diff options
author | talha <talha@talhaamir.xyz> | 2024-03-12 04:47:19 +0500 |
---|---|---|
committer | talha <talha@talhaamir.xyz> | 2024-03-12 04:47:19 +0500 |
commit | b8b64ac409f78f3b7a1798aa645a44554f99868f (patch) | |
tree | 085aee04220a2b7d7e192bd10784502c1edefa5f /main.cpp | |
parent | 7cc462063081f613c50bfd872188a50b8300d151 (diff) |
Updated project, fixed implicit type conversion issues
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 15 |
1 files changed, 6 insertions, 9 deletions
@@ -5,9 +5,6 @@ #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" -#pragma comment(lib, "SDL2.lib") -#pragma comment(lib, "SDL2main.lib") - /* @lookup: * - The normal matrix calculation in the fragment shader for the object affected by light has been mainly copied. * I have tried to understand the formula, and whilst it made some sense, it is not fully clear to me, and I cannot picture it yet. @@ -88,7 +85,7 @@ unsigned int create_shader_program(unsigned int vertex_shader, unsigned int frag } // =========================================================== MATH ================================================== -#define PI 3.14159265358979323846264338327950288 +#define PI 3.14159265358979323846264338327950288f #define Square(x) ((x)*(x)) #define To_Radian(x) ((x) * PI / 180.0f) #define To_Degree(x) ((x) * 180.0f / PI) @@ -864,8 +861,8 @@ int main(int argc, char* argv[]) Vec3 preset_up_dir = Vec3{ 0.0, 1.0, 0.0 }; float angle_yaw, angle_pitch, angle_roll; - angle_pitch = To_Radian(0.0); - angle_yaw = -To_Radian(90.0); + angle_pitch = (float)To_Radian(0.0f); + angle_yaw = (float)-To_Radian(90.0f); Vec3 camera_look = camera_look_around(angle_pitch, angle_yaw); @@ -878,7 +875,7 @@ int main(int argc, char* argv[]) uint32_t view_loc = glGetUniformLocation(shader_program, "View"); glUniformMatrix4fv(view_loc, 1, GL_TRUE, view.buffer); - Mat4 proj = perspective4m(To_Radian(90.0), (float)width / (float)height, 0.1, 100.0); + Mat4 proj = perspective4m((float)To_Radian(90.0), (float)width / (float)height, 0.1f, 100.0f); uint32_t proj_loc = glGetUniformLocation(shader_program, "Projection"); glUniformMatrix4fv(proj_loc, 1, GL_TRUE, proj.buffer); @@ -980,8 +977,8 @@ int main(int argc, char* argv[]) case (SDL_MOUSEMOTION): { SDL_MouseMotionEvent mouse_event = ev.motion; - float x_motion = mouse_event.xrel; - float y_motion = mouse_event.yrel; + float x_motion = (float)mouse_event.xrel; + float y_motion = (float)mouse_event.yrel; if (x_motion != 0.0 || y_motion != 0.0) { angle_yaw = angle_yaw + To_Radian(x_motion * 0.1f); |