diff --git a/test/testgles2.c b/test/testgles2.c index 8d0ac0aec..fcbdbf036 100644 --- a/test/testgles2.c +++ b/test/testgles2.c @@ -99,19 +99,19 @@ quit(int rc) * order. */ static void -rotate_matrix(double angle, double x, double y, double z, float *r) +rotate_matrix(float angle, float x, float y, float z, float *r) { - double radians, c, s, c1, u[3], length; + float radians, c, s, c1, u[3], length; int i, j; - radians = (angle * M_PI) / 180.0; + radians = (float)(angle * M_PI) / 180.0f; - c = cos(radians); - s = sin(radians); + c = SDL_cosf(radians); + s = SDL_sinf(radians); - c1 = 1.0 - cos(radians); + c1 = 1.0f - SDL_cosf(radians); - length = sqrt(x * x + y * y + z * z); + length = (float)SDL_sqrt(x * x + y * y + z * z); u[0] = x / length; u[1] = y / length; @@ -130,7 +130,7 @@ rotate_matrix(double angle, double x, double y, double z, float *r) for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) { - r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0); + r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f); } } } @@ -139,12 +139,12 @@ rotate_matrix(double angle, double x, double y, double z, float *r) * Simulates gluPerspectiveMatrix */ static void -perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r) +perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) { int i; - double f; + float f; - f = 1.0/tan(fovy * 0.5); + f = 1.0f/SDL_tanf(fovy * 0.5f); for (i = 0; i < 16; i++) { r[i] = 0.0; @@ -153,9 +153,9 @@ perspective_matrix(double fovy, double aspect, double znear, double zfar, float r[0] = f / aspect; r[5] = f; r[10] = (znear + zfar) / (znear - zfar); - r[11] = -1.0; - r[14] = (2.0 * znear * zfar) / (znear - zfar); - r[15] = 0.0; + r[11] = -1.0f; + r[14] = (2.0f * znear * zfar) / (znear - zfar); + r[15] = 0.0f; } /* @@ -376,19 +376,19 @@ Render(unsigned int width, unsigned int height, shader_data* data) * Do some rotation with Euler angles. It is not a fixed axis as * quaterions would be, but the effect is cool. */ - rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview); - rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate); + rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview); + rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate); multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); - rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate); + rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate); multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); /* Pull the camera back from the cube */ matrix_modelview[14] -= 2.5; - perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective); + perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective); multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp); GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));