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| author | Greg Ercolano <erco@seriss.com> | 2021-02-15 16:58:42 -0800 |
|---|---|---|
| committer | Greg Ercolano <erco@seriss.com> | 2021-02-15 17:46:15 -0800 |
| commit | 1f55bfe65cc8ca6e7b79efad66a7c304a69b12fe (patch) | |
| tree | 470a39a81dc30f12d92c85b19cd838969f7247f9 /test | |
| parent | bef661607b45a0e6208e4275075ae35cfecc7a26 (diff) | |
Issue #109 contd: missed fractals.cxx fixes, also fix parens issue.
Missed mods to fractals.cxx.
Also fixed a parens issue Albrecht noticed on the Mac build.
Diffstat (limited to 'test')
| -rw-r--r-- | test/fractals.cxx | 130 | ||||
| -rw-r--r-- | test/fracviewer.cxx | 2 |
2 files changed, 66 insertions, 66 deletions
diff --git a/test/fractals.cxx b/test/fractals.cxx index da6dec60e..38ac384d2 100644 --- a/test/fractals.cxx +++ b/test/fractals.cxx @@ -131,8 +131,8 @@ void triagnormal(float v1[3], float v2[3], float v3[3], float norm[3]) float xzlength(float v1[3], float v2[3]) { - return sqrt((v1[0] - v2[0])*(v1[0] - v2[0]) + - (v1[2] - v2[2])*(v1[2] - v2[2])); + return sqrtf((v1[0] - v2[0])*(v1[0] - v2[0]) + + (v1[2] - v2[2])*(v1[2] - v2[2])); } float xzslope(float v1[3], float v2[3]) @@ -173,7 +173,7 @@ void InitRandTable(unsigned int seed) srand48((long) seed); for (i = 0; i < NUMRANDS; i++) - RandTable[i] = drand48() - 0.5; + RandTable[i] = drand48() - 0.5f; } /* calculate midpoint and displace it if required */ @@ -234,8 +234,8 @@ void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int pegged[3]) { GLfloat lengths[MAXLEVEL]; - GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4 }; - GLfloat bias[8] = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 }; + GLfloat fraction[8] = { 0.3f, 0.3f, 0.4f, 0.2f, 0.3f, 0.2f, 0.4f, 0.4f }; + GLfloat bias[8] = { 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f }; int i; float avglen = (xzlength(v1, v2) + xzlength(v2, v3) + @@ -288,7 +288,7 @@ void CreateMountain(void) */ void NewMountain(void) { - InitRandTable(time(NULL)); + InitRandTable((unsigned int)time(NULL)); } /***************************************************************/ @@ -311,28 +311,28 @@ void FractalTree(int level, long level_seed) } else { glCallList(STEM); glPushMatrix(); - glRotatef(drand48()*180, 0, 1, 0); - glTranslatef(0, 1, 0); - glScalef(0.7, 0.7, 0.7); + glRotatef(drand48()*180.0f, 0.0f, 1.0f, 0.0f); + glTranslatef(0.0f, 1.0f, 0.0f); + glScalef(0.7f, 0.7f, 0.7f); srand48(level_seed+1); glPushMatrix(); - glRotatef(110 + drand48()*40, 0, 1, 0); - glRotatef(30 + drand48()*20, 0, 0, 1); + glRotatef(110.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f); + glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f); FractalTree(level + 1, level_seed+4); glPopMatrix(); srand48(level_seed+2); glPushMatrix(); - glRotatef(-130 + drand48()*40, 0, 1, 0); - glRotatef(30 + drand48()*20, 0, 0, 1); + glRotatef(-130.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f); + glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f); FractalTree(level + 1, level_seed+5); glPopMatrix(); srand48(level_seed+3); glPushMatrix(); - glRotatef(-20 + drand48()*40, 0, 1, 0); - glRotatef(30 + drand48()*20, 0, 0, 1); + glRotatef(-20.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f); + glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f); FractalTree(level + 1, level_seed+6); glPopMatrix(); @@ -350,22 +350,22 @@ void CreateTreeLists(void) glNewList(STEM, GL_COMPILE); glPushMatrix(); - glRotatef(-90, 1, 0, 0); + glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); gluCylinder(cylquad, 0.1, 0.08, 1, 10, 2 ); glPopMatrix(); glEndList(); glNewList(LEAF, GL_COMPILE); /* I think this was jeff allen's leaf idea */ glBegin(GL_TRIANGLES); - glNormal3f(-0.1, 0, 0.25); /* not normalized */ - glVertex3f(0, 0, 0); - glVertex3f(0.25, 0.25, 0.1); - glVertex3f(0, 0.5, 0); - - glNormal3f(0.1, 0, 0.25); - glVertex3f(0, 0, 0); - glVertex3f(0, 0.5, 0); - glVertex3f(-0.25, 0.25, 0.1); + glNormal3f(-0.1f, 0.00f, 0.25f); /* not normalized */ + glVertex3f( 0.0f, 0.00f, 0.00f); + glVertex3f(0.25f, 0.25f, 0.10f); + glVertex3f(0.00f, 0.50f, 0.00f); + + glNormal3f( 0.10f, 0.00f, 0.25f); + glVertex3f( 0.00f, 0.00f, 0.00f); + glVertex3f( 0.00f, 0.50f, 0.00f); + glVertex3f(-0.25f, 0.25f, 0.10f); glEnd(); glEndList(); @@ -375,16 +375,16 @@ void CreateTreeLists(void) glCallList(STEM); glCallList(LEAF_MAT); for(i = 0; i < 3; i++) { - glTranslatef(0, 0.333, 0); - glRotatef(90, 0, 1, 0); + glTranslatef(0.0f, 0.333f, 0.0f); + glRotatef(90.0f, 0.0f, 1.0f, 0.0f); glPushMatrix(); - glRotatef(0, 0, 1, 0); - glRotatef(50, 1, 0, 0); + glRotatef( 0.0f, 0.0f, 1.0f, 0.0f); + glRotatef(50.0f, 1.0f, 0.0f, 0.0f); glCallList(LEAF); glPopMatrix(); glPushMatrix(); - glRotatef(180, 0, 1, 0); - glRotatef(60, 1, 0, 0); + glRotatef(180.0f, 0.0f, 1.0f, 0.0f); + glRotatef( 60.0f, 1.0f, 0.0f, 0.0f); glCallList(LEAF); glPopMatrix(); } @@ -418,7 +418,7 @@ void CreateTree(void) */ void NewTree(void) { - TreeSeed = time(NULL); + TreeSeed = long(time(NULL)); // use time() as random seed } /***************************************************************/ @@ -427,7 +427,7 @@ void NewTree(void) void CreateIsland(void) { - cutoff = .06; + cutoff = .06f; CreateMountain(); cutoff = -1; glNewList(ISLAND, GL_COMPILE); @@ -437,39 +437,39 @@ void CreateIsland(void) glCallList(WATER_MAT); glBegin(GL_QUADS); - glNormal3f(0, 1, 0); - glVertex3f(10, 0.01, 10); - glVertex3f(10, 0.01, -10); - glVertex3f(-10, 0.01, -10); - glVertex3f(-10, 0.01, 10); + glNormal3f( 0.0f, 1.00f, 0.0f); + glVertex3f( 10.0f, 0.01f, 10.0f); + glVertex3f( 10.0f, 0.01f, -10.0f); + glVertex3f(-10.0f, 0.01f, -10.0f); + glVertex3f(-10.0f, 0.01f, 10.0f); glEnd(); glPushMatrix(); - glTranslatef(0, -0.1, 0); + glTranslatef(0.0f, -0.1f, 0.0f); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); - glRotatef(135, 0, 1, 0); - glTranslatef(0.2, -0.15, -0.4); + glRotatef(135.0f, 0.0f, 1.0f, 0.0f); + glTranslatef(0.2f, -0.15f, -0.4f); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); - glRotatef(-60, 0, 1, 0); - glTranslatef(0.7, -0.07, 0.5); + glRotatef(-60.0f, 0.0f, 1.0f, 0.0f); + glTranslatef(0.7f, -0.07f, 0.5f); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); - glRotatef(-175, 0, 1, 0); - glTranslatef(-0.7, -0.05, -0.5); + glRotatef(-175.0f, 0.0f, 1.0f, 0.0f); + glTranslatef(-0.7f, -0.05f, -0.5f); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); - glRotatef(165, 0, 1, 0); - glTranslatef(-0.9, -0.12, 0.0); + glRotatef(165.0f, 0.0f, 1.0f, 0.0f); + glTranslatef(-0.9f, -0.12f, 0.0f); glCallList(MOUNTAIN); glPopMatrix(); @@ -509,21 +509,21 @@ void Create(int fract) void SetupMaterials(void) { - GLfloat mtn_ambuse[] = { 0.426, 0.256, 0.108, 1.0 }; - GLfloat mtn_specular[] = { 0.394, 0.272, 0.167, 1.0 }; - GLfloat mtn_shininess[] = { 10 }; + GLfloat mtn_ambuse[] = { 0.426f, 0.256f, 0.108f, 1.0f }; + GLfloat mtn_specular[] = { 0.394f, 0.272f, 0.167f, 1.0f }; + GLfloat mtn_shininess[] = { 10.0f }; - GLfloat water_ambuse[] = { 0.0, 0.1, 0.5, 1.0 }; - GLfloat water_specular[] = { 0.0, 0.1, 0.5, 1.0 }; - GLfloat water_shininess[] = { 10 }; + GLfloat water_ambuse[] = { 0.0f, 0.1f, 0.5f, 1.0f }; + GLfloat water_specular[] = { 0.0f, 0.1f, 0.5f, 1.0f }; + GLfloat water_shininess[] = { 10.0f }; - GLfloat tree_ambuse[] = { 0.4, 0.25, 0.1, 1.0 }; - GLfloat tree_specular[] = { 0.0, 0.0, 0.0, 1.0 }; - GLfloat tree_shininess[] = { 0 }; + GLfloat tree_ambuse[] = { 0.4f, 0.25f, 0.1f, 1.0f }; + GLfloat tree_specular[] = { 0.0f, 0.00f, 0.0f, 1.0f }; + GLfloat tree_shininess[] = { 0.0f }; - GLfloat leaf_ambuse[] = { 0.0, 0.8, 0.0, 1.0 }; - GLfloat leaf_specular[] = { 0.0, 0.8, 0.0, 1.0 }; - GLfloat leaf_shininess[] = { 10 }; + GLfloat leaf_ambuse[] = { 0.0f, 0.8f, 0.0f, 1.0f }; + GLfloat leaf_specular[] = { 0.0f, 0.8f, 0.0f, 1.0f }; + GLfloat leaf_shininess[] = { 10.0f }; glNewList(MOUNTAIN_MAT, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mtn_ambuse); @@ -552,12 +552,12 @@ void SetupMaterials(void) void myGLInit(void) { - GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 }; - GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; - GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; - GLfloat light_position[] = { 0.0, 0.3, 0.3, 0.0 }; + GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; + GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + GLfloat light_position[] = { 0.0f, 0.3f, 0.3f, 0.0f }; - GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 }; + GLfloat lmodel_ambient[] = { 0.4f, 0.4f, 0.4f, 1.0f }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); @@ -654,7 +654,7 @@ void display(void) curtime = time(NULL); if ((curtime - fpstime) >= 2) { - fps = (fps + fpscount / (curtime - fpstime)) / 2; + fps = (fps + fpscount / int(curtime - fpstime)) / 2; fpstime = curtime; fpscount = 0; } diff --git a/test/fracviewer.cxx b/test/fracviewer.cxx index 6330678f5..094a97a4a 100644 --- a/test/fracviewer.cxx +++ b/test/fracviewer.cxx @@ -247,7 +247,7 @@ void agvMove(void) ElSpin = -ElSpin; /* look better when you are kept from going */ /* upside down while spinning - Isn't great */ if (fabs(ElSpin) > fabs(AzSpin)) - AzSpin = fabs(ElSpin) * (AzSpin > 0.0f) ? 1.0f : -1.0f; + AzSpin = GLfloat(fabs(ElSpin) * ((AzSpin > 0.0f) ? 1.0f : -1.0f)); } break; } |
