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Corrected some float values

raysan5 9 년 전
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3b4d8442e0
3개의 변경된 파일57개의 추가작업 그리고 57개의 파일을 삭제
  1. 8 8
      src/core.c
  2. 31 31
      src/models.c
  3. 18 18
      src/rlgl.c

+ 8 - 8
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;
 }

+ 31 - 31
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};
     }
     

+ 18 - 18
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;