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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>
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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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