mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
fix narrowing conversions (eg double to float, size_t to GLsizei)
This commit is contained in:
@@ -177,7 +177,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -259,8 +259,11 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -281,7 +284,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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// utility function for loading a 2D texture from file
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@@ -177,7 +177,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -259,8 +259,11 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -281,7 +284,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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// utility function for loading a 2D texture from file
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@@ -88,7 +88,7 @@ int main()
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unsigned int amount = 1000;
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glm::mat4* modelMatrices;
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modelMatrices = new glm::mat4[amount];
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srand(glfwGetTime()); // initialize random seed
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srand(static_cast<unsigned int>(glfwGetTime())); // initialize random seed
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float radius = 50.0;
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float offset = 2.5f;
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for (unsigned int i = 0; i < amount; i++)
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@@ -105,11 +105,11 @@ int main()
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model = glm::translate(model, glm::vec3(x, y, z));
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// 2. scale: Scale between 0.05 and 0.25f
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float scale = (rand() % 20) / 100.0f + 0.05;
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float scale = static_cast<GLfloat>((rand() % 20) / 100.0 + 0.05);
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model = glm::scale(model, glm::vec3(scale));
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// 3. rotation: add random rotation around a (semi)randomly picked rotation axis vector
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float rotAngle = (rand() % 360);
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float rotAngle = static_cast<GLfloat>((rand() % 360));
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model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
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// 4. now add to list of matrices
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@@ -122,7 +122,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -194,8 +194,11 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -216,5 +219,5 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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@@ -89,7 +89,7 @@ int main()
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unsigned int amount = 100000;
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glm::mat4* modelMatrices;
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modelMatrices = new glm::mat4[amount];
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srand(glfwGetTime()); // initialize random seed
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srand(static_cast<unsigned int>(glfwGetTime())); // initialize random seed
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float radius = 150.0;
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float offset = 25.0f;
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for (unsigned int i = 0; i < amount; i++)
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@@ -106,11 +106,11 @@ int main()
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model = glm::translate(model, glm::vec3(x, y, z));
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// 2. scale: Scale between 0.05 and 0.25f
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float scale = (rand() % 20) / 100.0f + 0.05;
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auto scale = static_cast<GLfloat>((rand() % 20) / 100.0 + 0.05);
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model = glm::scale(model, glm::vec3(scale));
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// 3. rotation: add random rotation around a (semi)randomly picked rotation axis vector
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float rotAngle = (rand() % 360);
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auto rotAngle = static_cast<GLfloat>((rand() % 360));
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model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
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// 4. now add to list of matrices
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@@ -156,7 +156,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -194,7 +194,7 @@ int main()
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for (unsigned int i = 0; i < rock.meshes.size(); i++)
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{
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glBindVertexArray(rock.meshes[i].VAO);
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glDrawElementsInstanced(GL_TRIANGLES, rock.meshes[i].indices.size(), GL_UNSIGNED_INT, 0, amount);
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glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(rock.meshes[i].indices.size()), GL_UNSIGNED_INT, 0, amount);
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glBindVertexArray(0);
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}
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@@ -236,8 +236,11 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -258,5 +261,5 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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@@ -141,7 +141,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -202,8 +202,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -224,5 +226,5 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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@@ -209,7 +209,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -294,8 +294,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -316,5 +318,5 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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@@ -181,7 +181,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -239,7 +239,7 @@ int main()
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glStencilMask(0x00);
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glDisable(GL_DEPTH_TEST);
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shaderSingleColor.use();
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float scale = 1.1;
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float scale = 1.1f;
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// cubes
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glBindVertexArray(cubeVAO);
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glBindTexture(GL_TEXTURE_2D, cubeTexture);
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@@ -303,8 +303,11 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -325,7 +328,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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// utility function for loading a 2D texture from file
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@@ -208,7 +208,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -302,8 +302,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -324,7 +326,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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// utility function for loading a 2D texture from file
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@@ -210,7 +210,7 @@ int main()
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -313,8 +313,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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auto xpos = static_cast<GLfloat>(xposIn);
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auto ypos = static_cast<GLfloat>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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@@ -335,7 +337,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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// utility function for loading a 2D texture from file
|
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|
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@@ -226,7 +226,7 @@ int main()
|
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{
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// per-frame time logic
|
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// --------------------
|
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float currentFrame = glfwGetTime();
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -329,8 +329,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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|
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// glfw: whenever the mouse moves, this callback is called
|
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// -------------------------------------------------------
|
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
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{
|
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auto xpos = static_cast<GLfloat>(xposIn);
|
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auto ypos = static_cast<GLfloat>(yposIn);
|
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if (firstMouse)
|
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{
|
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lastX = xpos;
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@@ -351,7 +353,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
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// ----------------------------------------------------------------------
|
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
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{
|
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
|
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}
|
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|
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// utility function for loading a 2D texture from file
|
||||
|
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@@ -226,7 +226,7 @@ int main()
|
||||
{
|
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// per-frame time logic
|
||||
// --------------------
|
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float currentFrame = glfwGetTime();
|
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auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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|
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@@ -361,8 +361,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
|
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// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
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{
|
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auto xpos = static_cast<GLfloat>(xposIn);
|
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auto ypos = static_cast<GLfloat>(yposIn);
|
||||
if (firstMouse)
|
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{
|
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lastX = xpos;
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@@ -383,7 +385,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
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{
|
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camera.ProcessMouseScroll(yoffset);
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camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
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}
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// utility function for loading a 2D texture from file
|
||||
|
||||
@@ -222,7 +222,7 @@ int main()
|
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{
|
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// per-frame time logic
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// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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@@ -309,8 +309,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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|
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// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
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auto xpos = static_cast<GLfloat>(xposIn);
|
||||
auto ypos = static_cast<GLfloat>(yposIn);
|
||||
if (firstMouse)
|
||||
{
|
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lastX = xpos;
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@@ -331,7 +333,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
|
||||
}
|
||||
|
||||
// utility function for loading a 2D texture from file
|
||||
|
||||
@@ -220,7 +220,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
float currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -308,8 +308,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
|
||||
auto xpos = static_cast<GLfloat>(xposIn);
|
||||
auto ypos = static_cast<GLfloat>(yposIn);
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
@@ -330,7 +332,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
|
||||
}
|
||||
|
||||
// utility function for loading a 2D texture from file
|
||||
|
||||
@@ -168,7 +168,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -257,8 +257,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
|
||||
auto xpos = static_cast<GLfloat>(xposIn);
|
||||
auto ypos = static_cast<GLfloat>(yposIn);
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
|
||||
@@ -88,7 +88,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -111,7 +111,7 @@ int main()
|
||||
shader.setMat4("model", model);
|
||||
|
||||
// add time component to geometry shader in the form of a uniform
|
||||
shader.setFloat("time", glfwGetTime());
|
||||
shader.setFloat("time", static_cast<GLfloat>(glfwGetTime()));
|
||||
|
||||
// draw model
|
||||
nanosuit.Draw(shader);
|
||||
@@ -154,8 +154,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
|
||||
auto xpos = static_cast<GLfloat>(xposIn);
|
||||
auto ypos = static_cast<GLfloat>(yposIn);
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
@@ -176,5 +178,5 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -161,8 +161,10 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
|
||||
auto xpos = static_cast<GLfloat>(xposIn);
|
||||
auto ypos = static_cast<GLfloat>(yposIn);
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
@@ -183,5 +185,5 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
camera.ProcessMouseScroll(static_cast<GLfloat>(yoffset));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user