mirror of https://github.com/encounter/SDL.git
Fixed compile warnings
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6101e4b20e
commit
cde32ccc83
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@ -99,19 +99,19 @@ quit(int rc)
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* order.
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*/
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static void
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rotate_matrix(double angle, double x, double y, double z, float *r)
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rotate_matrix(float angle, float x, float y, float z, float *r)
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{
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double radians, c, s, c1, u[3], length;
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float radians, c, s, c1, u[3], length;
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int i, j;
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radians = (angle * M_PI) / 180.0;
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radians = (float)(angle * M_PI) / 180.0f;
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c = cos(radians);
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s = sin(radians);
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c = SDL_cosf(radians);
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s = SDL_sinf(radians);
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c1 = 1.0 - cos(radians);
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c1 = 1.0f - SDL_cosf(radians);
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length = sqrt(x * x + y * y + z * z);
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length = (float)SDL_sqrt(x * x + y * y + z * z);
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u[0] = x / length;
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u[1] = y / length;
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@ -130,7 +130,7 @@ rotate_matrix(double angle, double x, double y, double z, float *r)
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
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r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
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}
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}
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}
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@ -139,12 +139,12 @@ rotate_matrix(double angle, double x, double y, double z, float *r)
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* Simulates gluPerspectiveMatrix
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*/
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static void
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perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
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perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
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{
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int i;
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double f;
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float f;
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f = 1.0/tan(fovy * 0.5);
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f = 1.0f/SDL_tanf(fovy * 0.5f);
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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@ -153,9 +153,9 @@ perspective_matrix(double fovy, double aspect, double znear, double zfar, float
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r[0] = f / aspect;
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r[5] = f;
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r[10] = (znear + zfar) / (znear - zfar);
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r[11] = -1.0;
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r[14] = (2.0 * znear * zfar) / (znear - zfar);
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r[15] = 0.0;
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r[11] = -1.0f;
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r[14] = (2.0f * znear * zfar) / (znear - zfar);
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r[15] = 0.0f;
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}
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/*
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@ -376,19 +376,19 @@ Render(unsigned int width, unsigned int height, shader_data* data)
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* Do some rotation with Euler angles. It is not a fixed axis as
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* quaterions would be, but the effect is cool.
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*/
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rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
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rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
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rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
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rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
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rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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/* Pull the camera back from the cube */
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matrix_modelview[14] -= 2.5;
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perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
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perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
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multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
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GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
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