Book Image

Hands-On C++ Game Animation Programming

By : Gabor Szauer
Book Image

Hands-On C++ Game Animation Programming

By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)

Simple shaders

The rendering abstraction is done. Before drawing anything, you need to write shaders to direct how things are going to be drawn. In this section, you will write a vertex and a fragment shader. The fragment shader will be used throughout the rest of this book and the vertex shaders used in later sections of this book will be variations of the one presented here.

The vertex shader

The vertex shader is responsible for putting each vertex of a model through the model, view, and projection pipeline and for passing any required lighting data to the fragment shader. Create a new file, static.vert. You will be implementing the vertex shader in this file.

The vertex shader takes three uniforms—a model, a view, and a projection matrix. These uniforms are needed to transform a vertex. Each individual vertex is made up of three attributes—a position, a normal, and some texture coordinates.

The vertex shader outputs three variables to the fragment shader...