aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2016-01-13 19:30:35 +0100
committerraysan5 <raysan5@gmail.com>2016-01-13 19:30:35 +0100
commit3b4d8442e049f969c737722cb72f1c8ad66621a7 (patch)
treed4edeedce48c0d8cf5edeb8b5c9f8152ef9b47fc /src
parent4f0165f32dc3f04cd58c013743e51384b7b932ab (diff)
downloadraylib-3b4d8442e049f969c737722cb72f1c8ad66621a7.tar.gz
raylib-3b4d8442e049f969c737722cb72f1c8ad66621a7.zip
Corrected some float values
Diffstat (limited to 'src')
-rw-r--r--src/core.c16
-rw-r--r--src/models.c62
-rw-r--r--src/rlgl.c36
3 files changed, 57 insertions, 57 deletions
diff --git a/src/core.c b/src/core.c
index 8b61aaf7..6314941b 100644
--- a/src/core.c
+++ b/src/core.c
@@ -309,8 +309,8 @@ void InitWindow(int width, int height, const char *title)
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
#endif
- mousePosition.x = screenWidth/2;
- mousePosition.y = screenHeight/2;
+ mousePosition.x = (float)screenWidth/2.0f;
+ mousePosition.y = (float)screenHeight/2.0f;
// raylib logo appearing animation (if enabled)
if (showLogo)
@@ -577,7 +577,7 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
- double top = 0.1f*tan(45.0f*PI / 360.0f);
+ double top = 0.1f*tan(45.0f*PI/360.0f);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
@@ -608,7 +608,7 @@ void End3dMode(void)
// Set target FPS for the game
void SetTargetFPS(int fps)
{
- targetTime = 1 / (double)fps;
+ targetTime = 1.0/(double)fps;
TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
@@ -625,7 +625,7 @@ float GetFrameTime(void)
// As we are operate quite a lot with frameTime,
// it could be no stable, so we round it before passing it around
// NOTE: There are still problems with high framerates (>500fps)
- double roundedFrameTime = round(frameTime*10000)/10000;
+ double roundedFrameTime = round(frameTime*10000)/10000.0;
return (float)roundedFrameTime; // Time in seconds to run a frame
}
@@ -806,8 +806,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
// Calculate normalized device coordinates
// NOTE: y value is negative
- float x = (2.0f * mousePosition.x) / GetScreenWidth() - 1.0f;
- float y = 1.0f - (2.0f * mousePosition.y) / GetScreenHeight();
+ float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
+ float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
float z = 1.0f;
// Store values in a vector
@@ -880,7 +880,7 @@ Vector2 WorldToScreen(Vector3 position, Camera camera)
Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
// Calculate 2d screen position vector
- Vector2 screenPosition = { (ndcPos.x + 1.0f) / 2.0f * GetScreenWidth(), (ndcPos.y + 1.0f) / 2.0f * GetScreenHeight() };
+ Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
return screenPosition;
}
diff --git a/src/models.c b/src/models.c
index dd170e0b..8b49731d 100644
--- a/src/models.c
+++ b/src/models.c
@@ -741,8 +741,8 @@ Model LoadCubicmap(Image cubicmap)
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
- int mapWidth = cubicmap.width * (int)mapCubeSide;
- int mapHeight = cubicmap.height * (int)mapCubeSide;
+ int mapWidth = cubicmap.width*(int)mapCubeSide;
+ int mapHeight = cubicmap.height*(int)mapCubeSide;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@@ -753,11 +753,11 @@ Model LoadCubicmap(Image cubicmap)
float w = mapCubeSide;
float h = mapCubeSide;
- float h2 = mapCubeSide * 1.5; // TODO: Review walls height...
+ float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
- Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
- Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles * 3 * sizeof(Vector2));
- Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
+ Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
+ Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
+ Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
// Define the 6 normals of the cube, we will combine them accordingly later...
Vector3 n1 = { 1.0f, 0.0f, 0.0f };
@@ -775,12 +775,12 @@ Model LoadCubicmap(Image cubicmap)
float height;
} RectangleF;
- RectangleF rightTexUV = { 0, 0, 0.5, 0.5 };
- RectangleF leftTexUV = { 0.5, 0, 0.5, 0.5 };
- RectangleF frontTexUV = { 0, 0, 0.5, 0.5 };
- RectangleF backTexUV = { 0.5, 0, 0.5, 0.5 };
- RectangleF topTexUV = { 0, 0.5, 0.5, 0.5 };
- RectangleF bottomTexUV = { 0.5, 0.5, 0.5, 0.5 };
+ RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
+ RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
+ RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
+ RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
+ RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
+ RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
for (int z = 0; z < mapHeight; z += mapCubeSide)
{
@@ -1147,7 +1147,7 @@ void SetModelTexture(Model *model, Texture2D texture)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
- Vector3 rotationAxis = { 0, 0, 0 };
+ Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
DrawModelEx(model, position, 0.0f, rotationAxis, vScale, tint);
}
@@ -1163,7 +1163,7 @@ void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rot
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
Vector3 vScale = { scale, scale, scale };
- Vector3 rotationAxis = { 0, 0, 0 };
+ Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
}
@@ -1188,7 +1188,7 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
// NOTE: Billboard locked to axis-Y
- Vector3 up = { 0, 1, 0 };
+ Vector3 up = { 0.0f, 1.0f, 0.0f };
/*
a-------b
| |
@@ -1366,7 +1366,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
Color *cubicmapPixels = GetImageData(cubicmap);
// Detect the cell where the player is located
- Vector3 impactDirection = { 0, 0, 0 };
+ Vector3 impactDirection = { 0.0f, 0.0f, 0.0f };
int locationCellX = 0;
int locationCellY = 0;
@@ -1389,7 +1389,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1405,7 +1405,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1421,7 +1421,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1437,7 +1437,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1452,7 +1452,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 0};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f };
}
}
}
@@ -1464,7 +1464,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 0};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f };
}
}
}
@@ -1476,7 +1476,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 0, 0, 1};
+ impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f };
}
}
}
@@ -1488,7 +1488,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 0, 0, 1};
+ impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f };
}
}
}
@@ -1512,7 +1512,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1535,7 +1535,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1558,7 +1558,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1581,7 +1581,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1591,13 +1591,13 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Floor collision
if (playerPosition->y <= radius)
{
- playerPosition->y = radius + 0.01;
+ playerPosition->y = radius + 0.01f;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
// Roof collision
- else if (playerPosition->y >= 1.5 - radius)
+ else if (playerPosition->y >= (1.5f - radius))
{
- playerPosition->y = (1.5 - radius) - 0.01;
+ playerPosition->y = (1.5f - radius) - 0.01f;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
diff --git a/src/rlgl.c b/src/rlgl.c
index e3c763be..7afa374e 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -821,10 +821,10 @@ void rlDeleteBuffers(unsigned int id)
void rlClearColor(byte r, byte g, byte b, byte a)
{
// Color values clamp to 0.0f(0) and 1.0f(255)
- float cr = (float)r / 255;
- float cg = (float)g / 255;
- float cb = (float)b / 255;
- float ca = (float)a / 255;
+ float cr = (float)r/255;
+ float cg = (float)g/255;
+ float cb = (float)b/255;
+ float ca = (float)a/255;
glClearColor(cr, cg, cb, ca);
}
@@ -1104,12 +1104,12 @@ void rlglInitPostpro(void)
quadData.vertexCount = 6;
- float w = screenWidth;
- float h = screenHeight;
+ float w = (float)screenWidth;
+ float h = (float)screenHeight;
- float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
- float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
- float quadNormals[6*3] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0 };
+ float quadPositions[6*3] = { w, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, h, 0.0f, 0.0f, h, 0.0f, w, h, 0.0f, w, 0.0f, 0.0f };
+ float quadTexcoords[6*2] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
+ float quadNormals[6*3] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f };
unsigned char quadColors[6*4] = { 255 };
quadData.vertices = quadPositions;
@@ -1667,7 +1667,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
// NOTE: Using global variables: screenWidth, screenHeight
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
- Vector3 result = { 0, 0, 0 }; // Object coordinates
+ Vector3 result = { 0.0f, 0.0f, 0.0f }; // Object coordinates
//GLint viewport[4];
//glGetIntegerv(GL_VIEWPORT, viewport); // Not available on OpenGL ES 2.0
@@ -1698,11 +1698,11 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
quat.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
quat.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
quat.z = source.z*2.0f - 1.0f;
- quat.w = 1.0;
+ quat.w = 1.0f;
QuaternionTransform(&quat, modelviewprojection);
- if (quat.w != 0.0)
+ if (quat.w != 0.0f)
{
quat.x /= quat.w;
quat.y /= quat.w;
@@ -2171,7 +2171,7 @@ void *rlglReadTexturePixels(Texture2D texture)
// Render texture to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
- glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width, height);
@@ -2189,7 +2189,7 @@ void *rlglReadTexturePixels(Texture2D texture)
quad.transform = MatrixIdentity();
quad.shader = simpleShader;
- DrawModel(quad, (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
+ DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
@@ -3239,19 +3239,19 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
int x2, y2;
pixel prow, pcol;
- int width = srcWidth / 2;
- int height = srcHeight / 2;
+ int width = srcWidth/2;
+ int height = srcHeight/2;
pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel));
// Scaling algorithm works perfectly (box-filter)
for (int y = 0; y < height; y++)
{
- y2 = 2 * y;
+ y2 = 2*y;
for (int x = 0; x < width; x++)
{
- x2 = 2 * x;
+ x2 = 2*x;
prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;