#include "HandsRenderer.hpp" #include #include #include "ModelBatch.hpp" #include "content/Content.hpp" #include "graphics/commons/Model.hpp" #include "objects/rigging.hpp" #include "window/Camera.hpp" using namespace rigging; HandsRenderer::HandsRenderer( const Assets& assets, ModelBatch& modelBatch, std::shared_ptr skeleton ) : assets(assets), modelBatch(modelBatch), skeleton(std::move(skeleton)) { } void HandsRenderer::renderHands( const Camera& camera, float delta ) { auto& skeleton = *this->skeleton; const auto& config = *skeleton.config; // render modelBatch.setLightsOffset(camera.position); config.update(skeleton, glm::mat4(1.0f), glm::vec3()); config.render(assets, modelBatch, skeleton, glm::mat4(1.0f), glm::vec3()); }