diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-03-27 18:59:55 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2011-03-27 18:59:55 +0400 |
commit | 617e6a83bc89ca36e18bd06d851a31c010e11db2 (patch) | |
tree | d1347daa3d9a7bf51a0168048247cfe1ce13a4ee /source/blender/editors/uvedit/uvedit_draw.c | |
parent | 8d7c3f8a7e6de7625b3631cd91242fbefa98cf3a (diff) |
object/paint/misc-files: floats were being implicitly promoted to doubles, adjust to use floats.
- also UV angle stretching was using radians->deg which wasn't needed.
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_draw.c | 114 |
1 files changed, 57 insertions, 57 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index 38df9a48fd0..b2a76681bff 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -72,35 +72,35 @@ static void drawcursor_sima(SpaceImage *sima, ARegion *ar) h= zoomy*height/256.0f; cpack(0xFFFFFF); - glTranslatef(sima->cursor[0], sima->cursor[1], 0.0f); - fdrawline(-0.05/w, 0, 0, 0.05/h); - fdrawline(0, 0.05/h, 0.05/w, 0); - fdrawline(0.05/w, 0, 0, -0.05/h); - fdrawline(0, -0.05/h, -0.05/w, 0); - + glTranslatef(sima->cursor[0], sima->cursor[1], 0.0); + fdrawline(-0.05f/w, 0, 0, 0.05f/h); + fdrawline(0, 0.05f/h, 0.05f/w, 0.0f); + fdrawline(0.05f/w, 0.0f, 0.0f, -0.05f/h); + fdrawline(0.0f, -0.05f/h, -0.05f/w, 0.0f); + setlinestyle(4); cpack(0xFF); - fdrawline(-0.05/w, 0, 0, 0.05/h); - fdrawline(0, 0.05/h, 0.05/w, 0); - fdrawline(0.05/w, 0, 0, -0.05/h); - fdrawline(0, -0.05/h, -0.05/w, 0); - - - setlinestyle(0); + fdrawline(-0.05f/w, 0.0f, 0.0f, 0.05f/h); + fdrawline(0.0f, 0.05f/h, 0.05f/w, 0.0f); + fdrawline(0.05f/w, 0.0f, 0.0f, -0.05f/h); + fdrawline(0.0f, -0.05f/h, -0.05f/w, 0.0f); + + + setlinestyle(0.0f); cpack(0x0); - fdrawline(-0.020/w, 0, -0.1/w, 0); - fdrawline(0.1/w, 0, .020/w, 0); - fdrawline(0, -0.020/h, 0, -0.1/h); - fdrawline(0, 0.1/h, 0, 0.020/h); - + fdrawline(-0.020f/w, 0.0f, -0.1f/w, 0.0f); + fdrawline(0.1f/w, 0.0f, 0.020f/w, 0.0f); + fdrawline(0.0f, -0.020f/h, 0.0f, -0.1f/h); + fdrawline(0.0f, 0.1f/h, 0.0f, 0.020f/h); + setlinestyle(1); cpack(0xFFFFFF); - fdrawline(-0.020/w, 0, -0.1/w, 0); - fdrawline(0.1/w, 0, .020/w, 0); - fdrawline(0, -0.020/h, 0, -0.1/h); - fdrawline(0, 0.1/h, 0, 0.020/h); - - glTranslatef(-sima->cursor[0], -sima->cursor[1], 0.0f); + fdrawline(-0.020f/w, 0.0f, -0.1f/w, 0.0f); + fdrawline(0.1f/w, 0.0f, 0.020f/w, 0.0f); + fdrawline(0.0f, -0.020f/h, 0.0f, -0.1f/h); + fdrawline(0.0f, 0.1f/h, 0.0f, 0.020f/h); + + glTranslatef(-sima->cursor[0], -sima->cursor[1], 0.0); setlinestyle(0); } @@ -215,11 +215,11 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac uvarea = uv_area(tf_uv, efa->v4 != NULL) / totuvarea; if(area < FLT_EPSILON || uvarea < FLT_EPSILON) - areadiff = 1.0; + areadiff = 1.0f; else if(area>uvarea) - areadiff = 1.0-(uvarea/area); + areadiff = 1.0f-(uvarea/area); else - areadiff = 1.0-(area/uvarea); + areadiff = 1.0f-(area/uvarea); weight_to_rgb(areadiff, col, col+1, col+2); glColor3fv(col); @@ -276,10 +276,10 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac /* This is the correct angle however we are only comparing angles * uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90);*/ - uvang1 = angle_normalized_v2v2(av1, av2)*180.0/M_PI; - uvang2 = angle_normalized_v2v2(av2, av3)*180.0/M_PI; - uvang3 = angle_normalized_v2v2(av3, av4)*180.0/M_PI; - uvang4 = angle_normalized_v2v2(av4, av1)*180.0/M_PI; + uvang1 = angle_normalized_v2v2(av1, av2); + uvang2 = angle_normalized_v2v2(av2, av3); + uvang3 = angle_normalized_v2v2(av3, av4); + uvang4 = angle_normalized_v2v2(av4, av1); /* 3d angles */ VECSUB(av1, efa->v4->co, efa->v1->co); normalize_v3(av1); @@ -289,30 +289,30 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac /* This is the correct angle however we are only comparing angles * ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90);*/ - ang1 = angle_normalized_v3v3(av1, av2)*180.0/M_PI; - ang2 = angle_normalized_v3v3(av2, av3)*180.0/M_PI; - ang3 = angle_normalized_v3v3(av3, av4)*180.0/M_PI; - ang4 = angle_normalized_v3v3(av4, av1)*180.0/M_PI; + ang1 = angle_normalized_v3v3(av1, av2); + ang2 = angle_normalized_v3v3(av2, av3); + ang3 = angle_normalized_v3v3(av3, av4); + ang4 = angle_normalized_v3v3(av4, av1); glBegin(GL_QUADS); /* This simple makes the angles display worse then they really are ;) - * 1.0-pow((1.0-a), 2) */ + * 1.0-powf((1.0-a), 2) */ - a = fabs(uvang1-ang1)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang1-ang1)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[0]); - a = fabs(uvang2-ang2)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang2-ang2)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[1]); - a = fabs(uvang3-ang3)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang3-ang3)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[2]); - a = fabs(uvang4-ang4)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang4-ang4)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[3]); @@ -336,9 +336,9 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac /* This is the correct angle however we are only comparing angles * uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90); */ - uvang1 = angle_normalized_v2v2(av1, av2)*180.0/M_PI; - uvang2 = angle_normalized_v2v2(av2, av3)*180.0/M_PI; - uvang3 = angle_normalized_v2v2(av3, av1)*180.0/M_PI; + uvang1 = angle_normalized_v2v2(av1, av2); + uvang2 = angle_normalized_v2v2(av2, av3); + uvang3 = angle_normalized_v2v2(av3, av1); /* 3d angles */ VECSUB(av1, efa->v3->co, efa->v1->co); normalize_v3(av1); @@ -346,24 +346,24 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, EditMesh *em, MTFac VECSUB(av3, efa->v2->co, efa->v3->co); normalize_v3(av3); /* This is the correct angle however we are only comparing angles * ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90); */ - ang1 = angle_normalized_v3v3(av1, av2)*180.0/M_PI; - ang2 = angle_normalized_v3v3(av2, av3)*180.0/M_PI; - ang3 = angle_normalized_v3v3(av3, av1)*180.0/M_PI; + ang1 = angle_normalized_v3v3(av1, av2); + ang2 = angle_normalized_v3v3(av2, av3); + ang3 = angle_normalized_v3v3(av3, av1); /* This simple makes the angles display worse then they really are ;) - * 1.0-pow((1.0-a), 2) */ + * 1.0f-powf((1.0-a), 2) */ glBegin(GL_TRIANGLES); - a = fabs(uvang1-ang1)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang1-ang1)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[0]); - a = fabs(uvang2-ang2)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang2-ang2)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[1]); - a = fabs(uvang3-ang3)/180.0; - weight_to_rgb(1.0-pow((1.0-a), 2), col, col+1, col+2); + a = fabsf(uvang3-ang3)/(float)M_PI; + weight_to_rgb(1.0f-powf((1.0f-a), 2.0f), col, col+1, col+2); glColor3fv(col); glVertex2fv(tf->uv[2]); } |