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Hands-On C++ Game Animation Programming

You're reading from  Hands-On C++ Game Animation Programming

Product type Book
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Pages 368 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
Toc

Table of Contents (17) Chapters close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Working with buffers (attributes)

Attributes are per-vertex data in the graphics pipeline. A vertex is made up of attributes. For example, a vertex has a position and a normal, which are both attributes. The most common attributes are as follows:

  • Position: Often in local space
  • Normal: The direction the vertex points in
  • UV or texture coordinate: The normalized (x,y) coordinate on a texture
  • Color: A vector3 representing the color of a vertex

Attributes can have different data types. Throughout this book, you will implement support for integers, floats, and vector attributes. For vector attributes, two-, three-, and four-dimensional vectors will be supported.

The Attribute class declaration

Create a new file, Attribute.h. The Attribute class will be declared in this new file. The Attribute class will be templated. This will ensure that if an attribute is meant to be vec3, you cannot accidentally load vec2 into it:

  1. The attribute class will contain...
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