diff options
author | Jorge Bernal <jbernalmartinez@gmail.com> | 2015-12-13 05:17:19 +0300 |
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committer | Jorge Bernal <jbernalmartinez@gmail.com> | 2015-12-13 05:20:27 +0300 |
commit | d9ee88d126ddb59b68d2561694b522a99e4923b6 (patch) | |
tree | 7c4b1f2d2df8139d44f67d92aee41c23d384e5d6 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | |
parent | 0dcca6958913093948006d389ef9a777755db0f8 (diff) |
BGE Rasterizer clean up: double-promotion warnings
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 54cffcc3c18..e7b5bebd5e8 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -89,17 +89,17 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, RAS_STORAGE_TYPE :RAS_IRasterizer(canvas), m_2DCanvas(canvas), m_fogenabled(false), - m_time(0.0), + m_time(0.0f), m_campos(0.0f, 0.0f, 0.0f), m_camortho(false), m_stereomode(RAS_STEREO_NOSTEREO), m_curreye(RAS_STEREO_LEFTEYE), - m_eyeseparation(0.0), - m_focallength(0.0), + m_eyeseparation(0.0f), + m_focallength(0.0f), m_setfocallength(false), m_noOfScanlines(32), m_motionblur(0), - m_motionblurvalue(-1.0), + m_motionblurvalue(-1.0f), m_usingoverrideshader(false), m_clientobject(NULL), m_auxilaryClientInfo(NULL), @@ -171,10 +171,10 @@ bool RAS_OpenGLRasterizer::Init() glFrontFace(GL_CCW); m_last_frontface = true; - m_redback = 0.4375; - m_greenback = 0.4375; - m_blueback = 0.4375; - m_alphaback = 0.0; + m_redback = 0.4375f; + m_greenback = 0.4375f; + m_blueback = 0.4375f; + m_alphaback = 0.0f; glClearColor(m_redback,m_greenback,m_blueback,m_alphaback); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); @@ -249,7 +249,7 @@ void RAS_OpenGLRasterizer::Exit() glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); - glClearDepth(1.0); + glClearDepth(1.0f); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(m_redback, m_greenback, m_blueback, m_alphaback); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -383,7 +383,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene) glBegin(GL_LINE_LOOP); glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f); - static const MT_Vector3 worldUp(0.0, 0.0, 1.0); + static const MT_Vector3 worldUp(0.0f, 0.0f, 1.0f); MT_Vector3 norm = debugShapes[i].m_param; MT_Matrix3x3 tr; if (norm.fuzzyZero() || norm == worldUp) @@ -403,8 +403,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene) int n = (int)debugShapes[i].m_param2.y(); for (int j = 0; j<n; j++) { - MT_Scalar theta = j*M_PI*2/n; - MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0); + MT_Scalar theta = j*(float)M_PI*2/n; + MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0f); pos = pos*tr; pos += debugShapes[i].m_pos; const MT_Scalar* posPtr = &pos.x(); @@ -546,7 +546,7 @@ void RAS_OpenGLRasterizer::SetEye(const StereoEye eye) glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); } else { - //glAccum(GL_LOAD, 1.0); + //glAccum(GL_LOAD, 1.0f); glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); ClearDepthBuffer(); } @@ -826,7 +826,7 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat) float* matrix = &mat(0, 0); glLoadMatrixf(matrix); - m_camortho = (mat(3, 3) != 0.0); + m_camortho = (mat(3, 3) != 0.0f); } void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat) @@ -838,7 +838,7 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat) /* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */ glLoadMatrixf(matrix); - m_camortho= (mat[3][3] != 0.0); + m_camortho= (mat[3][3] != 0.0f); } MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( @@ -931,8 +931,8 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, // correction for stereo if (Stereo() && perspective) { - MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention - MT_Vector3 unitViewupVec(0.0, 0.0, 1.0); + MT_Vector3 unitViewDir(0.0f, -1.0f, 0.0f); // minus y direction, Blender convention + MT_Vector3 unitViewupVec(0.0f, 0.0f, 1.0f); MT_Vector3 viewDir, viewupVec; MT_Vector3 eyeline; @@ -950,7 +950,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, // translate to left by half the eye distance MT_Transform transform; transform.setIdentity(); - transform.translate(-(eyeline * m_eyeseparation / 2.0)); + transform.translate(-(eyeline * m_eyeseparation / 2.0f)); m_viewmatrix *= transform; } break; @@ -959,7 +959,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, // translate to right by half the eye distance MT_Transform transform; transform.setIdentity(); - transform.translate(eyeline * m_eyeseparation / 2.0); + transform.translate(eyeline * m_eyeseparation / 2.0f); m_viewmatrix *= transform; } break; @@ -1066,7 +1066,7 @@ void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue) void RAS_OpenGLRasterizer::DisableMotionBlur() { m_motionblur = 0; - m_motionblurvalue = -1.0; + m_motionblurvalue = -1.0f; } void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend) @@ -1337,14 +1337,14 @@ void RAS_OpenGLRasterizer::applyTransform(float* oglmatrix,int objectdrawmode ) //page 360/361 3D Game Engine Design, David Eberly for a discussion // on screen aligned and axis aligned billboards // assumed is that the preprocessor transformed all billboard polygons - // so that their normal points into the positive x direction (1.0, 0.0, 0.0) + // so that their normal points into the positive x direction (1.0f, 0.0f, 0.0f) // when new parenting for objects is done, this rotation // will be moved into the object MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); MT_Point3 campos = GetCameraPosition(); MT_Vector3 dir = (campos - objpos).safe_normalized(); - MT_Vector3 up(0,0,1.0); + MT_Vector3 up(0,0,1.0f); KX_GameObject* gameobj = (KX_GameObject*)m_clientobject; // get scaling of halo object @@ -1591,13 +1591,13 @@ void RAS_OpenGLRasterizer::MotionBlur() if (state==1) { //bugfix:load color buffer into accum buffer for the first time(state=1) - glAccum(GL_LOAD, 1.0); + glAccum(GL_LOAD, 1.0f); SetMotionBlurState(2); } else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) { glAccum(GL_MULT, motionblurvalue); glAccum(GL_ACCUM, 1-motionblurvalue); - glAccum(GL_RETURN, 1.0); + glAccum(GL_RETURN, 1.0f); glFlush(); } } |