mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-11 07:37:52 +00:00
ref_gl: explicitly cast literals to floats
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531c6cc375
commit
1218f4aeb6
@ -737,7 +737,7 @@ void SCR_TimeRefresh_f( void )
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pglDrawBuffer( GL_FRONT );
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for( i = 0; i < 128; i++ )
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{
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gpGlobals->viewangles[1] = i / 128.0 * 360.0f;
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gpGlobals->viewangles[1] = i / 128.0f * 360.0f;
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R_RenderScene();
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}
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pglFinish();
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@ -748,7 +748,7 @@ void SCR_TimeRefresh_f( void )
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for( i = 0; i < 128; i++ )
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{
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R_BeginFrame( true );
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gpGlobals->viewangles[1] = i / 128.0 * 360.0f;
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gpGlobals->viewangles[1] = i / 128.0f * 360.0f;
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R_RenderScene();
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R_EndFrame();
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}
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@ -21,8 +21,10 @@ GNU General Public License for more details.
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#include "customentity.h"
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#include "cl_tent.h"
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#include "pm_local.h"
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#include "studio.h"
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#ifdef HAVE_TGMATH_H
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#include <tgmath.h>
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#endif
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#define NOISE_DIVISIONS 64 // don't touch - many tripmines cause the crash when it equal 128
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@ -64,7 +66,7 @@ static void FracNoise( float *noise, int divs )
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static void SineNoise( float *noise, int divs )
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{
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float freq = 0;
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float step = M_PI / (float)divs;
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float step = M_PI_F / (float)divs;
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int i;
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for( i = 0; i < divs; i++ )
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@ -234,7 +236,7 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f
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}
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else
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{
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scale *= length * 2.0;
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scale *= length * 2.0f;
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}
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// Iterator to resample noise waveform (it needs to be generated in powers of 2)
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@ -272,7 +274,7 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f
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{
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float s, c;
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SinCos( fraction * M_PI * length + freq, &s, &c );
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SinCos( fraction * M_PI_F * length + freq, &s, &c );
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VectorMA( nextSeg.pos, (factor * s), RI.vup, nextSeg.pos );
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
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@ -384,8 +386,8 @@ void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float f
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if( segments > NOISE_DIVISIONS )
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segments = NOISE_DIVISIONS;
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length = VectorLength( delta ) * 0.01;
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if( length < 0.5 ) length = 0.5; // don't lose all of the noise/texture on short beams
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length = VectorLength( delta ) * 0.01f;
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if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams
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div = 1.0f / (segments - 1);
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@ -404,7 +406,7 @@ void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float f
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float s, c;
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fraction = i * div;
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SinCos( fraction * M_PI2, &s, &c );
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SinCos( fraction * M_PI2_F, &s, &c );
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point[0] = s * freq * delta[2] + source[0];
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point[1] = c * freq * delta[2] + source[1];
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@ -419,7 +421,7 @@ void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float f
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VectorMA( point, factor, RI.vup, point );
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
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factor = rgNoise[noiseIndex>>16] * scale * cos( fraction * M_PI * 3 + freq );
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factor = rgNoise[noiseIndex>>16] * scale * cos( fraction * M_PI_F * 3 + freq );
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VectorMA( point, factor, RI.vright, point );
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}
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}
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@ -499,7 +501,7 @@ void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float fr
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TriTexCoord2f( 1.0f, vLast );
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TriVertex3fv( point );
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SinCos( fraction * M_PI2, &s, &c );
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SinCos( fraction * M_PI2_F, &s, &c );
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point[0] = s * w + source[0];
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point[1] = c * w + source[1];
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point[2] = source[2];
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@ -547,7 +549,7 @@ void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, floa
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float s, c;
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fraction = i * div;
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SinCos( fraction * M_PI2, &s, &c );
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SinCos( fraction * M_PI2_F, &s, &c );
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point[0] = s * freq * delta[2] + source[0];
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point[1] = c * freq * delta[2] + source[1];
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@ -656,11 +658,11 @@ void R_DrawBeamFollow( BEAM *pbeam, float frametime )
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VectorMA( delta, pbeam->width, normal, last1 );
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VectorMA( delta, -pbeam->width, normal, last2 );
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div = 1.0 / pbeam->amplitude;
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div = 1.0f / pbeam->amplitude;
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fraction = ( pbeam->die - gpGlobals->time ) * div;
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vLast = 0.0;
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vStep = 1.0;
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vLast = 0.0f;
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vStep = 1.0f;
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while( particles )
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{
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@ -738,12 +740,12 @@ void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, floa
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return;
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VectorClear( screenLast );
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segments = segments * M_PI;
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segments = segments * M_PI_F;
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if( segments > NOISE_DIVISIONS * 8 )
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segments = NOISE_DIVISIONS * 8;
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length = VectorLength( delta ) * 0.01f * M_PI;
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length = VectorLength( delta ) * 0.01f * M_PI_F;
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if( length < 0.5f ) length = 0.5f; // Don't lose all of the noise/texture on short beams
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div = 1.0f / ( segments - 1 );
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@ -789,7 +791,7 @@ void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, floa
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for( i = 0; i < segments + 1; i++ )
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{
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fraction = i * div;
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SinCos( fraction * M_PI2, &x, &y );
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SinCos( fraction * M_PI2_F, &x, &y );
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VectorMAMAM( x, xaxis, y, yaxis, 1.0f, center, point );
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@ -799,7 +801,7 @@ void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, floa
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// Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
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factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale;
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factor *= cos( fraction * M_PI * 24 + freq );
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factor *= cos( fraction * M_PI_F * 24 + freq );
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VectorMA( point, factor, RI.vright, point );
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// Transform point into screen space
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@ -406,12 +406,12 @@ static void R_DecalVertsLight( float *v, msurface_t *surf, int vertCount )
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// lightmap texture coordinates
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s = DotProduct( v, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0];
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s += surf->light_s * sample_size;
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s += sample_size * 0.5;
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s += sample_size * 0.5f;
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s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width;
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t = DotProduct( v, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1];
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t += surf->light_t * sample_size;
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t += sample_size * 0.5;
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t += sample_size * 0.5f;
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t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height;
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v[5] = s;
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@ -19,6 +19,9 @@ GNU General Public License for more details.
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#include "beamdef.h"
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#include "particledef.h"
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#include "entity_types.h"
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#ifdef HAVE_TGMATH_H
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#include <tgmath.h>
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#endif
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#define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA )
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@ -340,8 +343,8 @@ void R_SetupFrustum( void )
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if( RP_NORMALPASS() && ( ENGINE_GET_PARM( PARM_WATER_LEVEL ) >= 3 ))
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{
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RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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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);
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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);
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}
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// build the transformation matrix for the given view angles
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@ -367,7 +370,7 @@ R_SetupProjectionMatrix
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*/
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static void R_SetupProjectionMatrix( matrix4x4 m )
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{
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GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
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GLfloat xMin, xMax, yMin, yMax, zNear, zFar;
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if( RI.drawOrtho )
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{
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@ -381,10 +384,10 @@ static void R_SetupProjectionMatrix( matrix4x4 m )
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zNear = 4.0f;
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zFar = max( 256.0f, RI.farClip );
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yMax = zNear * tan( RI.fov_y * M_PI / 360.0 );
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yMax = zNear * tan( RI.fov_y * M_PI_F / 360.0f );
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yMin = -yMax;
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xMax = zNear * tan( RI.fov_x * M_PI / 360.0 );
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xMax = zNear * tan( RI.fov_x * M_PI_F / 360.0f );
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xMin = -xMax;
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Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
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@ -169,7 +169,7 @@ void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float
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y *= len;
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z *= len;
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angle *= (-M_PI / 180.0f);
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angle *= (-M_PI_F / 180.0f);
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SinCos( angle, &s, &c );
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out[0][0]=x * x + c * (1 - x * x);
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@ -265,7 +265,7 @@ void CL_DrawTracers( double frametime, particle_t *cl_active_tracers )
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}
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else if( p->type == pt_slowgrav )
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{
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p->vel[2] = gravity * 0.05;
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p->vel[2] = gravity * 0.05f;
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}
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}
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@ -185,13 +185,13 @@ static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts
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s = DotProduct( verts, warpinfo->lmvecs[0] ) + warpinfo->lmvecs[0][3];
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s -= warpinfo->lightmapmins[0];
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s += warpface->light_s * sample_size;
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s += sample_size * 0.5;
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s += sample_size * 0.5f;
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s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width;
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t = DotProduct( verts, warpinfo->lmvecs[1] ) + warpinfo->lmvecs[1][3];
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t -= warpinfo->lightmapmins[1];
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t += warpface->light_t * sample_size;
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t += sample_size * 0.5;
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t += sample_size * 0.5f;
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t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height;
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poly->verts[i][5] = s;
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@ -808,7 +808,7 @@ void DrawGLPoly( glpoly_t *p, float xScale, float yScale )
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flRate = abs( flConveyorSpeed ) / (float)texture->srcWidth;
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flAngle = ( flConveyorSpeed >= 0 ) ? 180 : 0;
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SinCos( flAngle * ( M_PI / 180.0f ), &sy, &cy );
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SinCos( flAngle * ( M_PI_F / 180.0f ), &sy, &cy );
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sOffset = gpGlobals->time * cy * flRate;
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tOffset = gpGlobals->time * sy * flRate;
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@ -1603,7 +1603,7 @@ void R_DrawBrushModel( cl_entity_t *e )
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{
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if( psurf->plane->type != PLANE_Z && !FBitSet( e->curstate.effects, EF_WATERSIDES ))
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continue;
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if( mins[2] + 1.0 >= psurf->plane->dist )
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if( mins[2] + 1.0f >= psurf->plane->dist )
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continue;
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}
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@ -53,7 +53,7 @@ upload a single frame
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*/
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static const dframetype_t *R_SpriteLoadFrame( model_t *mod, const void *pin, mspriteframe_t **ppframe, int num )
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{
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const dspriteframe_t pinframe;
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dspriteframe_t pinframe;
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mspriteframe_t *pspriteframe;
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int gl_texturenum = 0;
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char texname[128];
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@ -87,7 +87,7 @@ static const dframetype_t *R_SpriteLoadFrame( model_t *mod, const void *pin, msp
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pspriteframe->gl_texturenum = gl_texturenum;
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*ppframe = pspriteframe;
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return ( (const byte*)pin + sizeof(dspriteframe_t) + pinframe.width * pinframe.height * bytes );
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return ( const dspriteframe_t* )(( const byte* )pin + sizeof( dspriteframe_t ) + pinframe.width * pinframe.height * bytes );
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}
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/*
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@ -24,6 +24,10 @@ GNU General Public License for more details.
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//#include "client.h"
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#include "pmtrace.h"
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#ifdef HAVE_TGMATH_H
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#include <tgmath.h>
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#endif
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#define EVENT_CLIENT 5000 // less than this value it's a server-side studio events
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#define MAX_LOCALLIGHTS 4
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@ -641,7 +645,7 @@ float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc )
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else dfdt = 0;
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if( pseqdesc->numframes <= 1 ) f = 0.0;
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else f = (e->curstate.frame * (pseqdesc->numframes - 1)) / 256.0;
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else f = (e->curstate.frame * (pseqdesc->numframes - 1)) / 256.0f;
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f += dfdt;
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@ -3068,7 +3072,7 @@ static void GL_StudioDrawShadow( void )
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if( r_shadows.value && g_studio.rendermode != kRenderTransAdd && !FBitSet( RI.currentmodel->flags, STUDIO_AMBIENT_LIGHT ))
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{
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float color = 1.0 - (tr.blend * 0.5);
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float color = 1.0f - (tr.blend * 0.5f);
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pglDisable( GL_TEXTURE_2D );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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@ -3250,7 +3254,7 @@ void R_StudioEstimateGait( entity_state_t *pplayer )
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}
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else
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{
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m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI );
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m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI_F );
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if( m_pPlayerInfo->gaityaw > 180.0f ) m_pPlayerInfo->gaityaw = 180.0f;
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if( m_pPlayerInfo->gaityaw < -180.0f ) m_pPlayerInfo->gaityaw = -180.0f;
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}
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@ -576,9 +576,9 @@ void R_CloudRenderSide( int axis )
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p->numverts = 4;
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di = SKYCLOUDS_QUALITY;
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qi = 1.0 / di;
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qi = 1.0f / di;
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dj = (axis < 4) ? di * 2 : di; //subdivide vertically more than horizontally on skybox sides
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qj = 1.0 / dj;
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qj = 1.0f / dj;
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for( i = 0; i < di; i++ )
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{
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