#include "HandsRenderer.hpp" #include "animation/rigging.hpp" #include "content/Content.hpp" #include "graphics/commons/Model.hpp" #include "ModelBatch.hpp" #include "window/Camera.hpp" #include #include using namespace rigging; HandsRenderer::HandsRenderer( const Assets& assets, ModelBatch& modelBatch, std::shared_ptr skeleton ) : assets(assets), modelBatch(modelBatch), skeleton(std::move(skeleton)) { } void HandsRenderer::render(const Camera& camera) { auto& skeleton = *this->skeleton; const auto& config = *skeleton.config; modelBatch.setLightsOffset(camera.position); config.render( assets, modelBatch, skeleton, ModelLightingMode::SOLID, glm::mat3(1.0f), glm::vec3(), glm::vec3(1.0f) ); modelBatch.render(); modelBatch.setLightsOffset(glm::vec3()); }