[Bf-blender-cvs] [d9ee88d] master: BGE Rasterizer clean up: double-promotion warnings
Jorge Bernal
noreply at git.blender.org
Sun Dec 13 03:21:04 CET 2015
Commit: d9ee88d126ddb59b68d2561694b522a99e4923b6
Author: Jorge Bernal
Date: Sun Dec 13 03:17:19 2015 +0100
Branches: master
https://developer.blender.org/rBd9ee88d126ddb59b68d2561694b522a99e4923b6
BGE Rasterizer clean up: double-promotion warnings
===================================================================
M source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
M source/gameengine/Rasterizer/RAS_BucketManager.cpp
M source/gameengine/Rasterizer/RAS_CameraData.h
M source/gameengine/Rasterizer/RAS_FramingManager.cpp
M source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
M source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M source/gameengine/Rasterizer/RAS_TexVert.cpp
===================================================================
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index cedc27c..82b2674 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -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();
}
}
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index f90b595..d131891 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -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);
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index e2024a4..bc8433a 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -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),
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index c5f15c9..8b0ec22 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -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:
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index d07b491..2a736aa 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -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);
}
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 13d49c5..9cd8f77 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -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;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index c6d9981..8319b75 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -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);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 54cffcc..e7b5beb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -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_L
@@ Diff output truncated at 10240 characters. @@
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