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authorJeffery Myers <[email protected]>2021-04-25 09:50:26 -0700
committerGitHub <[email protected]>2021-04-25 18:50:26 +0200
commit6c518008a58853197890b45e941f342e4195de60 (patch)
tree429e12c1ee0c6206c69c7a93c7726aa3ab3d533b /examples/shaders
parent87198586554e218834542098ec40e6611452c3aa (diff)
downloadraylib-6c518008a58853197890b45e941f342e4195de60.tar.gz
raylib-6c518008a58853197890b45e941f342e4195de60.zip
Fixes for 64 bit typecast warnings (#1733)
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_basic_lighting.c4
-rw-r--r--examples/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/shaders/shaders_eratosthenes.c2
-rw-r--r--examples/shaders/shaders_fog.c18
-rw-r--r--examples/shaders/shaders_julia_set.c12
-rw-r--r--examples/shaders/shaders_spotlight.c22
6 files changed, 30 insertions, 30 deletions
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index c7e43b0c..6ef09e4a 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -146,8 +146,8 @@ int main(void)
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
- DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
- DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
+ DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
+ DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
// Draw markers to show where the lights are
if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index ecc314e4..6efda727 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -109,7 +109,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c
index f0b828a9..d5163a7f 100644
--- a/examples/shaders/shaders_eratosthenes.c
+++ b/examples/shaders/shaders_eratosthenes.c
@@ -75,7 +75,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c
index 0f9d782e..fef311c4 100644
--- a/examples/shaders/shaders_fog.c
+++ b/examples/shaders/shaders_fog.c
@@ -102,21 +102,21 @@ int main(void)
if (IsKeyDown(KEY_UP))
{
- fogDensity += 0.001;
- if (fogDensity > 1.0) fogDensity = 1.0;
+ fogDensity += 0.001f;
+ if (fogDensity > 1.0f) fogDensity = 1.0f;
}
if (IsKeyDown(KEY_DOWN))
{
- fogDensity -= 0.001;
- if (fogDensity < 0.0) fogDensity = 0.0;
+ fogDensity -= 0.001f;
+ if (fogDensity < 0.0f) fogDensity = 0.0f;
}
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// Rotate the torus
- modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
- modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
+ modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
+ modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
// Update the light shader with the camera view position
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
@@ -132,10 +132,10 @@ int main(void)
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
- DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
- DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
+ DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
+ DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
- for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
+ for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
EndMode3D();
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 6ca22686..b6138b7b 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -27,12 +27,12 @@
// A few good julia sets
const float pointsOfInterest[6][2] =
{
- { -0.348827, 0.607167 },
- { -0.786268, 0.169728 },
- { -0.8, 0.156 },
- { 0.285, 0.0 },
- { -0.835, -0.2321 },
- { -0.70176, -0.3842 },
+ { -0.348827f, 0.607167f },
+ { -0.786268f, 0.169728f },
+ { -0.8f, 0.156f },
+ { 0.285f, 0.0f },
+ { -0.835f, -0.2321f },
+ { -0.70176f, -0.3842f },
};
int main(void)
diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c
index 40fd2317..892093d7 100644
--- a/examples/shaders/shaders_spotlight.c
+++ b/examples/shaders/shaders_spotlight.c
@@ -116,22 +116,22 @@ int main(void)
float sw = (float)GetScreenWidth();
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
- // Randomise the locations and velocities of the spotlights
- // and initialise the shader locations
+ // Randomize the locations and velocities of the spotlights
+ // and initialize the shader locations
for (int i = 0; i < MAX_SPOTS; i++)
{
- spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
- spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
+ spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
+ spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
spots[i].vel = (Vector2){ 0, 0 };
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
{
- spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
- spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
+ spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
+ spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
}
- spots[i].inner = 28 * (i + 1);
- spots[i].radius = 48 * (i + 1);
+ spots[i].inner = 28.0f * (i + 1);
+ spots[i].radius = 48.0f * (i + 1);
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
@@ -184,14 +184,14 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
- DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
+ DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
{
DrawTexture(texRay,
- (screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
- (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
+ (screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
+ (screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
}
// Draw spot lights