Fixed compile warnings

This commit is contained in:
Sam Lantinga 2014-06-07 18:20:25 -07:00
parent 6101e4b20e
commit cde32ccc83

View File

@ -99,19 +99,19 @@ quit(int rc)
* order.
*/
static void
rotate_matrix(double angle, double x, double y, double z, float *r)
rotate_matrix(float angle, float x, float y, float z, float *r)
{
double radians, c, s, c1, u[3], length;
float radians, c, s, c1, u[3], length;
int i, j;
radians = (angle * M_PI) / 180.0;
radians = (float)(angle * M_PI) / 180.0f;
c = cos(radians);
s = sin(radians);
c = SDL_cosf(radians);
s = SDL_sinf(radians);
c1 = 1.0 - cos(radians);
c1 = 1.0f - SDL_cosf(radians);
length = sqrt(x * x + y * y + z * z);
length = (float)SDL_sqrt(x * x + y * y + z * z);
u[0] = x / length;
u[1] = y / length;
@ -130,7 +130,7 @@ rotate_matrix(double angle, double x, double y, double z, float *r)
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
}
}
}
@ -139,12 +139,12 @@ rotate_matrix(double angle, double x, double y, double z, float *r)
* Simulates gluPerspectiveMatrix
*/
static void
perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
{
int i;
double f;
float f;
f = 1.0/tan(fovy * 0.5);
f = 1.0f/SDL_tanf(fovy * 0.5f);
for (i = 0; i < 16; i++) {
r[i] = 0.0;
@ -153,9 +153,9 @@ perspective_matrix(double fovy, double aspect, double znear, double zfar, float
r[0] = f / aspect;
r[5] = f;
r[10] = (znear + zfar) / (znear - zfar);
r[11] = -1.0;
r[14] = (2.0 * znear * zfar) / (znear - zfar);
r[15] = 0.0;
r[11] = -1.0f;
r[14] = (2.0f * znear * zfar) / (znear - zfar);
r[15] = 0.0f;
}
/*
@ -376,19 +376,19 @@ Render(unsigned int width, unsigned int height, shader_data* data)
* Do some rotation with Euler angles. It is not a fixed axis as
* quaterions would be, but the effect is cool.
*/
rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
/* Pull the camera back from the cube */
matrix_modelview[14] -= 2.5;
perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));