added rect shape with corrected uv interpolation
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@@ -24,14 +24,15 @@ protected:
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{
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static float d[4];
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static vertex_t* v[4];
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v[0] = &va; v[1] = &vb; v[2] = &vc; v[3] = &vc;
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v[0] = &va; v[1] = &vb; v[2] = &vc; v[3] = &vd;
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auto mid = quad_mid_point(va.pos, vb.pos, vc.pos, vd.pos);
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for (int i = 0; i < 4; i++)
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d[i] = glm::distance(glm::vec2(v[i]->pos), mid);
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for (int i = 0; i < 4; i++)
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{
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float q = (d[i] + d[(i + 2) % 4]) / d[(i + 2) % 4];
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v[i]->uvs = glm::vec4(glm::vec2(v[i]->uvs), 0, 1) * q;
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v[i]->uvs = glm::vec2(v[i]->uvs) * q;
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v[i]->pos.w = q;
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}
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}
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};
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@@ -50,6 +51,11 @@ public:
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}
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};
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class Rect : public Shape
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{
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bool create(float w, float h);
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};
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class Circle : public Shape
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{
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public:
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