Loading framework/include/scene.hpp +3 −1 Original line number Diff line number Diff line Loading @@ -12,7 +12,9 @@ class Scene { public: Scene(const std::string& objPath); void draw(); std::vector<std::unique_ptr<Mesh>>& meshes() { return _meshes; } private: std::vector<std::unique_ptr<Mesh>> _meshes; Loading framework/src/scene.cpp +1 −13 Original line number Diff line number Diff line Loading @@ -23,13 +23,7 @@ glm::vec3 getTangent(glm::vec3 pos1, glm::vec2 deltaUV2 = tex3 - tex1; float f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); glm::vec3 tangent; tangent.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); tangent.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); tangent.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); tangent = glm::normalize(tangent); return tangent; return (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * f; } Texture* Scene::loadTexture(std::unordered_map<std::string, Texture&>& cache, const std::string& directory, const std::string& path) { Loading Loading @@ -128,9 +122,3 @@ Scene::Scene(const std::string& objPath) { _meshes.push_back(std::make_unique<Mesh>(vertices, normals, textureCoords, std::vector<uint32_t>(), material)); } } void Scene::draw() { for (std::unique_ptr<Mesh>& mesh : _meshes) { mesh->draw(); } } No newline at end of file Loading
framework/include/scene.hpp +3 −1 Original line number Diff line number Diff line Loading @@ -12,7 +12,9 @@ class Scene { public: Scene(const std::string& objPath); void draw(); std::vector<std::unique_ptr<Mesh>>& meshes() { return _meshes; } private: std::vector<std::unique_ptr<Mesh>> _meshes; Loading
framework/src/scene.cpp +1 −13 Original line number Diff line number Diff line Loading @@ -23,13 +23,7 @@ glm::vec3 getTangent(glm::vec3 pos1, glm::vec2 deltaUV2 = tex3 - tex1; float f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); glm::vec3 tangent; tangent.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); tangent.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); tangent.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); tangent = glm::normalize(tangent); return tangent; return (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * f; } Texture* Scene::loadTexture(std::unordered_map<std::string, Texture&>& cache, const std::string& directory, const std::string& path) { Loading Loading @@ -128,9 +122,3 @@ Scene::Scene(const std::string& objPath) { _meshes.push_back(std::make_unique<Mesh>(vertices, normals, textureCoords, std::vector<uint32_t>(), material)); } } void Scene::draw() { for (std::unique_ptr<Mesh>& mesh : _meshes) { mesh->draw(); } } No newline at end of file