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authorJorge Bernal <jbernalmartinez@gmail.com>2015-12-13 05:17:19 +0300
committerJorge Bernal <jbernalmartinez@gmail.com>2015-12-13 05:20:27 +0300
commitd9ee88d126ddb59b68d2561694b522a99e4923b6 (patch)
tree7c4b1f2d2df8139d44f67d92aee41c23d384e5d6 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer
parent0dcca6958913093948006d389ef9a777755db0f8 (diff)
BGE Rasterizer clean up: double-promotion warnings
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp16
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp48
2 files changed, 32 insertions, 32 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index c6d9981cb3c..8319b75331f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -100,13 +100,13 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
//vec[0] = base->object->obmat[2][0];
//vec[1] = base->object->obmat[2][1];
//vec[2] = base->object->obmat[2][2];
- vec[3] = 0.0;
+ vec[3] = 0.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
}
else {
- //vec[3] = 1.0;
+ //vec[3] = 1.0f;
glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
- glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0f);
glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_att1/m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
@@ -124,30 +124,30 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
}
else {
- glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
+ glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0f);
}
}
if (m_nodiffuse) {
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
- vec[3] = 1.0;
+ vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
if (m_nospecular)
{
- vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
+ vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else if (m_nodiffuse) {
vec[0] = m_energy*m_color[0];
vec[1] = m_energy*m_color[1];
vec[2] = m_energy*m_color[2];
- vec[3] = 1.0;
+ vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
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();
}
}