Fix some msvc warnings

This commit is contained in:
Filip Gawin 2020-06-04 21:56:17 +02:00
parent 6ff378bb16
commit f0bc017240
7 changed files with 25 additions and 25 deletions

View File

@ -127,7 +127,7 @@ slerp(const Quat &q, const Quat &p, float32 a)
c = -c; c = -c;
q1 = negate(q1); q1 = negate(q1);
} }
float32 phi = acos(c); float32 phi = acosf(c);
if(phi > 0.00001f){ if(phi > 0.00001f){
float32 s = sinf(phi); float32 s = sinf(phi);
return add(scale(q1, sinf((1.0f-a)*phi)/s), return add(scale(q1, sinf((1.0f-a)*phi)/s),
@ -561,8 +561,8 @@ Matrix::makeRotation(Matrix *dst, const V3d *axis, float32 angle)
if(len != 0.0f) len = 1.0f/sqrtf(len); if(len != 0.0f) len = 1.0f/sqrtf(len);
V3d v = rw::scale(*axis, len); V3d v = rw::scale(*axis, len);
angle = angle*(float)M_PI/180.0f; angle = angle*(float)M_PI/180.0f;
float32 s = sin(angle); float32 s = sinf(angle);
float32 c = cos(angle); float32 c = cosf(angle);
float32 t = 1.0f - c; float32 t = 1.0f - c;
dst->right.x = c + v.x*v.x*t; dst->right.x = c + v.x*v.x*t;
@ -743,7 +743,7 @@ memLittle16_func(void *data, uint32 size)
size >>= 1; size >>= 1;
while(size--){ while(size--){
w = *words++; w = *words++;
*bytes++ = w; *bytes++ = (uint8)w;
*bytes++ = w >> 8; *bytes++ = w >> 8;
} }
} }

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@ -500,8 +500,8 @@ Camera::setFOV(float32 hfov, float32 ratio)
V2d v; V2d v;
float w, h; float w, h;
w = this->frameBuffer->width; w = (float)this->frameBuffer->width;
h = this->frameBuffer->height; h = (float)this->frameBuffer->height;
if(w < 1 || h < 1){ if(w < 1 || h < 1){
w = 1; w = 1;
h = 1; h = 1;
@ -513,7 +513,7 @@ Camera::setFOV(float32 hfov, float32 ratio)
float vfov = atanf(tanf(hfov/2) / ar1) *2; float vfov = atanf(tanf(hfov/2) / ar1) *2;
hfov = atanf(tanf(vfov/2) * ar2) *2; hfov = atanf(tanf(vfov/2) * ar2) *2;
float32 a = tan(hfov); float32 a = tanf(hfov);
v.set(a, a/ratio); v.set(a, a/ratio);
this->setViewWindow(&v); this->setViewWindow(&v);
v.set(0.0f, 0.0f); v.set(0.0f, 0.0f);

View File

@ -162,8 +162,8 @@ Charset::printChar(int32 c, int32 x, int32 y)
du = this->desc.width_internal/(float32)this->raster->width; du = this->desc.width_internal/(float32)this->raster->width;
dv = this->desc.height_internal/(float32)this->raster->height; dv = this->desc.height_internal/(float32)this->raster->height;
vert->setScreenX(x); vert->setScreenX((float)x);
vert->setScreenY(y); vert->setScreenY((float)y);
vert->setScreenZ(rw::im2d::GetNearZ()); vert->setScreenZ(rw::im2d::GetNearZ());
vert->setCameraZ(cam->nearPlane); vert->setCameraZ(cam->nearPlane);
vert->setRecipCameraZ(recipZ); vert->setRecipCameraZ(recipZ);
@ -172,8 +172,8 @@ Charset::printChar(int32 c, int32 x, int32 y)
vert->setV(v, recipZ); vert->setV(v, recipZ);
vert++; vert++;
vert->setScreenX(x+this->desc.width_internal); vert->setScreenX(float(x+this->desc.width_internal));
vert->setScreenY(y); vert->setScreenY((float)y);
vert->setScreenZ(rw::im2d::GetNearZ()); vert->setScreenZ(rw::im2d::GetNearZ());
vert->setCameraZ(cam->nearPlane); vert->setCameraZ(cam->nearPlane);
vert->setRecipCameraZ(recipZ); vert->setRecipCameraZ(recipZ);
@ -182,8 +182,8 @@ Charset::printChar(int32 c, int32 x, int32 y)
vert->setV(v, recipZ); vert->setV(v, recipZ);
vert++; vert++;
vert->setScreenX(x); vert->setScreenX((float)x);
vert->setScreenY(y+this->desc.height_internal); vert->setScreenY(float(y+this->desc.height_internal));
vert->setScreenZ(rw::im2d::GetNearZ()); vert->setScreenZ(rw::im2d::GetNearZ());
vert->setCameraZ(cam->nearPlane); vert->setCameraZ(cam->nearPlane);
vert->setRecipCameraZ(recipZ); vert->setRecipCameraZ(recipZ);
@ -192,8 +192,8 @@ Charset::printChar(int32 c, int32 x, int32 y)
vert->setV(v+dv, recipZ); vert->setV(v+dv, recipZ);
vert++; vert++;
vert->setScreenX(x+this->desc.width_internal); vert->setScreenX(float(x+this->desc.width_internal));
vert->setScreenY(y+this->desc.height_internal); vert->setScreenY(float(y+this->desc.height_internal));
vert->setScreenZ(rw::im2d::GetNearZ()); vert->setScreenZ(rw::im2d::GetNearZ());
vert->setCameraZ(cam->nearPlane); vert->setCameraZ(cam->nearPlane);
vert->setRecipCameraZ(recipZ); vert->setRecipCameraZ(recipZ);

View File

@ -118,7 +118,7 @@ readMesh(Stream *stream, int32 len, void *object, int32, int32)
stream->read32(&mhs, sizeof(MeshHeaderStream)); stream->read32(&mhs, sizeof(MeshHeaderStream));
// Have to do this dance for War Drum's meshes // Have to do this dance for War Drum's meshes
bool32 hasData = len > sizeof(MeshHeaderStream)+mhs.numMeshes*sizeof(MeshStream); bool32 hasData = len > int32(sizeof(MeshHeaderStream)+mhs.numMeshes*sizeof(MeshStream));
assert(geo->meshHeader == nil); assert(geo->meshHeader == nil);
geo->meshHeader = nil; geo->meshHeader = nil;
mh = geo->allocateMeshes(mhs.numMeshes, mhs.totalIndices, mh = geo->allocateMeshes(mhs.numMeshes, mhs.totalIndices,

View File

@ -76,13 +76,13 @@ Light::destroy(void)
void void
Light::setAngle(float32 angle) Light::setAngle(float32 angle)
{ {
this->minusCosAngle = -cos(angle); this->minusCosAngle = -cosf(angle);
} }
float32 float32
Light::getAngle(void) Light::getAngle(void)
{ {
return acos(-this->minusCosAngle); return acosf(-this->minusCosAngle);
} }
void void
@ -123,7 +123,7 @@ Light::streamRead(Stream *stream)
light->minusCosAngle = a; light->minusCosAngle = a;
else else
// tan -> -cos // tan -> -cos
light->minusCosAngle = -1.0f/sqrt(a*a+1.0f); light->minusCosAngle = -1.0f/sqrtf(a*a+1.0f);
light->object.object.flags = (uint8)buf.type_flags; light->object.object.flags = (uint8)buf.type_flags;
if(s_plglist.streamRead(stream, light)) if(s_plglist.streamRead(stream, light))
return light; return light;
@ -144,7 +144,7 @@ Light::streamWrite(Stream *stream)
if(version >= 0x30300) if(version >= 0x30300)
buf.minusCosAngle = this->minusCosAngle; buf.minusCosAngle = this->minusCosAngle;
else else
buf.minusCosAngle = tan(acos(-this->minusCosAngle)); buf.minusCosAngle = tanf(acosf(-this->minusCosAngle));
buf.type_flags = (uint32)this->object.object.flags | buf.type_flags = (uint32)this->object.object.flags |
(uint32)this->object.object.subType << 16; (uint32)this->object.object.subType << 16;
stream->write32(&buf, sizeof(LightChunkData)); stream->write32(&buf, sizeof(LightChunkData));

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@ -211,7 +211,7 @@ inline V2d neg(const V2d &a) { return makeV2d(-a.x, -a.y); }
inline V2d add(const V2d &a, const V2d &b) { return makeV2d(a.x+b.x, a.y+b.y); } inline V2d add(const V2d &a, const V2d &b) { return makeV2d(a.x+b.x, a.y+b.y); }
inline V2d sub(const V2d &a, const V2d &b) { return makeV2d(a.x-b.x, a.y-b.y); } inline V2d sub(const V2d &a, const V2d &b) { return makeV2d(a.x-b.x, a.y-b.y); }
inline V2d scale(const V2d &a, float32 r) { return makeV2d(a.x*r, a.y*r); } inline V2d scale(const V2d &a, float32 r) { return makeV2d(a.x*r, a.y*r); }
inline float32 length(const V2d &v) { return sqrt(v.x*v.x + v.y*v.y); } inline float32 length(const V2d &v) { return sqrtf(v.x*v.x + v.y*v.y); }
inline V2d normalize(const V2d &v) { return scale(v, 1.0f/length(v)); } inline V2d normalize(const V2d &v) { return scale(v, 1.0f/length(v)); }
struct V3d struct V3d
@ -229,7 +229,7 @@ inline V3d neg(const V3d &a) { return makeV3d(-a.x, -a.y, -a.z); }
inline V3d add(const V3d &a, const V3d &b) { return makeV3d(a.x+b.x, a.y+b.y, a.z+b.z); } inline V3d add(const V3d &a, const V3d &b) { return makeV3d(a.x+b.x, a.y+b.y, a.z+b.z); }
inline V3d sub(const V3d &a, const V3d &b) { return makeV3d(a.x-b.x, a.y-b.y, a.z-b.z); } inline V3d sub(const V3d &a, const V3d &b) { return makeV3d(a.x-b.x, a.y-b.y, a.z-b.z); }
inline V3d scale(const V3d &a, float32 r) { return makeV3d(a.x*r, a.y*r, a.z*r); } inline V3d scale(const V3d &a, float32 r) { return makeV3d(a.x*r, a.y*r, a.z*r); }
inline float32 length(const V3d &v) { return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); } inline float32 length(const V3d &v) { return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); }
inline V3d normalize(const V3d &v) { return scale(v, 1.0f/length(v)); } inline V3d normalize(const V3d &v) { return scale(v, 1.0f/length(v)); }
inline V3d setlength(const V3d &v, float32 l) { return scale(v, l/length(v)); } inline V3d setlength(const V3d &v, float32 l) { return scale(v, l/length(v)); }
V3d cross(const V3d &a, const V3d &b); V3d cross(const V3d &a, const V3d &b);
@ -263,7 +263,7 @@ struct Quat
float32 x, y, z, w; float32 x, y, z, w;
static Quat rotation(float32 angle, const V3d &axis){ static Quat rotation(float32 angle, const V3d &axis){
return makeQuat(cos(angle/2.0f), scale(normalize(axis), sin(angle/2.0f))); } return makeQuat(cosf(angle/2.0f), scale(normalize(axis), sinf(angle/2.0f))); }
void set(float32 w, float32 x, float32 y, float32 z){ void set(float32 w, float32 x, float32 y, float32 z){
this->w = w; this->x = x; this->y = y; this->z = z; } this->w = w; this->x = x; this->y = y; this->z = z; }
V3d vec(void){ return makeV3d(x, y, z); } V3d vec(void){ return makeV3d(x, y, z); }
@ -278,7 +278,7 @@ inline Quat sub(const Quat &q, const Quat &p) { return makeQuat(q.w-p.w, q.x-p.x
inline Quat negate(const Quat &q) { return makeQuat(-q.w, -q.x, -q.y, -q.z); } inline Quat negate(const Quat &q) { return makeQuat(-q.w, -q.x, -q.y, -q.z); }
inline float32 dot(const Quat &q, const Quat &p) { return q.w*p.w + q.x*p.x + q.y*p.y + q.z*p.z; } inline float32 dot(const Quat &q, const Quat &p) { return q.w*p.w + q.x*p.x + q.y*p.y + q.z*p.z; }
inline Quat scale(const Quat &q, float32 r) { return makeQuat(q.w*r, q.x*r, q.y*r, q.z*r); } inline Quat scale(const Quat &q, float32 r) { return makeQuat(q.w*r, q.x*r, q.y*r, q.z*r); }
inline float32 length(const Quat &q) { return sqrt(q.w*q.w + q.x*q.x + q.y*q.y + q.z*q.z); } inline float32 length(const Quat &q) { return sqrtf(q.w*q.w + q.x*q.x + q.y*q.y + q.z*q.z); }
inline Quat normalize(const Quat &q) { return scale(q, 1.0f/length(q)); } inline Quat normalize(const Quat &q) { return scale(q, 1.0f/length(q)); }
inline Quat conj(const Quat &q) { return makeQuat(q.w, -q.x, -q.y, -q.z); } inline Quat conj(const Quat &q) { return makeQuat(q.w, -q.x, -q.y, -q.z); }
Quat mult(const Quat &q, const Quat &p); Quat mult(const Quat &q, const Quat &p);

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@ -227,7 +227,7 @@ uvAnimParamApplyCB(void *result, void *frame)
static V3d xlat2 = { 0.5f, 0.5f, 0.0f }; static V3d xlat2 = { 0.5f, 0.5f, 0.0f };
static V3d axis = { 0.0f, 0.0f, 1.0f }; static V3d axis = { 0.0f, 0.0f, 1.0f };
m->translate(&xlat1, COMBINEPOSTCONCAT); m->translate(&xlat1, COMBINEPOSTCONCAT);
m->rotate(&axis, p->theta*180.0f/M_PI, COMBINEPOSTCONCAT); m->rotate(&axis, p->theta*180.0f/(float)M_PI, COMBINEPOSTCONCAT);
m->translate(&xlat2, COMBINEPOSTCONCAT); m->translate(&xlat2, COMBINEPOSTCONCAT);
} }