dfail_002dback">Procedure: <strong>stencil-test-on-fail-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back failure action of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002don_002ddepth_002dfail_002dfront">Procedure: <strong>stencil-test-on-depth-fail-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front depth test failure action of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002don_002ddepth_002dfail_002dback">Procedure: <strong>stencil-test-on-depth-fail-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back depth test failure action of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002don_002dpass_002dfront">Procedure: <strong>stencil-test-on-pass-front</strong> <em>stencil-test</em></dt>
+<dd><p>Return the front pass action of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-stencil_002dtest_002don_002dpass_002dback">Procedure: <strong>stencil-test-on-pass-back</strong> <em>stencil-test</em></dt>
+<dd><p>Return the back pass action of <var>stencil-test</var>.
+</p></dd></dl>
+
+<dl>
+<dt id="index-current_002dstencil_002dtest">Procedure: <strong>current-stencil-test</strong></dt>
+<dd><p>Return the current stencil test.
+</p></dd></dl>
+
+<dl>
+<dt id="index-g_003astencil_002dtest">Variable: <strong>g:stencil-test</strong></dt>
+<dd><p>Render state for stencil testing (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
+</p></dd></dl>
+
+<span id="Multisample-Antialiasing"></span><h4 class="subsubsection">5.3.16.5 Multisample Antialiasing</h4>
+
+<p>Multisample antialiasing is a feature supported by many, but not all,
+graphics cards. It is a nice easy way to improve the final frame that
+the user sees, particularly in 3D scenes. The <code>(chickadee
+graphics multisample)</code> module provides access to the
+<code>g:multisample?</code> render state.
+</p>
+<dl>
+<dt id="index-current_002dmultisample">Procedure: <strong>current-multisample</strong></dt>
+<dd><p>Return <code>#t</code> if multisampling is enabled.
+</p></dd></dl>
+
+<dl>
+<dt id="index-g_003amultisample_003f">Variable: <strong>g:multisample?</strong></dt>
+<dd><p>Render state for multisampling (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
+</p></dd></dl>
+
+<hr>
+<div class="header">
+<p>
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+</div>
+
+
+
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+</html>