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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 shaders

The most important part of the abstraction layer is the Shader class. To draw something, you must bind a shader and attach some attributes and uniforms to it. The shader describes how the thing being drawn should be transformed and shaded, while attributes define what is being drawn.

In this section, you will implement a Shader class that can compile vertex and fragment shaders. The Shader class will also return uniform and attribute indices.

The Shader class declaration

When implementing the Shader class, you will need to declare several protected helper functions. These functions will keep the public API of the class clean; they are used for things such as reading a file into a string or calling an OpenGL code to compile the shader:

  1. Create a new file to declare the Shader class in; call it Shader.h. The Shader class should have a handle to the OpenGL shader object and maps for attribute and uniform indices. These dictionaries have a string for...
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