VoxelEngine/src/graphics/render/HandsRenderer.cpp

41 lines
928 B
C++

#include "HandsRenderer.hpp"
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
#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> 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;
modelBatch.setLightsOffset(camera.position);
config.update(skeleton, glm::mat4(1.0f), glm::vec3(), glm::vec3(1.0f));
config.render(
assets,
modelBatch,
skeleton,
glm::mat3(1.0f),
glm::vec3(),
glm::vec3(1.0f)
);
}