mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
fixed compiler warnings reported by gcc/clang
* changed some catch blocks to use exception references instead of value types * fixed missing use of SCR_WIDTH/SCR_HEIGHT for glfwCreateWindow * fixed implicit numeric type casts regarding signedness * removed unused variables Signed-off-by: Toni Uhlig <matzeton@googlemail.com>
This commit is contained in:
@@ -53,7 +53,7 @@ public:
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geometryCode = gShaderStream.str();
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}
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}
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catch (std::ifstream::failure e)
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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@@ -188,4 +188,4 @@ private:
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}
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}
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};
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#endif
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#endif
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@@ -41,7 +41,7 @@ public:
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure e)
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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@@ -162,4 +162,4 @@ private:
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}
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}
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};
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#endif
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#endif
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@@ -40,7 +40,7 @@ public:
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure e)
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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@@ -118,4 +118,4 @@ private:
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}
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}
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};
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#endif
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#endif
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@@ -41,7 +41,7 @@ int main()
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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@@ -338,4 +338,4 @@ unsigned int loadTexture(char const * path)
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}
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return textureID;
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}
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}
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@@ -380,7 +380,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -220,7 +220,6 @@ int main()
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shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
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shaderLightingPass.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
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// update attenuation parameters and calculate radius
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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)
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const float linear = 0.7;
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const float quadratic = 1.8;
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Linear", linear);
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@@ -302,7 +302,6 @@ int main()
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shaderLightingPass.setVec3("light.Position", lightPosView);
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shaderLightingPass.setVec3("light.Color", lightColor);
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// Update attenuation parameters
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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)
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const float linear = 0.09;
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const float quadratic = 0.032;
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shaderLightingPass.setFloat("light.Linear", linear);
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@@ -191,7 +191,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -278,11 +277,11 @@ void renderSphere()
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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@@ -290,7 +289,7 @@ void renderSphere()
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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for (unsigned int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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@@ -301,7 +300,7 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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@@ -202,7 +202,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -289,11 +288,11 @@ void renderSphere()
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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@@ -301,7 +300,7 @@ void renderSphere()
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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for (unsigned int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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@@ -312,7 +311,7 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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for (std::size_t i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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@@ -307,7 +307,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -394,11 +393,11 @@ void renderSphere()
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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@@ -406,7 +405,7 @@ void renderSphere()
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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for (unsigned int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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@@ -417,7 +416,7 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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@@ -347,7 +347,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -434,11 +433,11 @@ void renderSphere()
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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@@ -446,7 +445,7 @@ void renderSphere()
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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for (unsigned int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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@@ -457,7 +456,7 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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for (std::size_t i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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@@ -445,7 +445,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -532,11 +531,11 @@ void renderSphere()
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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@@ -544,7 +543,7 @@ void renderSphere()
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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for (unsigned int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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@@ -555,7 +554,7 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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for (std::size_t i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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@@ -156,9 +156,6 @@ int main()
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f)
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};
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int nrRows = 7;
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int nrColumns = 7;
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float spacing = 2.5;
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// pbr: setup framebuffer
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// ----------------------
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@@ -548,7 +545,6 @@ void processInput(GLFWwindow *window)
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@@ -635,11 +631,11 @@ void renderSphere()
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}
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bool oddRow = false;
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for (int y = 0; y < Y_SEGMENTS; ++y)
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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@@ -647,7 +643,7 @@ void renderSphere()
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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for (unsigned int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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@@ -658,7 +654,7 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (int i = 0; i < positions.size(); ++i)
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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Reference in New Issue
Block a user