summaryrefslogtreecommitdiff
path: root/manuals/chickadee/Rendering-Engine.html
diff options
context:
space:
mode:
Diffstat (limited to 'manuals/chickadee/Rendering-Engine.html')
-rw-r--r--manuals/chickadee/Rendering-Engine.html176
1 files changed, 0 insertions, 176 deletions
diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html
deleted file mode 100644
index 8f81fc6..0000000
--- a/manuals/chickadee/Rendering-Engine.html
+++ /dev/null
@@ -1,176 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-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
-Free Documentation License".
-
-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.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Rendering Engine (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Rendering Engine (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Rendering Engine (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Audio.html" rel="next" title="Audio" />
-<link href="Render-Settings.html" rel="prev" title="Render Settings" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<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>
-</div>
-
-
-
-</body>
-</html>