BGE Rasterizer clean up: double-promotion warnings

This commit is contained in:
Jorge Bernal 2015-12-13 03:17:19 +01:00
parent 0dcca69589
commit d9ee88d126
9 changed files with 66 additions and 66 deletions

View File

@ -495,10 +495,10 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glBegin(GL_QUADS);
glColor4f(1.f, 1.f, 1.f, 1.f);
glTexCoord2f(1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); glVertex2f(1,1);
glTexCoord2f(0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); glVertex2f(-1,1);
glTexCoord2f(0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); glVertex2f(-1,-1);
glTexCoord2f(1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); glVertex2f(1,-1);
glTexCoord2f(1.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); glVertex2f(1.0f,1.0f);
glTexCoord2f(0.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); glVertex2f(-1.0f,1.0f);
glTexCoord2f(0.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); glVertex2f(-1.0f,-1.0f);
glTexCoord2f(1.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); glVertex2f(1.0f,-1.0f);
glEnd();
}
}

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@ -282,7 +282,7 @@ void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
{
BucketList::iterator bit;
distance = 10.0;
distance = 10.0f;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
(*bit)->Optimize(distance);

View File

@ -51,10 +51,10 @@ struct RAS_CameraData
int m_viewporttop;
float m_focallength;
RAS_CameraData(float lens = 35.0, float scale = 6.0, float sensor_x = 32.0, float sensor_y = 18.0, short sensor_fit = 0,
float shift_x = 0.0, float shift_y = 0.0,
float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
float focallength = 3.0, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
RAS_CameraData(float lens = 35.0f, float scale = 6.0f, float sensor_x = 32.0f, float sensor_y = 18.0f, short sensor_fit = 0,
float shift_x = 0.0f, float shift_y = 0.0f,
float clipstart = 0.1f, float clipend = 5000.0f, bool perspective = true,
float focallength = 3.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
int viewportright = 0, int viewporttop = 0) :
m_lens(lens),
m_scale(scale),

View File

@ -283,14 +283,14 @@ ComputeFrustum(
switch (sensor_fit) {
case RAS_SENSORFIT_HOR:
{
x_scale = 1.0;
x_scale = 1.0f;
y_scale = float(viewport.GetHeight()) / float(viewport.GetWidth());
break;
}
case RAS_SENSORFIT_VERT:
{
x_scale = float(viewport.GetWidth()) / float(viewport.GetHeight());
y_scale = 1.0;
y_scale = 1.0f;
break;
}
case RAS_SENSORFIT_AUTO:
@ -377,14 +377,14 @@ RAS_FramingManager::
switch (sensor_fit) {
case RAS_SENSORFIT_HOR:
{
x_scale = 1.0;
x_scale = 1.0f;
y_scale = float(viewport.GetHeight()) / float(viewport.GetWidth());
break;
}
case RAS_SENSORFIT_VERT:
{
x_scale = float(viewport.GetWidth()) / float(viewport.GetHeight());
y_scale = 1.0;
y_scale = 1.0f;
break;
}
case RAS_SENSORFIT_AUTO:

View File

@ -62,10 +62,10 @@ void RAS_IPolyMaterial::Initialize(
m_polymatid = m_newpolymatid++;
m_flag = 0;
m_multimode = 0;
m_shininess = 35.0;
m_specular.setValue(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse.setValue(0.5,0.5,0.5);
m_shininess = 35.0f;
m_specular.setValue(0.5f,0.5f,0.5f);
m_specularity = 1.0f;
m_diffuse.setValue(0.5f,0.5f,0.5f);
m_drawingmode = ConvertFaceMode(game, image);
}
@ -85,10 +85,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial()
m_flag(0),
m_multimode(0)
{
m_shininess = 35.0;
m_specular = MT_Vector3(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse = MT_Vector3(0.5,0.5,0.5);
m_shininess = 35.0f;
m_specular = MT_Vector3(0.5f,0.5f,0.5f);
m_specularity = 1.0f;
m_diffuse = MT_Vector3(0.5f,0.5f,0.5f);
}
RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
@ -113,10 +113,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
m_flag(0),
m_multimode(0)
{
m_shininess = 35.0;
m_specular = MT_Vector3(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse = MT_Vector3(0.5,0.5,0.5);
m_shininess = 35.0f;
m_specular = MT_Vector3(0.5f,0.5f,0.5f);
m_specularity = 1.0f;
m_diffuse = MT_Vector3(0.5f,0.5f,0.5f);
}

View File

@ -58,7 +58,7 @@ RAS_MeshSlot::RAS_MeshSlot() : SG_QList()
m_bVisible = false;
m_bCulled = true;
m_bObjectColor = false;
m_RGBAcolor = MT_Vector4(0.0, 0.0, 0.0, 0.0);
m_RGBAcolor = MT_Vector4(0.0f, 0.0f, 0.0f, 0.0f);
m_DisplayList = NULL;
m_bDisplayList = true;
m_joinSlot = NULL;

View File

@ -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);

View File

@ -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();
}
}

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@ -66,10 +66,10 @@ const MT_Point3& RAS_TexVert::xyz()
void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
{
unsigned char *colp = (unsigned char*) &m_rgba;
colp[0] = (unsigned char) (rgba[0] * 255.0);
colp[1] = (unsigned char) (rgba[1] * 255.0);
colp[2] = (unsigned char) (rgba[2] * 255.0);
colp[3] = (unsigned char) (rgba[3] * 255.0);
colp[0] = (unsigned char) (rgba[0] * 255.0f);
colp[1] = (unsigned char) (rgba[1] * 255.0f);
colp[2] = (unsigned char) (rgba[2] * 255.0f);
colp[3] = (unsigned char) (rgba[3] * 255.0f);
}
@ -153,12 +153,12 @@ unsigned int RAS_TexVert::getUnit() const
void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
{
SetXYZ((mat * MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
SetNormal((nmat * MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
SetTangent((nmat * MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
SetXYZ((mat * MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0f)).getValue());
SetNormal((nmat * MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0f)).getValue());
SetTangent((nmat * MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0f)).getValue());
}
void RAS_TexVert::TransformUV(int index, const MT_Matrix4x4& mat)
{
SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0, 1.0)).getValue());
SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0f, 1.0f)).getValue());
}