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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details
Toc

Table of Contents (22) Chapters close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 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

Sending additional data to the GPU

The data sent from the vertex buffer has one important drawback: it changes for every vertex. If we need some sort of values to remain constant during a frame, such as a transformation matrix, we must take a different approach. Using the CPU for this has already been ruled out as it would be too expensive and time-consuming, so we will utilize the GPU for this task.

Both OpenGL and Vulkan have a special type of buffer for this use case: the uniform buffer.

Using uniform buffers to upload constant data

Uniform buffers have two important properties:

  • They are shared among all shaders on the graphics card
  • They are read-only inside the shaders

Any data, such as the aforementioned transformation matrices, needs to be uploaded only once per frame before the drawing starts. In the shader code, the data can be referenced like local variables, but in contrast to vertex positions, colors, and so on, it is the same for every vertex...

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