cleanup: float/double promotion, redundant casts

This commit is contained in:
Campbell Barton 2015-03-02 11:00:22 +11:00
parent 2058505da4
commit 56935e23c4
Notes: blender-bot 2023-02-14 09:26:04 +01:00
Referenced by issue #43856, Knife Project doesnt cut along all the edges
4 changed files with 6 additions and 6 deletions

View File

@ -266,7 +266,7 @@ void BKE_camera_params_from_view3d(CameraParams *params, View3D *v3d, RegionView
/* camera view */
BKE_camera_params_from_object(params, v3d->camera);
params->zoom = BKE_screen_view3d_zoom_to_fac((float)rv3d->camzoom);
params->zoom = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
params->offsetx = 2.0f * rv3d->camdx * params->zoom;
params->offsety = 2.0f * rv3d->camdy * params->zoom;

View File

@ -1926,7 +1926,7 @@ static void viewmove_apply(ViewOpsData *vod, int x, int y)
vod->rv3d->ofs_lock[1] -= ((vod->oldy - y) * 2.0f) / (float)vod->ar->winy;
}
else if ((vod->rv3d->persp == RV3D_CAMOB) && !ED_view3d_camera_lock_check(vod->v3d, vod->rv3d)) {
const float zoomfac = BKE_screen_view3d_zoom_to_fac((float)vod->rv3d->camzoom) * 2.0f;
const float zoomfac = BKE_screen_view3d_zoom_to_fac(vod->rv3d->camzoom) * 2.0f;
vod->rv3d->camdx += (vod->oldx - x) / (vod->ar->winx * zoomfac);
vod->rv3d->camdy += (vod->oldy - y) / (vod->ar->winy * zoomfac);
CLAMP(vod->rv3d->camdx, -1.0f, 1.0f);

View File

@ -497,7 +497,7 @@ void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float
float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
if (rv3d->persp == RV3D_CAMOB) {
/* ortho camera needs offset applied */
const float zoomfac = BKE_screen_view3d_zoom_to_fac((float)rv3d->camzoom) * 4.0f;
const float zoomfac = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom) * 4.0f;
dx += rv3d->camdx * zoomfac;
dy += rv3d->camdy * zoomfac;
}

View File

@ -719,14 +719,14 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
/* we want radius here for the aperture number */
float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop;
dof_params[0] = aperture * fabs(scale_camera * fx_dof->focal_length / ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length));
dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length / ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length));
dof_params[1] = fx_dof->focus_distance / scale;
dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
dof_params[3] = 0.0f;
/* DOF effect has many passes but most of them are performed on a texture whose dimensions are 4 times less than the original
* (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based
* on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
* (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based
* on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp);
dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp);
dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp);