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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Switching shaders at runtime

In a real 3D renderer, you will need a lot of shader switches. The final picture is often created in many consecutive rendering steps, and the drawing operations need to reflect the tasks to be done in that single step. The vertex data sent to the GPU may be the same among many of the shaders, as changes in the data structures would require expensive transformations or lead to duplicate data storage with another set of attributes. But in many cases, the rest of the shader code itself will be completely different, depending on the input to that shader and the expected output.

Adding new shaders is done in only a couple of steps for the OpenGL renderer, so we will walk through the changes here. The Vulkan renderer needs different adjustments, and we will only check the broad steps.

The full example code can be found in the chapter04 | 01_opengl_shader_switch folder.

Creating a new set of shaders

The first step is to have multiple shaders available...

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