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

4

Working with Shaders

Welcome to Chapter 4! In the previous two chapters, we created renderers for OpenGL and Vulkan, but we addressed only the application part of the drawing: how to store the data in a simplified model and how to copy the data over to the GPU via a vertex buffer.

The GPU needs to know what to do with the data too. We must tell the graphics card in which format, sizes, and order the data for the vertices arrives, whether and how we would like to transform it, and how to apply colors or textures to the objects we sent.These steps are done in so-called shaders, which are small programs running on the compute units of your graphics card.

In this chapter, we will take a deeper look into the basic functionality of shaders. You will learn more about the way data is sent to the GPU – the vertex data itself, and additional data, such as transformation matrices.

We will also discuss the OpenGL Mathematics (GLM) library, allowing you to use the same data...