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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

Creating an FPS counter

To measure the time it takes to draw a frame, we need a stable time source. Luckily, GLFW has a function we could use for our virtual stopwatch: glfwGetTime(). This function returns the number of seconds since GLFW was initialized as a double type. The resolution of the returned value is system-dependent, but GLFW should use the time with the highest resolution. We should get the time down to micro- or nanoseconds.

We start by using GLFW as a simple timer.

Using GLFW as a simple timer

To measure the time the renderer needs to draw the objects to the screen, we save the time given by glfwGetTime() at the start of the draw() method. To be able to calculate the full frame time, including the code in the Window class, we also store the starting time of the previous draw in a static variable. Then, we use a new variable in the OGLRenderData struct to transfer the difference of both time values to the UserInterface class. This difference is simply converted...

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