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+<title>The Chickadee Game Toolkit: Rendering Engine</title>
+
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+<link href="Graphics.html#Graphics" rel="up" title="Graphics">
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+<a name="Rendering-Engine"></a>
+<div class="header">
+<p>
+Next: <a href="Sprites.html#Sprites" accesskey="n" rel="next">Sprites</a>, Up: <a href="Graphics.html#Graphics" 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#Index" title="Index" rel="index">Index</a>]</p>
+</div>
+<hr>
+<a name="Rendering-Engine-1"></a>
+<h4 class="subsection">2.4.1 Rendering Engine</h4>
+
+<p>Chickadee defines rendering using a metaphor familiar to Scheme
+programmers: procedure application. A shader (see <a href="Shaders.html#Shaders">Shaders</a>) is
+like a procedure for the GPU to apply. Shaders are passed arguments:
+A vertex array containing the geometry to render (see <a href="Vertex-Arrays.html#Vertex-Arrays">Vertex Arrays</a>) and zero or more keyword arguments that the shader
+understands. Similar to how Scheme has <code>apply</code> for calling
+procedures, Chickadee provides <code>gpu-apply</code> for calling shaders.
+</p>
+<p>Additionally, there is some dynamic state that effects how
+<code>gpu-apply</code> will behave. Things like the current viewport,
+framebuffer, and blend mode are stored as dynamic state because it
+would be tedious to have to have to specify them each time
+<code>gpu-apply</code> is called.
+</p>
+<p>The following procedures and syntax can be found in the
+<code>(chickadee render)</code> module.
+</p>
+<dl>
+<dt><a name="index-gpu_002dapply"></a>Scheme Syntax: <strong>gpu-apply</strong> <em><var>shader</var> <var>vertex-array</var> [#:uniform-key <var>uniform-value</var> ...]</em></dt>
+<dt><a name="index-gpu_002dapply_002a"></a>Scheme Syntax: <strong>gpu-apply*</strong> <em><var>shader</var> <var>vertex-array</var> <var>count</var> [#:uniform-key <var>uniform-value</var> ...]</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>gpu-apply</code> will draw every vertex in <var>vertex-array</var>,
+<code>gpu-apply*</code> will only draw <var>count</var> vertices.
+</p>
+</dd></dl>
+
+<dl>
+<dt><a name="index-current_002dviewport"></a>Scheme Procedure: <strong>current-viewport</strong></dt>
+<dd><p>Return the currently bound viewport. See <a href="Viewports.html#Viewports">Viewports</a> for more
+details about using viewports.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-current_002dframebuffer"></a>Scheme Procedure: <strong>current-framebuffer</strong></dt>
+<dd><p>Return the currently bound framebuffer. See <a href="Framebuffers.html#Framebuffers">Framebuffers</a> for more
+details about using framebuffers.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-current_002dblend_002dmode"></a>Scheme Procedure: <strong>current-blend-mode</strong></dt>
+<dd><p>Return the currently bound blend mode. See <a href="Blending-and-Depth-Testing.html#Blending-and-Depth-Testing">Blending and Depth Testing</a> for more details about using blend modes.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-current_002ddepth_002dtest"></a>Scheme Procedure: <strong>current-depth-test</strong></dt>
+<dd><p>Return <code>#t</code> if depth testing is currently enabled.
+See <a href="Blending-and-Depth-Testing.html#Blending-and-Depth-Testing">Blending and Depth Testing</a> for more details about using the
+depth test.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-current_002dtexture"></a>Scheme Procedure: <strong>current-texture</strong></dt>
+<dd><p>Return the currently bound texture. See <a href="Textures.html#Textures">Textures</a> for more details
+about using textures.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-current_002dprojection"></a>Scheme Procedure: <strong>current-projection</strong></dt>
+<dd><p>Return the currently bound projection matrix. See <a href="Matrices.html#Matrices">Matrices</a> for
+more details about matrices.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-with_002dviewport"></a>Scheme Syntax: <strong>with-viewport</strong> <em><var>viewport</var> <var>body</var> ...</em></dt>
+<dd><p>Evaluate <var>body</var> with the current viewport bound to <var>viewport</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-with_002dframebuffer"></a>Scheme Syntax: <strong>with-framebuffer</strong> <em><var>framebuffer</var> <var>body</var> ...</em></dt>
+<dd><p>Evaluate <var>body</var> with the current framebuffer bound to
+<var>framebuffer</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-with_002dblend_002dmode"></a>Scheme Syntax: <strong>with-blend-mode</strong> <em><var>blend-mode</var> <var>body</var> ...</em></dt>
+<dd><p>Evaluate <var>body</var> with the current blend mode bound to
+<var>blend-mode</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-with_002ddepth_002dtest"></a>Scheme Syntax: <strong>with-depth-test</strong> <em><var>depth-test?</var> <var>body</var> ...</em></dt>
+<dd><p>Evaluate <var>body</var> with the depth-test disabled if <var>depth-test?</var>
+is <code>#f</code>, or enabled otherwise.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-with_002dtexture"></a>Scheme Syntax: <strong>with-texture</strong> <em><var>texture</var> <var>body</var> ...</em></dt>
+<dd><p>Evaluate <var>body</var> with the current texture bound to <var>texture</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-with_002dprojection"></a>Scheme Syntax: <strong>with-projection</strong> <em><var>projection</var> <var>body</var> ...</em></dt>
+<dd><p>Evaluate <var>body</var> with the current projection matrix bound to
+<var>projection</var>.
+</p></dd></dl>
+
+<hr>
+<div class="header">
+<p>
+Next: <a href="Sprites.html#Sprites" accesskey="n" rel="next">Sprites</a>, Up: <a href="Graphics.html#Graphics" 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#Index" title="Index" rel="index">Index</a>]</p>
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