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:
@@ -129,7 +129,7 @@ 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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@@ -213,8 +213,10 @@ 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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@@ -235,7 +237,7 @@ 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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@@ -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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@@ -226,8 +226,10 @@ 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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@@ -248,7 +250,7 @@ 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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@@ -154,7 +154,7 @@ 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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@@ -378,8 +378,11 @@ 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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@@ -400,7 +403,7 @@ 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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@@ -158,7 +158,7 @@ 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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@@ -402,8 +402,10 @@ 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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@@ -424,7 +426,7 @@ 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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@@ -160,7 +160,7 @@ 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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@@ -409,8 +409,10 @@ 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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@@ -431,7 +433,7 @@ 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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@@ -129,7 +129,7 @@ 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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@@ -138,7 +138,7 @@ int main()
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processInput(window);
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// move light position over time
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lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
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lightPos.z = static_cast<GLfloat>(sin(glfwGetTime() * 0.5) * 3.0);
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// render
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// ------
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@@ -356,8 +356,10 @@ 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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@@ -378,7 +380,7 @@ 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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@@ -129,7 +129,7 @@ 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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@@ -138,7 +138,7 @@ int main()
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processInput(window);
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// move light position over time
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lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;
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lightPos.z = static_cast<GLfloat>(sin(glfwGetTime() * 0.5) * 3.0);
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// render
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// ------
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@@ -356,8 +356,10 @@ 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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@@ -378,7 +380,7 @@ 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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@@ -101,7 +101,7 @@ 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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@@ -269,8 +269,10 @@ 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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@@ -291,7 +293,7 @@ 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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@@ -23,7 +23,7 @@ void renderQuad();
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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float heightScale = 0.1;
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float heightScale = 0.1f;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -107,7 +107,7 @@ 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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@@ -298,8 +298,10 @@ 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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@@ -320,7 +322,7 @@ 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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@@ -23,7 +23,7 @@ void renderQuad();
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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float heightScale = 0.1;
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float heightScale = 0.1f;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -107,7 +107,7 @@ 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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@@ -298,8 +298,10 @@ 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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@@ -320,7 +322,7 @@ 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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@@ -23,7 +23,7 @@ void renderQuad();
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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float heightScale = 0.1;
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float heightScale = 0.1f;
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|
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@@ -107,7 +107,7 @@ 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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|
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@@ -298,8 +298,10 @@ 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)
|
||||
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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@@ -320,7 +322,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
// ----------------------------------------------------------------------
|
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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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}
|
||||
|
||||
// utility function for loading a 2D texture from file
|
||||
|
||||
@@ -141,7 +141,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -359,8 +359,10 @@ 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)
|
||||
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
|
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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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@@ -381,7 +383,7 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
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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
|
||||
|
||||
@@ -177,7 +177,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
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||||
lastFrame = currentFrame;
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|
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@@ -467,8 +467,10 @@ 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;
|
||||
@@ -489,7 +491,7 @@ 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
|
||||
|
||||
@@ -150,14 +150,14 @@ int main()
|
||||
for (unsigned int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
// calculate slightly random offsets
|
||||
float xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
float yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
|
||||
float zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
float xPos = static_cast<GLfloat>(((rand() % 100) / 100.0) * 6.0 - 3.0);
|
||||
float yPos = static_cast<GLfloat>(((rand() % 100) / 100.0) * 6.0 - 4.0);
|
||||
float zPos = static_cast<GLfloat>(((rand() % 100) / 100.0) * 6.0 - 3.0);
|
||||
lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
|
||||
// also calculate random color
|
||||
float rColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float gColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float bColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float rColor = static_cast<GLfloat>(((rand() % 100) / 200.0f) + 0.5); // between 0.5 and 1.0
|
||||
float gColor = static_cast<GLfloat>(((rand() % 100) / 200.0f) + 0.5); // between 0.5 and 1.0
|
||||
float bColor = static_cast<GLfloat>(((rand() % 100) / 200.0f) + 0.5); // between 0.5 and 1.0
|
||||
lightColors.push_back(glm::vec3(rColor, gColor, bColor));
|
||||
}
|
||||
|
||||
@@ -174,7 +174,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -223,8 +223,8 @@ int main()
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
||||
// update attenuation parameters and calculate radius
|
||||
const float linear = 0.7;
|
||||
const float quadratic = 1.8;
|
||||
const float linear = 0.7f;
|
||||
const float quadratic = 1.8f;
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
|
||||
}
|
||||
@@ -403,8 +403,10 @@ 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;
|
||||
@@ -425,5 +427,5 @@ 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));
|
||||
}
|
||||
|
||||
@@ -150,14 +150,14 @@ int main()
|
||||
for (unsigned int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
// calculate slightly random offsets
|
||||
float xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
float yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
|
||||
float zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
|
||||
float xPos = static_cast<GLfloat>(((rand() % 100) / 100.0) * 6.0 - 3.0);
|
||||
float yPos = static_cast<GLfloat>(((rand() % 100) / 100.0) * 6.0 - 4.0);
|
||||
float zPos = static_cast<GLfloat>(((rand() % 100) / 100.0) * 6.0 - 3.0);
|
||||
lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
|
||||
// also calculate random color
|
||||
float rColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float gColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float bColor = ((rand() % 100) / 200.0f) + 0.5; // between 0.5 and 1.0
|
||||
float rColor = static_cast<GLfloat>(((rand() % 100) / 200.0f) + 0.5); // between 0.5 and 1.)
|
||||
float gColor = static_cast<GLfloat>(((rand() % 100) / 200.0f) + 0.5); // between 0.5 and 1.)
|
||||
float bColor = static_cast<GLfloat>(((rand() % 100) / 200.0f) + 0.5); // between 0.5 and 1.)
|
||||
lightColors.push_back(glm::vec3(rColor, gColor, bColor));
|
||||
}
|
||||
|
||||
@@ -174,7 +174,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -223,9 +223,9 @@ int main()
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
||||
shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
||||
// update attenuation parameters and calculate radius
|
||||
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const float linear = 0.7;
|
||||
const float quadratic = 1.8;
|
||||
const float constant = 1.0f; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const float linear = 0.7f;
|
||||
const float quadratic = 1.8f;
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);
|
||||
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
|
||||
// then calculate radius of light volume/sphere
|
||||
@@ -408,8 +408,10 @@ 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;
|
||||
@@ -430,5 +432,5 @@ 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));
|
||||
}
|
||||
|
||||
@@ -173,7 +173,7 @@ int main()
|
||||
glm::vec3 sample(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, randomFloats(generator));
|
||||
sample = glm::normalize(sample);
|
||||
sample *= randomFloats(generator);
|
||||
float scale = float(i) / 64.0;
|
||||
float scale = float(i) / 64.0f;
|
||||
|
||||
// scale samples s.t. they're more aligned to center of kernel
|
||||
scale = lerp(0.1f, 1.0f, scale * scale);
|
||||
@@ -222,7 +222,7 @@ int main()
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
auto currentFrame = static_cast<GLfloat>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
@@ -302,8 +302,8 @@ int main()
|
||||
shaderLightingPass.setVec3("light.Position", lightPosView);
|
||||
shaderLightingPass.setVec3("light.Color", lightColor);
|
||||
// Update attenuation parameters
|
||||
const float linear = 0.09;
|
||||
const float quadratic = 0.032;
|
||||
const float linear = 0.09f;
|
||||
const float quadratic = 0.032f;
|
||||
shaderLightingPass.setFloat("light.Linear", linear);
|
||||
shaderLightingPass.setFloat("light.Quadratic", quadratic);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -462,8 +462,10 @@ 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;
|
||||
@@ -484,5 +486,5 @@ 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