1.1 --- a/test/testgles2.c Sat Jun 07 18:20:01 2014 -0700
1.2 +++ b/test/testgles2.c Sat Jun 07 18:20:25 2014 -0700
1.3 @@ -99,19 +99,19 @@
1.4 * order.
1.5 */
1.6 static void
1.7 -rotate_matrix(double angle, double x, double y, double z, float *r)
1.8 +rotate_matrix(float angle, float x, float y, float z, float *r)
1.9 {
1.10 - double radians, c, s, c1, u[3], length;
1.11 + float radians, c, s, c1, u[3], length;
1.12 int i, j;
1.13
1.14 - radians = (angle * M_PI) / 180.0;
1.15 + radians = (float)(angle * M_PI) / 180.0f;
1.16
1.17 - c = cos(radians);
1.18 - s = sin(radians);
1.19 + c = SDL_cosf(radians);
1.20 + s = SDL_sinf(radians);
1.21
1.22 - c1 = 1.0 - cos(radians);
1.23 + c1 = 1.0f - SDL_cosf(radians);
1.24
1.25 - length = sqrt(x * x + y * y + z * z);
1.26 + length = (float)SDL_sqrt(x * x + y * y + z * z);
1.27
1.28 u[0] = x / length;
1.29 u[1] = y / length;
1.30 @@ -130,7 +130,7 @@
1.31
1.32 for (i = 0; i < 3; i++) {
1.33 for (j = 0; j < 3; j++) {
1.34 - r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
1.35 + r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
1.36 }
1.37 }
1.38 }
1.39 @@ -139,12 +139,12 @@
1.40 * Simulates gluPerspectiveMatrix
1.41 */
1.42 static void
1.43 -perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
1.44 +perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
1.45 {
1.46 int i;
1.47 - double f;
1.48 + float f;
1.49
1.50 - f = 1.0/tan(fovy * 0.5);
1.51 + f = 1.0f/SDL_tanf(fovy * 0.5f);
1.52
1.53 for (i = 0; i < 16; i++) {
1.54 r[i] = 0.0;
1.55 @@ -153,9 +153,9 @@
1.56 r[0] = f / aspect;
1.57 r[5] = f;
1.58 r[10] = (znear + zfar) / (znear - zfar);
1.59 - r[11] = -1.0;
1.60 - r[14] = (2.0 * znear * zfar) / (znear - zfar);
1.61 - r[15] = 0.0;
1.62 + r[11] = -1.0f;
1.63 + r[14] = (2.0f * znear * zfar) / (znear - zfar);
1.64 + r[15] = 0.0f;
1.65 }
1.66
1.67 /*
1.68 @@ -376,19 +376,19 @@
1.69 * Do some rotation with Euler angles. It is not a fixed axis as
1.70 * quaterions would be, but the effect is cool.
1.71 */
1.72 - rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
1.73 - rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
1.74 + rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
1.75 + rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
1.76
1.77 multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
1.78
1.79 - rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
1.80 + rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
1.81
1.82 multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
1.83
1.84 /* Pull the camera back from the cube */
1.85 matrix_modelview[14] -= 2.5;
1.86
1.87 - perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
1.88 + perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
1.89 multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
1.90
1.91 GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));