Book Image

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.5 (2)
Book Image

C++ Game Animation Programming - Second Edition

4.5 (2)
By: Michael Dunsky, Gabor Szauer

Overview of this book

If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.
Table of Contents (22 chapters)
1
Part 1:Building a Graphics Renderer
7
Part 2: Mathematics Roundup
10
Part 3: Working with Models and Animations
15
Part 4: Advancing Your Code to the Next Level

Adding new glTF shaders

Most of the glTF models contain a normal vector for every vertex, in addition to the color and the position we used for the textured box in the Loading and compiling shaders section of Chapter 2. The normal vector will be used to calculate the angle between every triangle and a light vector in the scene. We will then use a simple lighting model to make the final color brighter or darker, depending on the angle between the normal of the vertex and the light source.

To support the changed format for the vertex data, we must create a new pair of shaders. The first shader is the vertex shader. Create a new file, gltf.vert, in the shaders folder:

#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;

The shader uses GLSL 4.6, like the other renderer shaders in the Loading and compiling shaders section of Chapter 2, and the Fitting the Vulkan nuts and bolts together section of...