diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.cpp | 799 |
1 files changed, 399 insertions, 400 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index 07bed647b29..6585b9dc831 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -400,19 +400,19 @@ void KX_Dome::GLDrawWarpQuads(void) glColor3f(warp.nodes[i][j+1].i, warp.nodes[i][j+1].i, warp.nodes[i][j+1].i); glTexCoord2f((warp.nodes[i][j+1].u * uv_width), (warp.nodes[i][j+1].v * uv_height)); - glVertex3f(warp.nodes[i][j+1].x, warp.nodes[i][j+1].y,0.0); + glVertex3f(warp.nodes[i][j+1].x, warp.nodes[i][j+1].y,0.0f); glColor3f(warp.nodes[i+1][j+1].i, warp.nodes[i+1][j+1].i, warp.nodes[i+1][j+1].i); glTexCoord2f((warp.nodes[i+1][j+1].u * uv_width), (warp.nodes[i+1][j+1].v * uv_height)); - glVertex3f(warp.nodes[i+1][j+1].x, warp.nodes[i+1][j+1].y,0.0); + glVertex3f(warp.nodes[i+1][j+1].x, warp.nodes[i+1][j+1].y,0.0f); glColor3f(warp.nodes[i+1][j].i, warp.nodes[i+1][j].i, warp.nodes[i+1][j].i); glTexCoord2f((warp.nodes[i+1][j].u * uv_width), (warp.nodes[i+1][j].v * uv_height)); - glVertex3f(warp.nodes[i+1][j].x, warp.nodes[i+1][j].y,0.0); + glVertex3f(warp.nodes[i+1][j].x, warp.nodes[i+1][j].y,0.0f); glColor3f(warp.nodes[i][j].i, warp.nodes[i][j].i, warp.nodes[i][j].i); glTexCoord2f((warp.nodes[i][j].u * uv_width), (warp.nodes[i][j].v * uv_height)); - glVertex3f(warp.nodes[i][j].x, warp.nodes[i][j].y,0.0); + glVertex3f(warp.nodes[i][j].x, warp.nodes[i][j].y,0.0f); } } glEnd(); @@ -428,19 +428,19 @@ void KX_Dome::GLDrawWarpQuads(void) glColor3f(warp.nodes[i][j].i,warp.nodes[i][j].i,warp.nodes[i][j].i); glTexCoord2f((warp.nodes[i][j].u * uv_width), (warp.nodes[i][j].v * uv_height)); - glVertex3f(warp.nodes[i][j].x,warp.nodes[i][j].y,0.0); + glVertex3f(warp.nodes[i][j].x,warp.nodes[i][j].y,0.0f); glColor3f(warp.nodes[i2][j].i,warp.nodes[i2][j].i,warp.nodes[i2][j].i); glTexCoord2f((warp.nodes[i2][j].u * uv_width), (warp.nodes[i2][j].v * uv_height)); - glVertex3f(warp.nodes[i2][j].x,warp.nodes[i2][j].y,0.0); + glVertex3f(warp.nodes[i2][j].x,warp.nodes[i2][j].y,0.0f); glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i); glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height)); - glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0); + glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0f); glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i); glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height)); - glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0); + glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0f); } } @@ -551,42 +551,42 @@ void KX_Dome::CreateMeshDome180(void) //creating faces for the env mapcube 180deg Dome // Top Face - just a triangle - cubetop[0].verts[0][0] = -M_SQRT2 / 2.0; - cubetop[0].verts[0][1] = 0.0; - cubetop[0].verts[0][2] = 0.5; + cubetop[0].verts[0][0] = (float)(-M_SQRT2) / 2.0f; + cubetop[0].verts[0][1] = 0.0f; + cubetop[0].verts[0][2] = 0.5f; cubetop[0].u[0] = 0.0; cubetop[0].v[0] = uv_ratio; - cubetop[0].verts[1][0] = 0.0; - cubetop[0].verts[1][1] = M_SQRT2 / 2.0; - cubetop[0].verts[1][2] = 0.5; + cubetop[0].verts[1][0] = 0.0f; + cubetop[0].verts[1][1] = (float)M_SQRT2 / 2.0f; + cubetop[0].verts[1][2] = 0.5f; cubetop[0].u[1] = 0.0; cubetop[0].v[1] = 0.0; - cubetop[0].verts[2][0] = M_SQRT2 / 2.0; - cubetop[0].verts[2][1] = 0.0; - cubetop[0].verts[2][2] = 0.5; + cubetop[0].verts[2][0] = (float)M_SQRT2 / 2.0f; + cubetop[0].verts[2][1] = 0.0f; + cubetop[0].verts[2][2] = 0.5f; cubetop[0].u[2] = uv_ratio; cubetop[0].v[2] = 0.0; nfacestop = 1; /* Bottom face - just a triangle */ - cubebottom[0].verts[0][0] = -M_SQRT2 / 2.0; - cubebottom[0].verts[0][1] = 0.0; - cubebottom[0].verts[0][2] = -0.5; + cubebottom[0].verts[0][0] = (float)(-M_SQRT2) / 2.0f; + cubebottom[0].verts[0][1] = 0.0f; + cubebottom[0].verts[0][2] = -0.5f; cubebottom[0].u[0] = uv_ratio; cubebottom[0].v[0] = 0.0; - cubebottom[0].verts[1][0] = M_SQRT2 / 2.0; + cubebottom[0].verts[1][0] = (float)M_SQRT2 / 2.0f; cubebottom[0].verts[1][1] = 0; - cubebottom[0].verts[1][2] = -0.5; + cubebottom[0].verts[1][2] = -0.5f; cubebottom[0].u[1] = 0.0; cubebottom[0].v[1] = uv_ratio; - cubebottom[0].verts[2][0] = 0.0; - cubebottom[0].verts[2][1] = M_SQRT2 / 2.0; - cubebottom[0].verts[2][2] = -0.5; + cubebottom[0].verts[2][0] = 0.0f; + cubebottom[0].verts[2][1] = (float)M_SQRT2 / 2.0f; + cubebottom[0].verts[2][2] = -0.5f; cubebottom[0].u[2] = 0.0; cubebottom[0].v[2] = 0.0; @@ -594,80 +594,80 @@ void KX_Dome::CreateMeshDome180(void) /* Left face - two triangles */ - cubeleft[0].verts[0][0] = -M_SQRT2 / 2.0; - cubeleft[0].verts[0][1] = 0.0; - cubeleft[0].verts[0][2] = -0.5; + cubeleft[0].verts[0][0] = (float)(-M_SQRT2) / 2.0f; + cubeleft[0].verts[0][1] = 0.0f; + cubeleft[0].verts[0][2] = -0.5f; cubeleft[0].u[0] = 0.0; cubeleft[0].v[0] = 0.0; - cubeleft[0].verts[1][0] = 0.0; - cubeleft[0].verts[1][1] = M_SQRT2 / 2.0; - cubeleft[0].verts[1][2] = -0.5; + cubeleft[0].verts[1][0] = 0.0f; + cubeleft[0].verts[1][1] = (float)M_SQRT2 / 2.0f; + cubeleft[0].verts[1][2] = -0.5f; cubeleft[0].u[1] = uv_ratio; cubeleft[0].v[1] = 0.0; - cubeleft[0].verts[2][0] = -M_SQRT2 / 2.0; - cubeleft[0].verts[2][1] = 0.0; - cubeleft[0].verts[2][2] = 0.5; + cubeleft[0].verts[2][0] = (float)(-M_SQRT2) / 2.0f; + cubeleft[0].verts[2][1] = 0.0f; + cubeleft[0].verts[2][2] = 0.5f; cubeleft[0].u[2] = 0.0; cubeleft[0].v[2] = uv_ratio; //second triangle - cubeleft[1].verts[0][0] = -M_SQRT2 / 2.0; - cubeleft[1].verts[0][1] = 0.0; - cubeleft[1].verts[0][2] = 0.5; + cubeleft[1].verts[0][0] = (float)(-M_SQRT2) / 2.0f; + cubeleft[1].verts[0][1] = 0.0f; + cubeleft[1].verts[0][2] = 0.5f; cubeleft[1].u[0] = 0.0; cubeleft[1].v[0] = uv_ratio; - cubeleft[1].verts[1][0] = 0.0; - cubeleft[1].verts[1][1] = M_SQRT2 / 2.0; - cubeleft[1].verts[1][2] = -0.5; + cubeleft[1].verts[1][0] = 0.0f; + cubeleft[1].verts[1][1] = (float)M_SQRT2 / 2.0f; + cubeleft[1].verts[1][2] = -0.5f; cubeleft[1].u[1] = uv_ratio; cubeleft[1].v[1] = 0.0; - cubeleft[1].verts[2][0] = 0.0; - cubeleft[1].verts[2][1] = M_SQRT2 / 2.0; - cubeleft[1].verts[2][2] = 0.5; + cubeleft[1].verts[2][0] = 0.0f; + cubeleft[1].verts[2][1] = (float)M_SQRT2 / 2.0f; + cubeleft[1].verts[2][2] = 0.5f; cubeleft[1].u[2] = uv_ratio; cubeleft[1].v[2] = uv_ratio; nfacesleft = 2; /* Right face - two triangles */ - cuberight[0].verts[0][0] = 0.0; - cuberight[0].verts[0][1] = M_SQRT2 / 2.0; - cuberight[0].verts[0][2] = -0.5; + cuberight[0].verts[0][0] = 0.0f; + cuberight[0].verts[0][1] = (float)M_SQRT2 / 2.0f; + cuberight[0].verts[0][2] = -0.5f; cuberight[0].u[0] = 0.0; cuberight[0].v[0] = 0.0; - cuberight[0].verts[1][0] = M_SQRT2 / 2.0; - cuberight[0].verts[1][1] = 0.0; - cuberight[0].verts[1][2] = -0.5; + cuberight[0].verts[1][0] = (float)M_SQRT2 / 2.0f; + cuberight[0].verts[1][1] = 0.0f; + cuberight[0].verts[1][2] = -0.5f; cuberight[0].u[1] = uv_ratio; cuberight[0].v[1] = 0.0; - cuberight[0].verts[2][0] = M_SQRT2 / 2.0; - cuberight[0].verts[2][1] = 0.0; - cuberight[0].verts[2][2] = 0.5; + cuberight[0].verts[2][0] = (float)M_SQRT2 / 2.0f; + cuberight[0].verts[2][1] = 0.0f; + cuberight[0].verts[2][2] = 0.5f; cuberight[0].u[2] = uv_ratio; cuberight[0].v[2] = uv_ratio; //second triangle - cuberight[1].verts[0][0] = 0.0; - cuberight[1].verts[0][1] = M_SQRT2 / 2.0; - cuberight[1].verts[0][2] = -0.5; + cuberight[1].verts[0][0] = 0.0f; + cuberight[1].verts[0][1] = (float)M_SQRT2 / 2.0f; + cuberight[1].verts[0][2] = -0.5f; cuberight[1].u[0] = 0.0; cuberight[1].v[0] = 0.0; - cuberight[1].verts[1][0] = M_SQRT2 / 2.0; - cuberight[1].verts[1][1] = 0.0; - cuberight[1].verts[1][2] = 0.5; + cuberight[1].verts[1][0] = (float)M_SQRT2 / 2.0f; + cuberight[1].verts[1][1] = 0.0f; + cuberight[1].verts[1][2] = 0.5f; cuberight[1].u[1] = uv_ratio; cuberight[1].v[1] = uv_ratio; - cuberight[1].verts[2][0] = 0.0; - cuberight[1].verts[2][1] = M_SQRT2 / 2.0; - cuberight[1].verts[2][2] = 0.5; + cuberight[1].verts[2][0] = 0.0f; + cuberight[1].verts[2][1] = (float)M_SQRT2 / 2.0f; + cuberight[1].verts[2][2] = 0.5f; cuberight[1].u[2] = 0.0; cuberight[1].v[2] = uv_ratio; @@ -728,10 +728,10 @@ void KX_Dome::CreateMeshDome250(void) float uv_height, uv_base; float verts_height; - float rad_ang = m_angle * MT_PI / 180.0; + float rad_ang = m_angle * MT_PI / 180.0f; float uv_ratio = (float)(m_buffersize-1) / m_imagesize; - m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening + m_radangle = m_angle * (float)M_PI/180.0f;//calculates the radians angle, used for flattening /* * verts_height is the exactly needed height of the cube faces (not always 1.0). * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tessellate the whole cube. @@ -746,207 +746,207 @@ void KX_Dome::CreateMeshDome250(void) * Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces. * Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube. */ - verts_height = tanf((rad_ang / 2.0f) - (float)(MT_PI / 2.0)) * (float)M_SQRT2; + verts_height = tanf((rad_ang / 2.0f) - (MT_PI / 2.0f)) * (float)M_SQRT2; uv_height = uv_ratio * ( (verts_height / 2.0f) + 0.5f); - uv_base = uv_ratio * (1.0 - ((verts_height / 2.0f) + 0.5f)); + uv_base = uv_ratio * (1.0f - ((verts_height / 2.0f) + 0.5f)); //creating faces for the env mapcube 180deg Dome // Front Face - 2 triangles - cubefront[0].verts[0][0] =-1.0; - cubefront[0].verts[0][1] = 1.0; - cubefront[0].verts[0][2] =-1.0; + cubefront[0].verts[0][0] =-1.0f; + cubefront[0].verts[0][1] = 1.0f; + cubefront[0].verts[0][2] =-1.0f; cubefront[0].u[0] = 0.0; cubefront[0].v[0] = 0.0; - cubefront[0].verts[1][0] = 1.0; - cubefront[0].verts[1][1] = 1.0; - cubefront[0].verts[1][2] = 1.0; + cubefront[0].verts[1][0] = 1.0f; + cubefront[0].verts[1][1] = 1.0f; + cubefront[0].verts[1][2] = 1.0f; cubefront[0].u[1] = uv_ratio; cubefront[0].v[1] = uv_ratio; - cubefront[0].verts[2][0] =-1.0; - cubefront[0].verts[2][1] = 1.0; - cubefront[0].verts[2][2] = 1.0; + cubefront[0].verts[2][0] =-1.0f; + cubefront[0].verts[2][1] = 1.0f; + cubefront[0].verts[2][2] = 1.0f; cubefront[0].u[2] = 0.0; cubefront[0].v[2] = uv_ratio; //second triangle - cubefront[1].verts[0][0] = 1.0; - cubefront[1].verts[0][1] = 1.0; - cubefront[1].verts[0][2] = 1.0; + cubefront[1].verts[0][0] = 1.0f; + cubefront[1].verts[0][1] = 1.0f; + cubefront[1].verts[0][2] = 1.0f; cubefront[1].u[0] = uv_ratio; cubefront[1].v[0] = uv_ratio; - cubefront[1].verts[1][0] =-1.0; - cubefront[1].verts[1][1] = 1.0; - cubefront[1].verts[1][2] =-1.0; + cubefront[1].verts[1][0] =-1.0f; + cubefront[1].verts[1][1] = 1.0f; + cubefront[1].verts[1][2] =-1.0f; cubefront[1].u[1] = 0.0; cubefront[1].v[1] = 0.0; - cubefront[1].verts[2][0] = 1.0; - cubefront[1].verts[2][1] = 1.0; - cubefront[1].verts[2][2] =-1.0; + cubefront[1].verts[2][0] = 1.0f; + cubefront[1].verts[2][1] = 1.0f; + cubefront[1].verts[2][2] =-1.0f; cubefront[1].u[2] = uv_ratio; cubefront[1].v[2] = 0.0; nfacesfront = 2; // Left Face - 2 triangles - cubeleft[0].verts[0][0] =-1.0; - cubeleft[0].verts[0][1] = 1.0; - cubeleft[0].verts[0][2] =-1.0; + cubeleft[0].verts[0][0] =-1.0f; + cubeleft[0].verts[0][1] = 1.0f; + cubeleft[0].verts[0][2] =-1.0f; cubeleft[0].u[0] = uv_ratio; cubeleft[0].v[0] = 0.0; - cubeleft[0].verts[1][0] =-1.0; + cubeleft[0].verts[1][0] =-1.0f; cubeleft[0].verts[1][1] =-verts_height; - cubeleft[0].verts[1][2] = 1.0; + cubeleft[0].verts[1][2] = 1.0f; cubeleft[0].u[1] = uv_base; cubeleft[0].v[1] = uv_ratio; - cubeleft[0].verts[2][0] =-1.0; + cubeleft[0].verts[2][0] =-1.0f; cubeleft[0].verts[2][1] =-verts_height; - cubeleft[0].verts[2][2] =-1.0; + cubeleft[0].verts[2][2] =-1.0f; cubeleft[0].u[2] = uv_base; cubeleft[0].v[2] = 0.0; //second triangle - cubeleft[1].verts[0][0] =-1.0; + cubeleft[1].verts[0][0] =-1.0f; cubeleft[1].verts[0][1] =-verts_height; - cubeleft[1].verts[0][2] = 1.0; + cubeleft[1].verts[0][2] = 1.0f; cubeleft[1].u[0] = uv_base; cubeleft[1].v[0] = uv_ratio; - cubeleft[1].verts[1][0] =-1.0; - cubeleft[1].verts[1][1] = 1.0; - cubeleft[1].verts[1][2] =-1.0; + cubeleft[1].verts[1][0] =-1.0f; + cubeleft[1].verts[1][1] = 1.0f; + cubeleft[1].verts[1][2] =-1.0f; cubeleft[1].u[1] = uv_ratio; cubeleft[1].v[1] = 0.0; - cubeleft[1].verts[2][0] =-1.0; - cubeleft[1].verts[2][1] = 1.0; - cubeleft[1].verts[2][2] = 1.0; + cubeleft[1].verts[2][0] =-1.0f; + cubeleft[1].verts[2][1] = 1.0f; + cubeleft[1].verts[2][2] = 1.0f; cubeleft[1].u[2] = uv_ratio; cubeleft[1].v[2] = uv_ratio; nfacesleft = 2; // right Face - 2 triangles - cuberight[0].verts[0][0] = 1.0; - cuberight[0].verts[0][1] = 1.0; - cuberight[0].verts[0][2] = 1.0; + cuberight[0].verts[0][0] = 1.0f; + cuberight[0].verts[0][1] = 1.0f; + cuberight[0].verts[0][2] = 1.0f; cuberight[0].u[0] = 0.0; cuberight[0].v[0] = uv_ratio; - cuberight[0].verts[1][0] = 1.0; + cuberight[0].verts[1][0] = 1.0f; cuberight[0].verts[1][1] =-verts_height; - cuberight[0].verts[1][2] =-1.0; + cuberight[0].verts[1][2] =-1.0f; cuberight[0].u[1] = uv_height; cuberight[0].v[1] = 0.0; - cuberight[0].verts[2][0] = 1.0; + cuberight[0].verts[2][0] = 1.0f; cuberight[0].verts[2][1] =-verts_height; - cuberight[0].verts[2][2] = 1.0; + cuberight[0].verts[2][2] = 1.0f; cuberight[0].u[2] = uv_height; cuberight[0].v[2] = uv_ratio; //second triangle - cuberight[1].verts[0][0] = 1.0; + cuberight[1].verts[0][0] = 1.0f; cuberight[1].verts[0][1] =-verts_height; - cuberight[1].verts[0][2] =-1.0; + cuberight[1].verts[0][2] =-1.0f; cuberight[1].u[0] = uv_height; cuberight[1].v[0] = 0.0; - cuberight[1].verts[1][0] = 1.0; - cuberight[1].verts[1][1] = 1.0; - cuberight[1].verts[1][2] = 1.0; + cuberight[1].verts[1][0] = 1.0f; + cuberight[1].verts[1][1] = 1.0f; + cuberight[1].verts[1][2] = 1.0f; cuberight[1].u[1] = 0.0; cuberight[1].v[1] = uv_ratio; - cuberight[1].verts[2][0] = 1.0; - cuberight[1].verts[2][1] = 1.0; - cuberight[1].verts[2][2] =-1.0; + cuberight[1].verts[2][0] = 1.0f; + cuberight[1].verts[2][1] = 1.0f; + cuberight[1].verts[2][2] =-1.0f; cuberight[1].u[2] = 0.0; cuberight[1].v[2] = 0.0; nfacesright = 2; // top Face - 2 triangles - cubetop[0].verts[0][0] =-1.0; - cubetop[0].verts[0][1] = 1.0; - cubetop[0].verts[0][2] = 1.0; + cubetop[0].verts[0][0] =-1.0f; + cubetop[0].verts[0][1] = 1.0f; + cubetop[0].verts[0][2] = 1.0f; cubetop[0].u[0] = 0.0; cubetop[0].v[0] = 0.0; - cubetop[0].verts[1][0] = 1.0; + cubetop[0].verts[1][0] = 1.0f; cubetop[0].verts[1][1] =-verts_height; - cubetop[0].verts[1][2] = 1.0; + cubetop[0].verts[1][2] = 1.0f; cubetop[0].u[1] = uv_ratio; cubetop[0].v[1] = uv_height; - cubetop[0].verts[2][0] =-1.0; + cubetop[0].verts[2][0] =-1.0f; cubetop[0].verts[2][1] =-verts_height; - cubetop[0].verts[2][2] = 1.0; + cubetop[0].verts[2][2] = 1.0f; cubetop[0].u[2] = 0.0; cubetop[0].v[2] = uv_height; //second triangle - cubetop[1].verts[0][0] = 1.0; + cubetop[1].verts[0][0] = 1.0f; cubetop[1].verts[0][1] =-verts_height; - cubetop[1].verts[0][2] = 1.0; + cubetop[1].verts[0][2] = 1.0f; cubetop[1].u[0] = uv_ratio; cubetop[1].v[0] = uv_height; - cubetop[1].verts[1][0] =-1.0; - cubetop[1].verts[1][1] = 1.0; - cubetop[1].verts[1][2] = 1.0; + cubetop[1].verts[1][0] =-1.0f; + cubetop[1].verts[1][1] = 1.0f; + cubetop[1].verts[1][2] = 1.0f; cubetop[1].u[1] = 0.0; cubetop[1].v[1] = 0.0; - cubetop[1].verts[2][0] = 1.0; - cubetop[1].verts[2][1] = 1.0; - cubetop[1].verts[2][2] = 1.0; + cubetop[1].verts[2][0] = 1.0f; + cubetop[1].verts[2][1] = 1.0f; + cubetop[1].verts[2][2] = 1.0f; cubetop[1].u[2] = uv_ratio; cubetop[1].v[2] = 0.0; nfacestop = 2; // bottom Face - 2 triangles - cubebottom[0].verts[0][0] =-1.0; + cubebottom[0].verts[0][0] =-1.0f; cubebottom[0].verts[0][1] =-verts_height; - cubebottom[0].verts[0][2] =-1.0; + cubebottom[0].verts[0][2] =-1.0f; cubebottom[0].u[0] = 0.0; cubebottom[0].v[0] = uv_base; - cubebottom[0].verts[1][0] = 1.0; - cubebottom[0].verts[1][1] = 1.0; - cubebottom[0].verts[1][2] =-1.0; + cubebottom[0].verts[1][0] = 1.0f; + cubebottom[0].verts[1][1] = 1.0f; + cubebottom[0].verts[1][2] =-1.0f; cubebottom[0].u[1] = uv_ratio; cubebottom[0].v[1] = uv_ratio; - cubebottom[0].verts[2][0] =-1.0; - cubebottom[0].verts[2][1] = 1.0; - cubebottom[0].verts[2][2] =-1.0; + cubebottom[0].verts[2][0] =-1.0f; + cubebottom[0].verts[2][1] = 1.0f; + cubebottom[0].verts[2][2] =-1.0f; cubebottom[0].u[2] = 0.0; cubebottom[0].v[2] = uv_ratio; //second triangle - cubebottom[1].verts[0][0] = 1.0; - cubebottom[1].verts[0][1] = 1.0; - cubebottom[1].verts[0][2] =-1.0; + cubebottom[1].verts[0][0] = 1.0f; + cubebottom[1].verts[0][1] = 1.0f; + cubebottom[1].verts[0][2] =-1.0f; cubebottom[1].u[0] = uv_ratio; cubebottom[1].v[0] = uv_ratio; - cubebottom[1].verts[1][0] =-1.0; + cubebottom[1].verts[1][0] =-1.0f; cubebottom[1].verts[1][1] =-verts_height; - cubebottom[1].verts[1][2] =-1.0; + cubebottom[1].verts[1][2] =-1.0f; cubebottom[1].u[1] = 0.0; cubebottom[1].v[1] = uv_base; - cubebottom[1].verts[2][0] = 1.0; + cubebottom[1].verts[2][0] = 1.0f; cubebottom[1].verts[2][1] =-verts_height; - cubebottom[1].verts[2][2] =-1.0; + cubebottom[1].verts[2][2] =-1.0f; cubebottom[1].u[2] = uv_ratio; cubebottom[1].v[2] = uv_base; @@ -1012,80 +1012,80 @@ void KX_Dome::CreateMeshPanorama(void) float uv_ratio = (float)(m_buffersize-1) / m_imagesize; /* Top face - two triangles */ - cubetop[0].verts[0][0] = -M_SQRT2; - cubetop[0].verts[0][1] = 0.0; - cubetop[0].verts[0][2] = 1.0; + cubetop[0].verts[0][0] = (float)(-M_SQRT2); + cubetop[0].verts[0][1] = 0.0f; + cubetop[0].verts[0][2] = 1.0f; cubetop[0].u[0] = 0.0; cubetop[0].v[0] = uv_ratio; - cubetop[0].verts[1][0] = 0.0; - cubetop[0].verts[1][1] = M_SQRT2; - cubetop[0].verts[1][2] = 1.0; + cubetop[0].verts[1][0] = 0.0f; + cubetop[0].verts[1][1] = (float)M_SQRT2; + cubetop[0].verts[1][2] = 1.0f; cubetop[0].u[1] = 0.0; cubetop[0].v[1] = 0.0; //second triangle - cubetop[0].verts[2][0] = M_SQRT2; - cubetop[0].verts[2][1] = 0.0; - cubetop[0].verts[2][2] = 1.0; + cubetop[0].verts[2][0] = (float)M_SQRT2; + cubetop[0].verts[2][1] = 0.0f; + cubetop[0].verts[2][2] = 1.0f; cubetop[0].u[2] = uv_ratio; cubetop[0].v[2] = 0.0; - cubetop[1].verts[0][0] = M_SQRT2; - cubetop[1].verts[0][1] = 0.0; - cubetop[1].verts[0][2] = 1.0; + cubetop[1].verts[0][0] = (float)M_SQRT2; + cubetop[1].verts[0][1] = 0.0f; + cubetop[1].verts[0][2] = 1.0f; cubetop[1].u[0] = uv_ratio; cubetop[1].v[0] = 0.0; - cubetop[1].verts[1][0] = 0.0; - cubetop[1].verts[1][1] = -M_SQRT2; - cubetop[1].verts[1][2] = 1.0; + cubetop[1].verts[1][0] = 0.0f; + cubetop[1].verts[1][1] = (float)(-M_SQRT2); + cubetop[1].verts[1][2] = 1.0f; cubetop[1].u[1] = uv_ratio; cubetop[1].v[1] = uv_ratio; - cubetop[1].verts[2][0] = -M_SQRT2; - cubetop[1].verts[2][1] = 0.0; - cubetop[1].verts[2][2] = 1.0; + cubetop[1].verts[2][0] = (float)(-M_SQRT2); + cubetop[1].verts[2][1] = 0.0f; + cubetop[1].verts[2][2] = 1.0f; cubetop[1].u[2] = 0.0; cubetop[1].v[2] = uv_ratio; nfacestop = 2; /* Bottom face - two triangles */ - cubebottom[0].verts[0][0] = -M_SQRT2; - cubebottom[0].verts[0][1] = 0.0; - cubebottom[0].verts[0][2] = -1.0; + cubebottom[0].verts[0][0] = (float)(-M_SQRT2); + cubebottom[0].verts[0][1] = 0.0f; + cubebottom[0].verts[0][2] = -1.0f; cubebottom[0].u[0] = uv_ratio; cubebottom[0].v[0] = 0.0; - cubebottom[0].verts[1][0] = M_SQRT2; - cubebottom[0].verts[1][1] = 0.0; - cubebottom[0].verts[1][2] = -1.0; + cubebottom[0].verts[1][0] = (float)M_SQRT2; + cubebottom[0].verts[1][1] = 0.0f; + cubebottom[0].verts[1][2] = -1.0f; cubebottom[0].u[1] = 0.0; cubebottom[0].v[1] = uv_ratio; - cubebottom[0].verts[2][0] = 0.0; - cubebottom[0].verts[2][1] = M_SQRT2; - cubebottom[0].verts[2][2] = -1.0; + cubebottom[0].verts[2][0] = 0.0f; + cubebottom[0].verts[2][1] = (float)M_SQRT2; + cubebottom[0].verts[2][2] = -1.0f; cubebottom[0].u[2] = 0.0; cubebottom[0].v[2] = 0.0; //second triangle - cubebottom[1].verts[0][0] = M_SQRT2; - cubebottom[1].verts[0][1] = 0.0; - cubebottom[1].verts[0][2] = -1.0; + cubebottom[1].verts[0][0] = (float)M_SQRT2; + cubebottom[1].verts[0][1] = 0.0f; + cubebottom[1].verts[0][2] = -1.0f; cubebottom[1].u[0] = 0.0; cubebottom[1].v[0] = uv_ratio; - cubebottom[1].verts[1][0] = -M_SQRT2; - cubebottom[1].verts[1][1] = 0.0; - cubebottom[1].verts[1][2] = -1.0; + cubebottom[1].verts[1][0] = (float)(-M_SQRT2); + cubebottom[1].verts[1][1] = 0.0f; + cubebottom[1].verts[1][2] = -1.0f; cubebottom[1].u[1] = uv_ratio; cubebottom[1].v[1] = 0.0; - cubebottom[1].verts[2][0] = 0.0; - cubebottom[1].verts[2][1] = -M_SQRT2; - cubebottom[1].verts[2][2] = -1.0; + cubebottom[1].verts[2][0] = 0.0f; + cubebottom[1].verts[2][1] = (float)(-M_SQRT2); + cubebottom[1].verts[2][2] = -1.0f; cubebottom[1].u[2] = uv_ratio; cubebottom[1].v[2] = uv_ratio; @@ -1093,40 +1093,40 @@ void KX_Dome::CreateMeshPanorama(void) /* Left Back (135deg) face - two triangles */ - cubeleftback[0].verts[0][0] = 0; - cubeleftback[0].verts[0][1] = -M_SQRT2; - cubeleftback[0].verts[0][2] = -1.0; - cubeleftback[0].u[0] = 0; - cubeleftback[0].v[0] = 0; + cubeleftback[0].verts[0][0] = 0.0f; + cubeleftback[0].verts[0][1] = (float)(-M_SQRT2); + cubeleftback[0].verts[0][2] = -1.0f; + cubeleftback[0].u[0] = 0.0; + cubeleftback[0].v[0] = 0.0; - cubeleftback[0].verts[1][0] = -M_SQRT2; - cubeleftback[0].verts[1][1] = 0; - cubeleftback[0].verts[1][2] = -1.0; + cubeleftback[0].verts[1][0] = (float)(-M_SQRT2); + cubeleftback[0].verts[1][1] = 0.0f; + cubeleftback[0].verts[1][2] = -1.0f; cubeleftback[0].u[1] = uv_ratio; - cubeleftback[0].v[1] = 0; + cubeleftback[0].v[1] = 0.0; - cubeleftback[0].verts[2][0] = 0; - cubeleftback[0].verts[2][1] = -M_SQRT2; - cubeleftback[0].verts[2][2] = 1.0; - cubeleftback[0].u[2] = 0; + cubeleftback[0].verts[2][0] = 0.0f; + cubeleftback[0].verts[2][1] = (float)(-M_SQRT2); + cubeleftback[0].verts[2][2] = 1.0f; + cubeleftback[0].u[2] = 0.0; cubeleftback[0].v[2] = uv_ratio; //second triangle - cubeleftback[1].verts[0][0] = 0; - cubeleftback[1].verts[0][1] = -M_SQRT2; - cubeleftback[1].verts[0][2] = 1.0; - cubeleftback[1].u[0] = 0; + cubeleftback[1].verts[0][0] = 0.0f; + cubeleftback[1].verts[0][1] = (float)(-M_SQRT2); + cubeleftback[1].verts[0][2] = 1.0f; + cubeleftback[1].u[0] = 0.0; cubeleftback[1].v[0] = uv_ratio; - cubeleftback[1].verts[1][0] = -M_SQRT2; - cubeleftback[1].verts[1][1] = 0; - cubeleftback[1].verts[1][2] = -1.0; + cubeleftback[1].verts[1][0] = (float)(-M_SQRT2); + cubeleftback[1].verts[1][1] = 0.0f; + cubeleftback[1].verts[1][2] = -1.0f; cubeleftback[1].u[1] = uv_ratio; - cubeleftback[1].v[1] = 0; + cubeleftback[1].v[1] = 0.0; - cubeleftback[1].verts[2][0] = -M_SQRT2; - cubeleftback[1].verts[2][1] = 0; - cubeleftback[1].verts[2][2] = 1.0; + cubeleftback[1].verts[2][0] = (float)(-M_SQRT2); + cubeleftback[1].verts[2][1] = 0.0f; + cubeleftback[1].verts[2][2] = 1.0f; cubeleftback[1].u[2] = uv_ratio; cubeleftback[1].v[2] = uv_ratio; @@ -1134,121 +1134,121 @@ void KX_Dome::CreateMeshPanorama(void) /* Left face - two triangles */ - cubeleft[0].verts[0][0] = -M_SQRT2; - cubeleft[0].verts[0][1] = 0; - cubeleft[0].verts[0][2] = -1.0; - cubeleft[0].u[0] = 0; - cubeleft[0].v[0] = 0; - - cubeleft[0].verts[1][0] = 0; - cubeleft[0].verts[1][1] = M_SQRT2; - cubeleft[0].verts[1][2] = -1.0; + cubeleft[0].verts[0][0] = (float)(-M_SQRT2); + cubeleft[0].verts[0][1] = 0.0f; + cubeleft[0].verts[0][2] = -1.0f; + cubeleft[0].u[0] = 0.0; + cubeleft[0].v[0] = 0.0; + + cubeleft[0].verts[1][0] = 0.0f; + cubeleft[0].verts[1][1] = (float)M_SQRT2; + cubeleft[0].verts[1][2] = -1.0f; cubeleft[0].u[1] = uv_ratio; - cubeleft[0].v[1] = 0; + cubeleft[0].v[1] = 0.0; - cubeleft[0].verts[2][0] = -M_SQRT2; - cubeleft[0].verts[2][1] = 0; - cubeleft[0].verts[2][2] = 1.0; - cubeleft[0].u[2] = 0; + cubeleft[0].verts[2][0] = (float)(-M_SQRT2); + cubeleft[0].verts[2][1] = 0.0f; + cubeleft[0].verts[2][2] = 1.0f; + cubeleft[0].u[2] = 0.0; cubeleft[0].v[2] = uv_ratio; //second triangle - cubeleft[1].verts[0][0] = -M_SQRT2; - cubeleft[1].verts[0][1] = 0; - cubeleft[1].verts[0][2] = 1.0; - cubeleft[1].u[0] = 0; + cubeleft[1].verts[0][0] = (float)(-M_SQRT2); + cubeleft[1].verts[0][1] = 0.0f; + cubeleft[1].verts[0][2] = 1.0f; + cubeleft[1].u[0] = 0.0; cubeleft[1].v[0] = uv_ratio; - cubeleft[1].verts[1][0] = 0; - cubeleft[1].verts[1][1] = M_SQRT2; - cubeleft[1].verts[1][2] = -1.0; + cubeleft[1].verts[1][0] = 0.0f; + cubeleft[1].verts[1][1] = (float)M_SQRT2; + cubeleft[1].verts[1][2] = -1.0f; cubeleft[1].u[1] = uv_ratio; - cubeleft[1].v[1] = 0; + cubeleft[1].v[1] = 0.0; - cubeleft[1].verts[2][0] = 0; - cubeleft[1].verts[2][1] = M_SQRT2; - cubeleft[1].verts[2][2] = 1.0; + cubeleft[1].verts[2][0] = 0.0f; + cubeleft[1].verts[2][1] = (float)M_SQRT2; + cubeleft[1].verts[2][2] = 1.0f; cubeleft[1].u[2] = uv_ratio; cubeleft[1].v[2] = uv_ratio; nfacesleft = 2; /* Right face - two triangles */ - cuberight[0].verts[0][0] = 0; - cuberight[0].verts[0][1] = M_SQRT2; - cuberight[0].verts[0][2] = -1.0; - cuberight[0].u[0] = 0; - cuberight[0].v[0] = 0; - - cuberight[0].verts[1][0] = M_SQRT2; - cuberight[0].verts[1][1] = 0; - cuberight[0].verts[1][2] = -1.0; + cuberight[0].verts[0][0] = 0.0f; + cuberight[0].verts[0][1] = (float)M_SQRT2; + cuberight[0].verts[0][2] = -1.0f; + cuberight[0].u[0] = 0.0; + cuberight[0].v[0] = 0.0; + + cuberight[0].verts[1][0] = (float)M_SQRT2; + cuberight[0].verts[1][1] = 0.0f; + cuberight[0].verts[1][2] = -1.0f; cuberight[0].u[1] = uv_ratio; - cuberight[0].v[1] = 0; + cuberight[0].v[1] = 0.0; - cuberight[0].verts[2][0] = M_SQRT2; - cuberight[0].verts[2][1] = 0; - cuberight[0].verts[2][2] = 1.0; + cuberight[0].verts[2][0] = (float)M_SQRT2; + cuberight[0].verts[2][1] = 0.0f; + cuberight[0].verts[2][2] = 1.0f; cuberight[0].u[2] = uv_ratio; cuberight[0].v[2] = uv_ratio; //second triangle - cuberight[1].verts[0][0] = 0; - cuberight[1].verts[0][1] = M_SQRT2; - cuberight[1].verts[0][2] = -1.0; - cuberight[1].u[0] = 0; - cuberight[1].v[0] = 0; - - cuberight[1].verts[1][0] = M_SQRT2; - cuberight[1].verts[1][1] = 0; - cuberight[1].verts[1][2] = 1.0; + cuberight[1].verts[0][0] = 0.0f; + cuberight[1].verts[0][1] = (float)M_SQRT2; + cuberight[1].verts[0][2] = -1.0f; + cuberight[1].u[0] = 0.0; + cuberight[1].v[0] = 0.0; + + cuberight[1].verts[1][0] = (float)M_SQRT2; + cuberight[1].verts[1][1] = 0.0f; + cuberight[1].verts[1][2] = 1.0f; cuberight[1].u[1] = uv_ratio; cuberight[1].v[1] = uv_ratio; - cuberight[1].verts[2][0] = 0; - cuberight[1].verts[2][1] = M_SQRT2; - cuberight[1].verts[2][2] = 1.0; - cuberight[1].u[2] = 0; + cuberight[1].verts[2][0] = 0.0f; + cuberight[1].verts[2][1] = (float)M_SQRT2; + cuberight[1].verts[2][2] = 1.0f; + cuberight[1].u[2] = 0.0f; cuberight[1].v[2] = uv_ratio; nfacesright = 2; /* Right Back (-135deg) face - two triangles */ - cuberightback[0].verts[0][0] = M_SQRT2; - cuberightback[0].verts[0][1] = 0; - cuberightback[0].verts[0][2] = -1.0; - cuberightback[0].u[0] = 0; - cuberightback[0].v[0] = 0; - - cuberightback[0].verts[1][0] = 0; - cuberightback[0].verts[1][1] = -M_SQRT2; - cuberightback[0].verts[1][2] = -1.0; + cuberightback[0].verts[0][0] = (float)M_SQRT2; + cuberightback[0].verts[0][1] = 0.0f; + cuberightback[0].verts[0][2] = -1.0f; + cuberightback[0].u[0] = 0.0; + cuberightback[0].v[0] = 0.0; + + cuberightback[0].verts[1][0] = 0.0f; + cuberightback[0].verts[1][1] = (float)(-M_SQRT2); + cuberightback[0].verts[1][2] = -1.0f; cuberightback[0].u[1] = uv_ratio; - cuberightback[0].v[1] = 0; + cuberightback[0].v[1] = 0.0; - cuberightback[0].verts[2][0] = 0; - cuberightback[0].verts[2][1] = -M_SQRT2; - cuberightback[0].verts[2][2] = 1.0; + cuberightback[0].verts[2][0] = 0.0f; + cuberightback[0].verts[2][1] = (float)(-M_SQRT2); + cuberightback[0].verts[2][2] = 1.0f; cuberightback[0].u[2] = uv_ratio; cuberightback[0].v[2] = uv_ratio; //second triangle - cuberightback[1].verts[0][0] = M_SQRT2; - cuberightback[1].verts[0][1] = 0; - cuberightback[1].verts[0][2] = -1.0; - cuberightback[1].u[0] = 0; - cuberightback[1].v[0] = 0; - - cuberightback[1].verts[1][0] = 0; - cuberightback[1].verts[1][1] = -M_SQRT2; - cuberightback[1].verts[1][2] = 1.0; + cuberightback[1].verts[0][0] = (float)M_SQRT2; + cuberightback[1].verts[0][1] = 0.0f; + cuberightback[1].verts[0][2] = -1.0f; + cuberightback[1].u[0] = 0.0; + cuberightback[1].v[0] = 0.0; + + cuberightback[1].verts[1][0] = 0.0f; + cuberightback[1].verts[1][1] = (float)(-M_SQRT2); + cuberightback[1].verts[1][2] = 1.0f; cuberightback[1].u[1] = uv_ratio; cuberightback[1].v[1] = uv_ratio; - cuberightback[1].verts[2][0] = M_SQRT2; - cuberightback[1].verts[2][1] = 0; - cuberightback[1].verts[2][2] = 1.0; - cuberightback[1].u[2] = 0; + cuberightback[1].verts[2][0] = (float)M_SQRT2; + cuberightback[1].verts[2][1] = 0.0f; + cuberightback[1].verts[2][2] = 1.0f; + cuberightback[1].u[2] = 0.0; cuberightback[1].v[2] = uv_ratio; nfacesrightback = 2; @@ -1328,13 +1328,13 @@ void KX_Dome::FlattenDome(MT_Vector3 verts[3]) phi = atan2(verts[i][2], verts[i][0]); verts[i][0] = r * cos(phi); - verts[i][1] = 0; + verts[i][1] = 0.0f; verts[i][2] = r * sin(phi); if (r > 1.0) { //round the border verts[i][0] = cos(phi); - verts[i][1] = -3.0; + verts[i][1] = -3.0f; verts[i][2] = sin(phi); } } @@ -1355,7 +1355,7 @@ void KX_Dome::FlattenPanorama(MT_Vector3 verts[3]) edge=true; verts[i][0] = phi / MT_PI; - verts[i][1] = 0; + verts[i][1] = 0.0f; theta = asin(verts[i][2]); verts[i][2] = theta / MT_PI; @@ -1364,15 +1364,15 @@ void KX_Dome::FlattenPanorama(MT_Vector3 verts[3]) bool right=false; for (i=0;i<3;i++) { - if (fmod(verts[i][0],1.0) > 0.0) { + if (fmodf(verts[i][0],1.0f) > 0.0f) { right=true; break; } } if (right) { for (i=0;i<3;i++) { - if (verts[i][0] < 0.0) - verts[i][0] *= -1.0; + if (verts[i][0] < 0.0f) + verts[i][0] *= -1.0f; } } } @@ -1438,8 +1438,8 @@ void KX_Dome::CalculateFrustum(KX_Camera *cam) // manually creating a 90deg Field of View Frustum // the original formula: - top = tan(fov*3.14159/360.0) * near [for fov in degrees] - fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians] + top = tan(fov*3.14159f/30.0f)) * near [for fov in degrees] + fov*0.5f = arctan ((top-bottom)*0.5f / near) [for fov in radians] bottom = -top left = aspect * bottom right = aspect * top @@ -1447,25 +1447,24 @@ void KX_Dome::CalculateFrustum(KX_Camera *cam) // the equivalent GLU call is: glMatrixMode(GL_PROJECTION); glLoadIdentity(); - gluPerspective(90.0,1.0,cam->GetCameraNear(),cam->GetCameraFar()); + gluPerspective(90.0f,1.0f,cam->GetCameraNear(),cam->GetCameraFar()); #endif - RAS_FrameFrustum m_frustrum; //90 deg. Frustum + RAS_FrameFrustum m_frustum; //90 deg. Frustum - m_frustrum.camnear = cam->GetCameraNear(); - m_frustrum.camfar = cam->GetCameraFar(); + m_frustum.camnear = cam->GetCameraNear(); + m_frustum.camfar = cam->GetCameraFar(); -// float top = tan(90.0*MT_PI/360.0) * m_frustrum.camnear; - float top = m_frustrum.camnear; // for deg = 90deg, tan = 1 +// float top = tan(90.0f*MT_PI/360.0f) * m_frustum.camnear; + float top = m_frustum.camnear; // for deg = 90deg, tan = 1 - m_frustrum.x1 = -top; - m_frustrum.x2 = top; - m_frustrum.y1 = -top; - m_frustrum.y2 = top; + m_frustum.x1 = -top; + m_frustum.x2 = top; + m_frustum.y1 = -top; + m_frustum.y2 = top; m_projmat = m_rasterizer->GetFrustumMatrix( - m_frustrum.x1, m_frustrum.x2, m_frustrum.y1, m_frustrum.y2, m_frustrum.camnear, m_frustrum.camfar); - + m_frustum.x1, m_frustum.x2, m_frustum.y1, m_frustum.y2, m_frustum.camnear, m_frustum.camfar); } void KX_Dome::CalculateCameraOrientation() @@ -1476,112 +1475,112 @@ void KX_Dome::CalculateCameraOrientation() * Uses 6 cameras for angles up to 360deg */ int i; - float deg45 = MT_PI / 4; - MT_Scalar c = cos(deg45); - MT_Scalar s = sin(deg45); + float deg45 = MT_PI / 4.0f; + MT_Scalar c = cosf(deg45); + MT_Scalar s = sinf(deg45); if (m_angle <= 180 && (m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED_FRONT || m_mode == DOME_TRUNCATED_REAR)) { m_locRot[0] = MT_Matrix3x3( // 90deg - Top - c, -s, 0.0, - 0.0,0.0, -1.0, - s, c, 0.0); + c, -s, 0.0f, + 0.0f,0.0f, -1.0f, + s, c, 0.0f); m_locRot[1] = MT_Matrix3x3( // 90deg - Bottom - -s, c, 0.0, - 0.0,0.0, 1.0, - s, c, 0.0); + -s, c, 0.0f, + 0.0f,0.0f, 1.0f, + s, c, 0.0f); m_locRot[2] = MT_Matrix3x3( // 45deg - Left - c, 0.0, s, - 0, 1.0, 0.0, - -s, 0.0, c); + c, 0.0f, s, + 0, 1.0f, 0.0f, + -s, 0.0f, c); m_locRot[3] = MT_Matrix3x3( // 45deg - Right - c, 0.0, -s, - 0.0, 1.0, 0.0, - s, 0.0, c); + c, 0.0f, -s, + 0.0f, 1.0f, 0.0f, + s, 0.0f, c); } else if (m_mode == DOME_ENVMAP || (m_angle > 180 && (m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED_FRONT || m_mode == DOME_TRUNCATED_REAR))) { m_locRot[0] = MT_Matrix3x3( // 90deg - Top - 1.0, 0.0, 0.0, - 0.0, 0.0,-1.0, - 0.0, 1.0, 0.0); + 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f,-1.0f, + 0.0f, 1.0f, 0.0f); m_locRot[1] = MT_Matrix3x3( // 90deg - Bottom - 1.0, 0.0, 0.0, - 0.0, 0.0, 1.0, - 0.0,-1.0, 0.0); + 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, + 0.0f,-1.0f, 0.0f); m_locRot[2] = MT_Matrix3x3( // -90deg - Left - 0.0, 0.0, 1.0, - 0.0, 1.0, 0.0, - -1.0, 0.0, 0.0); + 0.0f, 0.0f, 1.0f, + 0.0f, 1.0f, 0.0f, + -1.0f, 0.0f, 0.0f); m_locRot[3] = MT_Matrix3x3( // 90deg - Right - 0.0, 0.0,-1.0, - 0.0, 1.0, 0.0, - 1.0, 0.0, 0.0); + 0.0f, 0.0f,-1.0f, + 0.0f, 1.0f, 0.0f, + 1.0f, 0.0f, 0.0f); m_locRot[4] = MT_Matrix3x3( // 0deg - Front - 1.0, 0.0, 0.0, - 0.0, 1.0, 0.0, - 0.0, 0.0, 1.0); + 1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 1.0f); m_locRot[5] = MT_Matrix3x3( // 180deg - Back - USED for ENVMAP only - -1.0, 0.0, 0.0, - 0.0, 1.0, 0.0, - 0.0, 0.0,-1.0); + -1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f,-1.0f); } else if (m_mode == DOME_PANORAM_SPH) { m_locRot[0] = MT_Matrix3x3( // Top - c, s, 0.0, - 0.0,0.0, -1.0, - -s, c, 0.0); + c, s, 0.0f, + 0.0f,0.0f, -1.0f, + -s, c, 0.0f); m_locRot[1] = MT_Matrix3x3( // Bottom - c, s, 0.0, - 0.0, 0.0, 1.0, - s, -c, 0.0); + c, s, 0.0f, + 0.0f, 0.0f, 1.0f, + s, -c, 0.0f); m_locRot[2] = MT_Matrix3x3( // 45deg - Left - -s, 0.0, c, - 0, 1.0, 0.0, - -c, 0.0, -s); + -s, 0.0f, c, + 0, 1.0f, 0.0f, + -c, 0.0f, -s); m_locRot[3] = MT_Matrix3x3( // 45deg - Right - c, 0.0, s, - 0, 1.0, 0.0, - -s, 0.0, c); + c, 0.0f, s, + 0, 1.0f, 0.0f, + -s, 0.0f, c); m_locRot[4] = MT_Matrix3x3( // 135deg - LeftBack - -s, 0.0, -c, - 0.0, 1.0, 0.0, - c, 0.0, -s); + -s, 0.0f, -c, + 0.0f, 1.0f, 0.0f, + c, 0.0f, -s); m_locRot[5] = MT_Matrix3x3( // 135deg - RightBack - c, 0.0, -s, - 0.0, 1.0, 0.0, - s, 0.0, c); + c, 0.0f, -s, + 0.0f, 1.0f, 0.0f, + s, 0.0f, c); } // rotating the camera in horizontal axis if (m_tilt) { float tiltdeg = ((m_tilt % 360) * 2 * MT_PI) / 360; - c = cos(tiltdeg); - s = sin(tiltdeg); + c = cosf(tiltdeg); + s = sinf(tiltdeg); MT_Matrix3x3 tilt_mat = MT_Matrix3x3( - 1.0, 0.0, 0.0, - 0.0, c, -s, - 0.0, s, c + 1.0f, 0.0f, 0.0f, + 0.0f, c, -s, + 0.0f, s, c ); for (i =0;i<6;i++) @@ -1667,11 +1666,11 @@ void KX_Dome::DrawEnvMap(void) float ortho_width, ortho_height; if (warp.usemesh) - glOrtho((-1.0), 1.0, (-0.66), 0.66, -20.0, 10.0); //stretch the image to reduce resolution lost + glOrtho((-1.0), 1.0, (-0.66), 0.66, 0.0, 0.0); //stretch the image to reduce resolution lost else { if (can_width/3 <= can_height/2) { - ortho_width = 1.0; + ortho_width = 1.0f; ortho_height = (float)can_height/can_width; } else { @@ -1679,14 +1678,14 @@ void KX_Dome::DrawEnvMap(void) ortho_width = (float)can_width/can_height * ortho_height; } - glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0); + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f); } glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt(0.0,0.0,1.0, 0.0,0.0,0.0, 0.0,1.0,0.0); + gluLookAt(0.0f,0.0f,1.0f, 0.0f,0.0f,0.0f, 0.0f,1.0f,0.0f); glPolygonMode(GL_FRONT, GL_FILL); glShadeModel(GL_SMOOTH); @@ -1694,7 +1693,7 @@ void KX_Dome::DrawEnvMap(void) glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); - glColor3f(1.0,1.0,1.0); + glColor3f(1.0f,1.0f,1.0f); float uv_ratio = (float)(m_buffersize-1) / m_imagesize; double onebythree = 1.0f / 3; @@ -1704,11 +1703,11 @@ void KX_Dome::DrawEnvMap(void) glBegin(GL_QUADS); glTexCoord2f(uv_ratio,uv_ratio); glVertex3f( onebythree, 0.0f, 3.0f); - glTexCoord2f(0.0,uv_ratio); + glTexCoord2f(0.0f,uv_ratio); glVertex3f(-onebythree, 0.0f, 3.0f); - glTexCoord2f(0.0,0.0); + glTexCoord2f(0.0f,0.0f); glVertex3f(-onebythree,-2 * onebythree, 3.0f); - glTexCoord2f(uv_ratio,0.0); + glTexCoord2f(uv_ratio,0.0f); glVertex3f(onebythree,-2 * onebythree, 3.0f); glEnd(); @@ -1717,11 +1716,11 @@ void KX_Dome::DrawEnvMap(void) glBegin(GL_QUADS); glTexCoord2f(uv_ratio,uv_ratio); glVertex3f(-onebythree, 0.0f, 3.0f); - glTexCoord2f(0.0,uv_ratio); + glTexCoord2f(0.0f,uv_ratio); glVertex3f(-1.0f, 0.0f, 3.0f); - glTexCoord2f(0.0,0.0); + glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f,-2 * onebythree, 3.0f); - glTexCoord2f(uv_ratio,0.0); + glTexCoord2f(uv_ratio,0.0f); glVertex3f(-onebythree,-2 * onebythree, 3.0f); glEnd(); @@ -1730,11 +1729,11 @@ void KX_Dome::DrawEnvMap(void) glBegin(GL_QUADS); glTexCoord2f(uv_ratio,uv_ratio); glVertex3f(-onebythree, 2 * onebythree, 3.0f); - glTexCoord2f(0.0,uv_ratio); + glTexCoord2f(0.0f,uv_ratio); glVertex3f(-1.0f, 2 * onebythree, 3.0f); - glTexCoord2f(0.0,0.0); + glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f, 0.0f, 3.0f); - glTexCoord2f(uv_ratio,0.0); + glTexCoord2f(uv_ratio,0.0f); glVertex3f(-onebythree, 0.0f, 3.0f); glEnd(); @@ -1743,11 +1742,11 @@ void KX_Dome::DrawEnvMap(void) glBegin(GL_QUADS); glTexCoord2f(uv_ratio,uv_ratio); glVertex3f( 1.0f, 2 * onebythree, 3.0f); - glTexCoord2f(0.0,uv_ratio); + glTexCoord2f(0.0f,uv_ratio); glVertex3f( onebythree, 2 * onebythree, 3.0f); - glTexCoord2f(0.0,0.0); + glTexCoord2f(0.0f,0.0f); glVertex3f( onebythree, 0.0f, 3.0f); - glTexCoord2f(uv_ratio,0.0); + glTexCoord2f(uv_ratio,0.0f); glVertex3f(1.0f, 0.0f, 3.0f); glEnd(); @@ -1756,11 +1755,11 @@ void KX_Dome::DrawEnvMap(void) glBegin(GL_QUADS); glTexCoord2f(uv_ratio,uv_ratio); glVertex3f( 1.0f, 0.0f, 3.0f); - glTexCoord2f(0.0,uv_ratio); + glTexCoord2f(0.0f,uv_ratio); glVertex3f( onebythree, 0.0f, 3.0f); - glTexCoord2f(0.0,0.0); + glTexCoord2f(0.0f,0.0f); glVertex3f( onebythree,-2 * onebythree, 3.0f); - glTexCoord2f(uv_ratio,0.0); + glTexCoord2f(uv_ratio,0.0f); glVertex3f(1.0f, -2 * onebythree, 3.0f); glEnd(); @@ -1769,11 +1768,11 @@ void KX_Dome::DrawEnvMap(void) glBegin(GL_QUADS); glTexCoord2f(uv_ratio,uv_ratio); glVertex3f( onebythree, 2 * onebythree, 3.0f); - glTexCoord2f(0.0,uv_ratio); + glTexCoord2f(0.0f,uv_ratio); glVertex3f(-onebythree, 2 * onebythree, 3.0f); - glTexCoord2f(0.0,0.0); + glTexCoord2f(0.0f,0.0f); glVertex3f(-onebythree, 0.0f, 3.0f); - glTexCoord2f(uv_ratio,0.0); + glTexCoord2f(uv_ratio,0.0f); glVertex3f(onebythree, 0.0f, 3.0f); glEnd(); @@ -1798,40 +1797,40 @@ void KX_Dome::DrawDomeFisheye(void) if (m_mode == DOME_FISHEYE) { if (warp.usemesh) - glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost + glOrtho((-1.0f), 1.0f, (-1.0f), 1.0f, -20.0f, 10.0f); //stretch the image to reduce resolution lost else { if (can_width < can_height) { - ortho_width = 1.0; + ortho_width = 1.0f; ortho_height = (float)can_height/can_width; } else { ortho_width = (float)can_width/can_height; - ortho_height = 1.0; + ortho_height = 1.0f; } - glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0); + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f); } } else if (m_mode == DOME_TRUNCATED_FRONT) { - ortho_width = 1.0; + ortho_width = 1.0f; ortho_height = 2.0f * ((float)can_height / can_width) - 1.0f; - glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_width, -20.0, 10.0); + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_width, -20.0f, 10.0f); } else { //m_mode == DOME_TRUNCATED_REAR - ortho_width = 1.0; + ortho_width = 1.0f; ortho_height = 2.0f * ((float)can_height / can_width) - 1.0f; - glOrtho((-ortho_width), ortho_width, (-ortho_width), ortho_height, -20.0, 10.0); + glOrtho((-ortho_width), ortho_width, (-ortho_width), ortho_height, -20.0f, 10.0f); } glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0); + gluLookAt(0.0f,-1.0f,0.0f, 0.0f,0.0f,0.0f, 0.0f,0.0f,1.0f); if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME) glPolygonMode(GL_FRONT, GL_LINE); @@ -1843,7 +1842,7 @@ void KX_Dome::DrawDomeFisheye(void) glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); - glColor3f(1.0,1.0,1.0); + glColor3f(1.0f,1.0f,1.0f); if (dlistSupported) { for (i=0;i<m_numfaces;i++) { @@ -1890,16 +1889,16 @@ void KX_Dome::DrawPanorama(void) int can_width = m_viewport.GetRight(); int can_height = m_viewport.GetTop(); - float ortho_height = 1.0; - float ortho_width = 1.0; + float ortho_height = 1.0f; + float ortho_width = 1.0f; if (warp.usemesh) - glOrtho((-1.0), 1.0, (-0.5), 0.5, -20.0, 10.0); //stretch the image to reduce resolution lost + glOrtho((-1.0f), 1.0f, (-0.5f), 0.5f, -20.0f, 10.0f); //stretch the image to reduce resolution lost else { //using all the screen if ((can_width / 2) <= (can_height)) { - ortho_width = 1.0; + ortho_width = 1.0f; ortho_height = (float)can_height/can_width; } else { @@ -1907,14 +1906,14 @@ void KX_Dome::DrawPanorama(void) ortho_height = 0.5f; } - glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0); + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f); } glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0); + gluLookAt(0.0f,-1.0f,0.0f, 0.0f,0.0f,0.0f, 0.0f,0.0f,1.0f); if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME) glPolygonMode(GL_FRONT, GL_LINE); @@ -1926,7 +1925,7 @@ void KX_Dome::DrawPanorama(void) glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); - glColor3f(1.0,1.0,1.0); + glColor3f(1.0f,1.0f,1.0f); if (dlistSupported) { for (i=0;i<m_numfaces;i++) { @@ -1975,14 +1974,14 @@ void KX_Dome::DrawDomeWarped(void) double screen_ratio = can_width/ (double) can_height; - glOrtho(-screen_ratio,screen_ratio,-1.0,1.0,-20.0,10.0); + glOrtho(-screen_ratio,screen_ratio,-1.0f,1.0f,-20.0f,10.0f); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt(0.0, 0.0, 1.0, 0.0,0.0,0.0, 0.0,1.0,0.0); + gluLookAt(0.0f, 0.0f, 1.0f, 0.0f,0.0f,0.0f, 0.0f,1.0f,0.0f); if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME) glPolygonMode(GL_FRONT, GL_LINE); @@ -1994,7 +1993,7 @@ void KX_Dome::DrawDomeWarped(void) glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); - glColor3f(1.0,1.0,1.0); + glColor3f(1.0f,1.0f,1.0f); if (dlistSupported) { glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]); @@ -2036,7 +2035,7 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i) MT_Transform camtrans(cam->GetWorldToCamera()); MT_Matrix4x4 viewmat(camtrans); - m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), 1.0); + m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), 1.0f); cam->SetModelviewMatrix(viewmat); // restore the original orientation |