Explicit downcasting to float.
parent
a0667c0422
commit
7962cd2e20
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@ -748,11 +748,11 @@ void GLRenderer::blitQuad(bool flipVertically) {
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glTexCoord2f(0.0f, flipVertically ? 1.0f : 0.0f);
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glVertex3f(0.0f, 0.0f, zDepth);
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glTexCoord2f(1.0f, flipVertically ? 1.0f : 0.0f);
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glVertex3f(scrSize.x, 0.0f, zDepth);
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glVertex3f((GLfloat) scrSize.x, 0.0f, zDepth);
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glTexCoord2f(1.0f, flipVertically ? 0.0f : 1.0f);
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glVertex3f(scrSize.x, scrSize.y, zDepth);
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glVertex3f((GLfloat) scrSize.x, (GLfloat) scrSize.y, zDepth);
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glTexCoord2f(0.0f, flipVertically ? 0.0f : 1.0f);
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glVertex3f(0.0f, scrSize.y, zDepth);
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glVertex3f(0.0f, (GLfloat) scrSize.y, zDepth);
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glEnd();
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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@ -817,7 +817,7 @@ void GLRenderer::drawText(const Point2i &_pos,
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}
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void GLRenderer::setPointSize(Float size) {
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glPointSize(size);
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glPointSize((GLfloat) size);
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}
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void GLRenderer::drawPoint(const Point &p) {
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@ -898,18 +898,18 @@ void GLRenderer::drawFilledRectangle(const Point2i &a, const Point2i &b) {
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void GLRenderer::drawEllipse(const Point ¢er,
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const Vector &axis1, const Vector &axis2) {
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const int nSteps = 100;
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const float stepSize = 2*M_PI/nSteps;
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const float stepSize = (float) (2*M_PI/nSteps);
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glBegin(GL_LINE_LOOP);
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for (int i=0; i<100; ++i) {
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Point p = center + axis1 * std::cos(i*stepSize)
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+ axis2 * std::sin(i*stepSize);
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glVertex3f(p.x, p.y, p.z);
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glVertex3f((GLfloat) p.x, (GLfloat) p.y, (GLfloat) p.z);
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}
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glEnd();
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}
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void GLRenderer::drawAABB(const AABB &aabb) {
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#define V(a,b,c) glVertex3f(aabb.a.x, aabb.b.y, aabb.c.z)
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#define V(a,b,c) glVertex3f((GLfloat) aabb.a.x, (GLfloat) aabb.b.y, (GLfloat) aabb.c.z)
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glBegin(GL_LINE_LOOP); V(max,min,max); V(max,min,min); V(max,max,min); V(max,max,max); glEnd();
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glBegin(GL_LINE_LOOP); V(max,max,max); V(max,max,min); V(min,max,min); V(min,max,max); glEnd();
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glBegin(GL_LINE_LOOP); V(max,max,max); V(min,max,max); V(min,min,max); V(max,min,max); glEnd();
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@ -982,13 +982,13 @@ void GLRenderer::finish() {
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}
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void GLRenderer::setColor(const Color3 &col, Float alpha) {
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glColor4f((GLfloat) col[0], (GLfloat) col[1], (GLfloat) col[2], alpha);
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glColor4f((GLfloat) col[0], (GLfloat) col[1], (GLfloat) col[2], (GLfloat) alpha);
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}
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void GLRenderer::setColor(const Spectrum &spec, Float alpha) {
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Float r, g, b;
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spec.toLinearRGB(r, g, b);
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glColor4f((GLfloat) r, (GLfloat) g, (GLfloat) b, alpha);
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glColor4f((GLfloat) r, (GLfloat) g, (GLfloat) b, (GLfloat) alpha);
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}
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void GLRenderer::setClearDepth(Float depth) {
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@ -195,7 +195,7 @@ void ShadowMapGenerator::render(Renderer *renderer, GPUTexture *shadowMap,
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Log(EError, "Cannot render shadow map (the "
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"graphics card has insufficient capabilities)");
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float invDepthRange = 1.0f / (maxDepth - minDepth);
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float invDepthRange = (float) (1.0f / (maxDepth - minDepth));
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shadowMap->activateTarget();
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renderer->setDepthTest(true);
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prog->bind();
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@ -68,9 +68,9 @@ public:
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half *bData = bBitmap->getFloat16Data();
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half *outData = outBitmap->getFloat16Data();
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for (size_t i=0; i<nEntries; ++i)
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*outData++ = (half) std::max((Float) 0,
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*outData++ = (half) ((float) std::max((Float) 0,
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weight1 * (Float) (*aData++) +
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weight2 * (Float) (*bData++));
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weight2 * (Float) (*bData++)));
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}
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break;
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@ -300,7 +300,7 @@ public:
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}
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inline float3 operator*(Float v) const {
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return float3(value[0]*v, value[1]*v, value[2]*v);
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return float3((float) (value[0]*v), (float) (value[1]*v), (float) (value[2]*v));
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}
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inline float3 operator+(const float3 &f2) const {
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