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-rw-r--r--test/fracviewer.cxx99
1 files changed, 50 insertions, 49 deletions
diff --git a/test/fracviewer.cxx b/test/fracviewer.cxx
index 2e8d9cdcb..6330678f5 100644
--- a/test/fracviewer.cxx
+++ b/test/fracviewer.cxx
@@ -39,18 +39,18 @@
/***************************************************************/
/* Initial polar movement settings */
-#define INIT_POLAR_AZ 0.0
-#define INIT_POLAR_EL 30.0
-#define INIT_DIST 4.0
-#define INIT_AZ_SPIN 0.5
-#define INIT_EL_SPIN 0.0
+#define INIT_POLAR_AZ 0.0f
+#define INIT_POLAR_EL 30.0f
+#define INIT_DIST 4.0f
+#define INIT_AZ_SPIN 0.5f
+#define INIT_EL_SPIN 0.0f
/* Initial flying movement settings */
-#define INIT_EX 0.0
-#define INIT_EY -2.0
-#define INIT_EZ -2.0
-#define INIT_MOVE 0.01
-#define MINMOVE 0.001
+#define INIT_EX 0.0f
+#define INIT_EY -2.0f
+#define INIT_EZ -2.0f
+#define INIT_MOVE 0.01f
+#define MINMOVE 0.001f
/* Start in this mode */
#define INIT_MODE POLAR
@@ -58,30 +58,30 @@
/* Controls: */
/* map 0-9 to an EyeMove value when number key is hit in FLYING mode */
-#define SPEEDFUNCTION(x) ((x)*(x)*0.001)
+#define SPEEDFUNCTION(x) ((x)*(x)*0.001f)
/* Multiply EyeMove by (1+-MOVEFRACTION) when +/- hit in FLYING mode */
-#define MOVEFRACTION 0.25
+#define MOVEFRACTION 0.25f
/* What to multiply number of pixels mouse moved by to get rotation amount */
-#define EL_SENS 0.5
-#define AZ_SENS 0.5
+#define EL_SENS 0.5f
+#define AZ_SENS 0.5f
/* What to multiply number of pixels mouse moved by for movement amounts */
-#define DIST_SENS 0.01
-#define E_SENS 0.01
+#define DIST_SENS 0.01f
+#define E_SENS 0.01f
/* Minimum spin to allow in polar (lower forced to zero) */
-#define MIN_AZSPIN 0.1
-#define MIN_ELSPIN 0.1
+#define MIN_AZSPIN 0.1f
+#define MIN_ELSPIN 0.1f
/* Factors used in computing dAz and dEl (which determine AzSpin, ElSpin) */
-#define SLOW_DAZ 0.90
-#define SLOW_DEL 0.90
-#define PREV_DAZ 0.80
-#define PREV_DEL 0.80
-#define CUR_DAZ 0.20
-#define CUR_DEL 0.20
+#define SLOW_DAZ 0.90f
+#define SLOW_DEL 0.90f
+#define PREV_DAZ 0.80f
+#define PREV_DEL 0.80f
+#define CUR_DAZ 0.20f
+#define CUR_DEL 0.20f
/***************************************************************/
/************************** GLOBALS ****************************/
@@ -182,9 +182,9 @@ void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el)
{
float lookat[3], perp[3], up[3];
- lookat[0] = sin(TORAD(az))*cos(TORAD(el));
- lookat[1] = sin(TORAD(el));
- lookat[2] = -cos(TORAD(az))*cos(TORAD(el));
+ lookat[0] = GLfloat(sin(TORAD(az))*cos(TORAD(el)));
+ lookat[1] = GLfloat(sin(TORAD(el)));
+ lookat[2] = GLfloat(-cos(TORAD(az))*cos(TORAD(el)));
normalize(lookat);
perp[0] = lookat[2];
perp[1] = 0;
@@ -219,10 +219,10 @@ void agvViewTransform(void)
int ConstrainEl(void)
{
if (EyeEl <= -90) {
- EyeEl = -89.99;
+ EyeEl = -89.99f;
return 1;
} else if (EyeEl >= 90) {
- EyeEl = 89.99;
+ EyeEl = 89.99f;
return 1;
}
return 0;
@@ -235,9 +235,9 @@ void agvMove(void)
{
switch (MoveMode) {
case FLYING:
- Ex += EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey += EyeMove*sin(TORAD(EyeEl));
- Ez -= EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
+ Ex += GLfloat(EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
+ Ey += GLfloat(EyeMove*sin(TORAD(EyeEl)));
+ Ez -= GLfloat(EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
break;
case POLAR:
@@ -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) ? 1 : -1);
+ AzSpin = fabs(ElSpin) * (AzSpin > 0.0f) ? 1.0f : -1.0f;
}
break;
}
@@ -305,9 +305,9 @@ void agvSwitchMoveMode(int move)
switch (move) {
case FLYING:
if (MoveMode == FLYING) return;
- Ex = -EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey = EyeDist*sin(TORAD(EyeEl));
- Ez = EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
+ Ex = GLfloat(-EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
+ Ey = GLfloat( EyeDist*sin(TORAD(EyeEl)));
+ Ez = GLfloat( EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl))));
EyeEl = -EyeEl;
EyeMove = INIT_MOVE;
break;
@@ -347,9 +347,9 @@ void agvHandleButton(int button, int state, int x, int y)
EyeMove = 0;
EyeDist = downDist + deltay;
- Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl));
- Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
+ Ex = GLfloat(downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
+ Ey = GLfloat(downEy - E_SENS*deltay*sin(TORAD(EyeEl)));
+ Ez = GLfloat(downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
EyeMove = downEyeMove;
glutPostRedisplay();
@@ -413,19 +413,19 @@ void agvHandleMotion(int x, int y)
switch (downb) {
case GLUT_LEFT_BUTTON:
- EyeEl = downEl + EL_SENS * deltay;
+ EyeEl = GLfloat(downEl + EL_SENS * deltay);
ConstrainEl();
- EyeAz = downAz + AZ_SENS * deltax;
- dAz = PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz);
- dEl = PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl);
+ EyeAz = GLfloat(downAz + AZ_SENS * deltax);
+ dAz = GLfloat(PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz));
+ dEl = GLfloat(PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl));
lastAz = EyeAz;
lastEl = EyeEl;
break;
case GLUT_MIDDLE_BUTTON:
- EyeDist = downDist + DIST_SENS*deltay;
- Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl));
- Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
+ EyeDist = GLfloat(downDist + DIST_SENS*deltay);
+ Ex = GLfloat(downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl)));
+ Ey = GLfloat(downEy - E_SENS*deltay*sin(TORAD(EyeEl)));
+ Ez = GLfloat(downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
break;
}
glutPostRedisplay();
@@ -479,7 +479,7 @@ void agvHandleKeys(unsigned char key, int, int) {
/* normalizes v */
static void normalize(GLfloat v[3])
{
- GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
+ GLfloat d = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (d == 0)
fprintf(stderr, "Zero length vector in normalize\n");
@@ -507,6 +507,7 @@ void agvMakeAxesList(int displaylistnum)
{
int i,j;
GLfloat axes_ambuse[] = { 0.5, 0.0, 0.0, 1.0 };
+ GLfloat trans = -10;
glNewList(displaylistnum, GL_COMPILE);
glPushAttrib(GL_LIGHTING_BIT);
glMatrixMode(GL_MODELVIEW);
@@ -518,7 +519,7 @@ void agvMakeAxesList(int displaylistnum)
glEnd();
for (i = 0; i < 3; i++) {
glPushMatrix();
- glTranslatef(-10*(i==0), -10*(i==1), -10*(i==2));
+ glTranslatef(trans*(i==0), trans*(i==1), trans*(i==2));
for (j = 0; j < 21; j++) {
// glutSolidCube(0.1);
glTranslatef(i==0, i==1, i==2);