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Mastering C++ Game Animation Programming

You're reading from   Mastering C++ Game Animation Programming Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan

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Product type Paperback
Published in Mar 2025
Publisher Packt
ISBN-13 9781835881927
Length 544 pages
Edition 1st Edition
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Author (1):
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Michael Dunsky Michael Dunsky
Author Profile Icon Michael Dunsky
Michael Dunsky
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Populating the World with the Game Character Models
2. Working with Open Asset Import Library FREE CHAPTER 3. Moving Animation Calculations from CPU to GPU 4. Adding a Visual Selection 5. Part 2: Transforming the Model Viewer into an Animation Editor
6. Enhancing Application Handling 7. Saving and Loading the Configuration 8. Extending Camera Handling 9. Part 3: Tuning Character Animations
10. Enhancing Animation Controls 11. An Introduction to Collision Detection 12. Adding Behavior and Interaction 13. Advanced Animation Blending 14. Part 4: Enhancing Your Virtual World
15. Loading a Game Map 16. Advanced Collision Detection 17. Adding Simple Navigation 18. Creating Immersive Interactive Worlds 19. Other Books You May Enjoy
20. Index

Sending the level data to the GPU

With every addition of new features, it becomes simpler to reuse code in the application. In the case of level data, mesh data is encapsulated in the AssimpLevel class, and drawing the level’s triangles can be done in a small loop over all loaded levels.

As the first step, we create a new shader to draw the level data.

Creating a new shader

Since we need to draw the level triangles only once, using a separate shader for the level data is a clever idea. Add the private shader named mAssimpLevelShader to the header file of the renderer class:

    Shader mAssimpLevelShader{};

The shader will use the two new files, assimp_level.vert for the vertex shader and assimp_level.frag for the fragment shader. We load the files along with the other shaders in the init() method of the renderer:

  if (!mAssimpLevelShader.loadShaders(
      "shader/assimp_level.vert",
      "shader/assimp_level.frag")) {
    return...
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