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