[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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