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

Loading and compiling shaders

A shader is a small program running on the graphics card, which has special computing units for them. Modern GPUs have thousands of shader units to be able to run the shaders in a massively parallel fashion, which is one of the reasons for the high-speed drawing of pictures of 3D worlds.

The OpenGL rendering pipeline uses several shader types, as seen in Figure 2.1, but we will use only two of the types here: vertex shaders and fragment shaders, the first and last steps in the pipeline. There are more shader types, such as geometry or tessellation shaders, and also shaders outside the normal pipeline such as compute shaders, which are used for simple but fast computation in the shader units.

Let’s take a closer look at the two shader types we will use in the OpenGL renderer to draw the objects to the screen: the vertex and fragment shaders.

Vertex and fragment shaders

A vertex shader uses the uploaded vertex data as input and transforms...