diff --git a/ref_gl/gl_backend.c b/ref_gl/gl_backend.c index 8186cc7e..73e19ebe 100644 --- a/ref_gl/gl_backend.c +++ b/ref_gl/gl_backend.c @@ -737,7 +737,7 @@ void SCR_TimeRefresh_f( void ) pglDrawBuffer( GL_FRONT ); for( i = 0; i < 128; i++ ) { - gpGlobals->viewangles[1] = i / 128.0 * 360.0f; + gpGlobals->viewangles[1] = i / 128.0f * 360.0f; R_RenderScene(); } pglFinish(); @@ -748,7 +748,7 @@ void SCR_TimeRefresh_f( void ) for( i = 0; i < 128; i++ ) { R_BeginFrame( true ); - gpGlobals->viewangles[1] = i / 128.0 * 360.0f; + gpGlobals->viewangles[1] = i / 128.0f * 360.0f; R_RenderScene(); R_EndFrame(); } diff --git a/ref_gl/gl_beams.c b/ref_gl/gl_beams.c index 6dc29b06..14b74538 100644 --- a/ref_gl/gl_beams.c +++ b/ref_gl/gl_beams.c @@ -21,8 +21,10 @@ GNU General Public License for more details. #include "customentity.h" #include "cl_tent.h" #include "pm_local.h" - #include "studio.h" +#ifdef HAVE_TGMATH_H +#include +#endif #define NOISE_DIVISIONS 64 // don't touch - many tripmines cause the crash when it equal 128 @@ -64,7 +66,7 @@ static void FracNoise( float *noise, int divs ) static void SineNoise( float *noise, int divs ) { float freq = 0; - float step = M_PI / (float)divs; + float step = M_PI_F / (float)divs; int i; for( i = 0; i < divs; i++ ) @@ -234,7 +236,7 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f } else { - scale *= length * 2.0; + scale *= length * 2.0f; } // Iterator to resample noise waveform (it needs to be generated in powers of 2) @@ -272,7 +274,7 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f { float s, c; - SinCos( fraction * M_PI * length + freq, &s, &c ); + SinCos( fraction * M_PI_F * length + freq, &s, &c ); VectorMA( nextSeg.pos, (factor * s), RI.vup, nextSeg.pos ); // rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal @@ -384,8 +386,8 @@ void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float f if( segments > NOISE_DIVISIONS ) segments = NOISE_DIVISIONS; - length = VectorLength( delta ) * 0.01; - if( length < 0.5 ) length = 0.5; // don't lose all of the noise/texture on short beams + length = VectorLength( delta ) * 0.01f; + if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams div = 1.0f / (segments - 1); @@ -404,7 +406,7 @@ void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float f float s, c; fraction = i * div; - SinCos( fraction * M_PI2, &s, &c ); + SinCos( fraction * M_PI2_F, &s, &c ); point[0] = s * freq * delta[2] + source[0]; point[1] = c * freq * delta[2] + source[1]; @@ -419,7 +421,7 @@ void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float f VectorMA( point, factor, RI.vup, point ); // rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal - factor = rgNoise[noiseIndex>>16] * scale * cos( fraction * M_PI * 3 + freq ); + factor = rgNoise[noiseIndex>>16] * scale * cos( fraction * M_PI_F * 3 + freq ); VectorMA( point, factor, RI.vright, point ); } } @@ -499,7 +501,7 @@ void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float fr TriTexCoord2f( 1.0f, vLast ); TriVertex3fv( point ); - SinCos( fraction * M_PI2, &s, &c ); + SinCos( fraction * M_PI2_F, &s, &c ); point[0] = s * w + source[0]; point[1] = c * w + source[1]; point[2] = source[2]; @@ -547,7 +549,7 @@ void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, floa float s, c; fraction = i * div; - SinCos( fraction * M_PI2, &s, &c ); + SinCos( fraction * M_PI2_F, &s, &c ); point[0] = s * freq * delta[2] + source[0]; point[1] = c * freq * delta[2] + source[1]; @@ -656,11 +658,11 @@ void R_DrawBeamFollow( BEAM *pbeam, float frametime ) VectorMA( delta, pbeam->width, normal, last1 ); VectorMA( delta, -pbeam->width, normal, last2 ); - div = 1.0 / pbeam->amplitude; + div = 1.0f / pbeam->amplitude; fraction = ( pbeam->die - gpGlobals->time ) * div; - vLast = 0.0; - vStep = 1.0; + vLast = 0.0f; + vStep = 1.0f; while( particles ) { @@ -738,12 +740,12 @@ void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, floa return; VectorClear( screenLast ); - segments = segments * M_PI; + segments = segments * M_PI_F; if( segments > NOISE_DIVISIONS * 8 ) segments = NOISE_DIVISIONS * 8; - length = VectorLength( delta ) * 0.01f * M_PI; + length = VectorLength( delta ) * 0.01f * M_PI_F; if( length < 0.5f ) length = 0.5f; // Don't lose all of the noise/texture on short beams div = 1.0f / ( segments - 1 ); @@ -789,7 +791,7 @@ void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, floa for( i = 0; i < segments + 1; i++ ) { fraction = i * div; - SinCos( fraction * M_PI2, &x, &y ); + SinCos( fraction * M_PI2_F, &x, &y ); VectorMAMAM( x, xaxis, y, yaxis, 1.0f, center, point ); @@ -799,7 +801,7 @@ void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, floa // Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale; - factor *= cos( fraction * M_PI * 24 + freq ); + factor *= cos( fraction * M_PI_F * 24 + freq ); VectorMA( point, factor, RI.vright, point ); // Transform point into screen space diff --git a/ref_gl/gl_decals.c b/ref_gl/gl_decals.c index 1ea17337..93d758d8 100644 --- a/ref_gl/gl_decals.c +++ b/ref_gl/gl_decals.c @@ -406,12 +406,12 @@ static void R_DecalVertsLight( float *v, msurface_t *surf, int vertCount ) // lightmap texture coordinates s = DotProduct( v, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0]; s += surf->light_s * sample_size; - s += sample_size * 0.5; + s += sample_size * 0.5f; s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; t = DotProduct( v, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1]; t += surf->light_t * sample_size; - t += sample_size * 0.5; + t += sample_size * 0.5f; t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; v[5] = s; diff --git a/ref_gl/gl_rmain.c b/ref_gl/gl_rmain.c index 1c3ca878..fe5adf7d 100644 --- a/ref_gl/gl_rmain.c +++ b/ref_gl/gl_rmain.c @@ -19,6 +19,9 @@ GNU General Public License for more details. #include "beamdef.h" #include "particledef.h" #include "entity_types.h" +#ifdef HAVE_TGMATH_H +#include +#endif #define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA ) @@ -340,8 +343,8 @@ void R_SetupFrustum( void ) if( RP_NORMALPASS() && ( ENGINE_GET_PARM( PARM_WATER_LEVEL ) >= 3 )) { - RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0); - RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0); + RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97f + sin( gpGlobals->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f); + RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03f - sin( gpGlobals->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f); } // build the transformation matrix for the given view angles @@ -367,7 +370,7 @@ R_SetupProjectionMatrix */ static void R_SetupProjectionMatrix( matrix4x4 m ) { - GLdouble xMin, xMax, yMin, yMax, zNear, zFar; + GLfloat xMin, xMax, yMin, yMax, zNear, zFar; if( RI.drawOrtho ) { @@ -381,10 +384,10 @@ static void R_SetupProjectionMatrix( matrix4x4 m ) zNear = 4.0f; zFar = max( 256.0f, RI.farClip ); - yMax = zNear * tan( RI.fov_y * M_PI / 360.0 ); + yMax = zNear * tan( RI.fov_y * M_PI_F / 360.0f ); yMin = -yMax; - xMax = zNear * tan( RI.fov_x * M_PI / 360.0 ); + xMax = zNear * tan( RI.fov_x * M_PI_F / 360.0f ); xMin = -xMax; Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar ); diff --git a/ref_gl/gl_rmath.c b/ref_gl/gl_rmath.c index d8aee626..6c6953bc 100644 --- a/ref_gl/gl_rmath.c +++ b/ref_gl/gl_rmath.c @@ -169,7 +169,7 @@ void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float y *= len; z *= len; - angle *= (-M_PI / 180.0f); + angle *= (-M_PI_F / 180.0f); SinCos( angle, &s, &c ); out[0][0]=x * x + c * (1 - x * x); diff --git a/ref_gl/gl_rpart.c b/ref_gl/gl_rpart.c index 1f6a6972..9ecf71a7 100644 --- a/ref_gl/gl_rpart.c +++ b/ref_gl/gl_rpart.c @@ -265,7 +265,7 @@ void CL_DrawTracers( double frametime, particle_t *cl_active_tracers ) } else if( p->type == pt_slowgrav ) { - p->vel[2] = gravity * 0.05; + p->vel[2] = gravity * 0.05f; } } diff --git a/ref_gl/gl_rsurf.c b/ref_gl/gl_rsurf.c index 3e9d43df..6939dffe 100644 --- a/ref_gl/gl_rsurf.c +++ b/ref_gl/gl_rsurf.c @@ -185,13 +185,13 @@ static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts s = DotProduct( verts, warpinfo->lmvecs[0] ) + warpinfo->lmvecs[0][3]; s -= warpinfo->lightmapmins[0]; s += warpface->light_s * sample_size; - s += sample_size * 0.5; + s += sample_size * 0.5f; s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width; t = DotProduct( verts, warpinfo->lmvecs[1] ) + warpinfo->lmvecs[1][3]; t -= warpinfo->lightmapmins[1]; t += warpface->light_t * sample_size; - t += sample_size * 0.5; + t += sample_size * 0.5f; t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height; poly->verts[i][5] = s; @@ -808,7 +808,7 @@ void DrawGLPoly( glpoly_t *p, float xScale, float yScale ) flRate = abs( flConveyorSpeed ) / (float)texture->srcWidth; flAngle = ( flConveyorSpeed >= 0 ) ? 180 : 0; - SinCos( flAngle * ( M_PI / 180.0f ), &sy, &cy ); + SinCos( flAngle * ( M_PI_F / 180.0f ), &sy, &cy ); sOffset = gpGlobals->time * cy * flRate; tOffset = gpGlobals->time * sy * flRate; @@ -1603,7 +1603,7 @@ void R_DrawBrushModel( cl_entity_t *e ) { if( psurf->plane->type != PLANE_Z && !FBitSet( e->curstate.effects, EF_WATERSIDES )) continue; - if( mins[2] + 1.0 >= psurf->plane->dist ) + if( mins[2] + 1.0f >= psurf->plane->dist ) continue; } diff --git a/ref_gl/gl_sprite.c b/ref_gl/gl_sprite.c index 461797a8..bc65eeb2 100644 --- a/ref_gl/gl_sprite.c +++ b/ref_gl/gl_sprite.c @@ -53,7 +53,7 @@ upload a single frame */ static const dframetype_t *R_SpriteLoadFrame( model_t *mod, const void *pin, mspriteframe_t **ppframe, int num ) { - const dspriteframe_t pinframe; + dspriteframe_t pinframe; mspriteframe_t *pspriteframe; int gl_texturenum = 0; char texname[128]; @@ -87,7 +87,7 @@ static const dframetype_t *R_SpriteLoadFrame( model_t *mod, const void *pin, msp pspriteframe->gl_texturenum = gl_texturenum; *ppframe = pspriteframe; - return ( (const byte*)pin + sizeof(dspriteframe_t) + pinframe.width * pinframe.height * bytes ); + return ( const dspriteframe_t* )(( const byte* )pin + sizeof( dspriteframe_t ) + pinframe.width * pinframe.height * bytes ); } /* diff --git a/ref_gl/gl_studio.c b/ref_gl/gl_studio.c index 6337d63b..d78978dd 100644 --- a/ref_gl/gl_studio.c +++ b/ref_gl/gl_studio.c @@ -24,6 +24,10 @@ GNU General Public License for more details. //#include "client.h" #include "pmtrace.h" +#ifdef HAVE_TGMATH_H +#include +#endif + #define EVENT_CLIENT 5000 // less than this value it's a server-side studio events #define MAX_LOCALLIGHTS 4 @@ -641,7 +645,7 @@ float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ) else dfdt = 0; if( pseqdesc->numframes <= 1 ) f = 0.0; - else f = (e->curstate.frame * (pseqdesc->numframes - 1)) / 256.0; + else f = (e->curstate.frame * (pseqdesc->numframes - 1)) / 256.0f; f += dfdt; @@ -3068,7 +3072,7 @@ static void GL_StudioDrawShadow( void ) if( r_shadows.value && g_studio.rendermode != kRenderTransAdd && !FBitSet( RI.currentmodel->flags, STUDIO_AMBIENT_LIGHT )) { - float color = 1.0 - (tr.blend * 0.5); + float color = 1.0f - (tr.blend * 0.5f); pglDisable( GL_TEXTURE_2D ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); @@ -3250,7 +3254,7 @@ void R_StudioEstimateGait( entity_state_t *pplayer ) } else { - m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI ); + m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI_F ); if( m_pPlayerInfo->gaityaw > 180.0f ) m_pPlayerInfo->gaityaw = 180.0f; if( m_pPlayerInfo->gaityaw < -180.0f ) m_pPlayerInfo->gaityaw = -180.0f; } diff --git a/ref_gl/gl_warp.c b/ref_gl/gl_warp.c index 7b068515..ab66a8df 100644 --- a/ref_gl/gl_warp.c +++ b/ref_gl/gl_warp.c @@ -576,9 +576,9 @@ void R_CloudRenderSide( int axis ) p->numverts = 4; di = SKYCLOUDS_QUALITY; - qi = 1.0 / di; + qi = 1.0f / di; dj = (axis < 4) ? di * 2 : di; //subdivide vertically more than horizontally on skybox sides - qj = 1.0 / dj; + qj = 1.0f / dj; for( i = 0; i < di; i++ ) {