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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

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...

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