diff --git a/include/Engine/Rendering/DirectionalLightJob.h b/include/Engine/Rendering/DirectionalLightJob.h index 5f104ca5..3396c434 100644 --- a/include/Engine/Rendering/DirectionalLightJob.h +++ b/include/Engine/Rendering/DirectionalLightJob.h @@ -19,7 +19,7 @@ struct DirectionalLightJob : RenderJob Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID)); //Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f); Color = (glm::vec4)directionalLightComponent["Color"]; - Intensity = (double)directionalLightComponent["Intensity"]; + Intensity = (float)directionalLightComponent["Intensity"]; }; glm::vec4 Direction; diff --git a/include/Engine/Rendering/ExplosionEffectJob.h b/include/Engine/Rendering/ExplosionEffectJob.h index 89b1342b..8328b5b3 100644 --- a/include/Engine/Rendering/ExplosionEffectJob.h +++ b/include/Engine/Rendering/ExplosionEffectJob.h @@ -23,7 +23,7 @@ struct ExplosionEffectJob : ModelJob ExplosionDuration = (double)explosionEffectComponent["ExplosionDuration"]; EndColor = (glm::vec4)explosionEffectComponent["EndColor"]; Randomness = (bool)explosionEffectComponent["Randomness"]; - RandomnessScalar = (double)explosionEffectComponent["RandomnessScalar"]; + RandomnessScalar = (float)((double)explosionEffectComponent["RandomnessScalar"]); Velocity = (glm::vec2)explosionEffectComponent["Velocity"]; ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"]; ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"]; diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h index 2cb2169c..ba1ae33a 100644 --- a/include/Engine/Rendering/ModelJob.h +++ b/include/Engine/Rendering/ModelJob.h @@ -62,7 +62,7 @@ struct ModelJob : RenderJob if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) { auto animationComponent = world->GetComponent(Entity, "Animation"); Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]); - AnimationTime = (double)animationComponent["Time"]; + AnimationTime = (float)((double)animationComponent["Time"]); } }; diff --git a/include/Engine/Rendering/PointLightJob.h b/include/Engine/Rendering/PointLightJob.h index 4c0a3875..5a663600 100644 --- a/include/Engine/Rendering/PointLightJob.h +++ b/include/Engine/Rendering/PointLightJob.h @@ -18,9 +18,9 @@ struct PointLightJob : RenderJob Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f); Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f); Color = (glm::vec4)pointLightComponent["Color"]; - Radius = (double)pointLightComponent["Radius"]; - Intensity = (double)pointLightComponent["Intensity"]; - Falloff = (double)pointLightComponent["Falloff"]; + Radius = (float)((double)pointLightComponent["Radius"]); + Intensity = (float)pointLightComponent["Intensity"]; + Falloff = (float)pointLightComponent["Falloff"]; }; glm::vec4 Position; diff --git a/include/Engine/Rendering/Util/UnorderedMapiVec2.h b/include/Engine/Rendering/Util/UnorderedMapiVec2.h index 9797046e..e3a9425a 100644 --- a/include/Engine/Rendering/Util/UnorderedMapiVec2.h +++ b/include/Engine/Rendering/Util/UnorderedMapiVec2.h @@ -11,7 +11,7 @@ struct std::hash { inline std::size_t operator()(const glm::ivec2 &v) const { - return boost::hash()(v.x) ^ boost::hash()(v.y); + return boost::hash()(v.x) ^ boost::hash()(v.y); } inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 5d8b2359..5cbe4676 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -81,7 +81,7 @@ void DrawBloomPass::Draw(GLuint texture) , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex); //Iterate some times to make it more gaussian. - for (int i = 1; i < m_iterations; i++) { + for (int i = 1; i < (int)m_iterations; i++) { //Vertical pass m_GaussianFrameBuffer_vert.Bind(); m_GaussianProgram_vert->Bind(); @@ -129,6 +129,6 @@ void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index aa9da9a1..15fd5168 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -90,7 +90,7 @@ void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); } @@ -98,8 +98,8 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm: { glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); - glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture); + glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, (GLsizei)dimensions.x, (GLsizei)dimensions.y); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (GLsizei)dimensions.x, (GLsizei)dimensions.y, format, type, texture); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); @@ -131,7 +131,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& if (explosionEffectJob->Animation != nullptr) { std::vector frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime); - glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } @@ -147,7 +147,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& if (modelJob) { //bind forward program m_ForwardPlusProgram->Bind(); - glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), (GLfloat)m_Renderer->GetViewportSize().Width, (GLfloat)m_Renderer->GetViewportSize().Height); //bind uniforms BindModelUniforms(forwardHandle, modelJob, scene); @@ -159,7 +159,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& if (modelJob->Animation != nullptr) { std::vector frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime); - glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } @@ -178,13 +178,13 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptrViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); + glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), (GLfloat)m_Renderer->Resolution().Width, (GLfloat)m_Renderer->Resolution().Height); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color)); glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin)); - glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath); - glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration); + glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (GLfloat)job->TimeSinceDeath); + glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), (GLfloat)job->ExplosionDuration); glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor)); glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness); glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar); @@ -199,7 +199,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptrViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); + glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), (GLfloat)m_Renderer->Resolution().Width, (GLfloat)m_Renderer->Resolution().Height); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color)); diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index b7e908cc..1211f361 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -71,7 +71,7 @@ void FrameBuffer::Generate() } GLenum* bufferTextures = &attachments[0]; - glDrawBuffers(attachments.size(), bufferTextures); + glDrawBuffers((GLsizei)attachments.size(), bufferTextures); if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus); diff --git a/src/Engine/Rendering/LightCullingPass.cpp b/src/Engine/Rendering/LightCullingPass.cpp index 5e6da64d..54dc8268 100644 --- a/src/Engine/Rendering/LightCullingPass.cpp +++ b/src/Engine/Rendering/LightCullingPass.cpp @@ -25,7 +25,7 @@ void LightCullingPass::GenerateNewFrustum(RenderScene& scene) glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO); glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), (GLfloat)m_Renderer->GetViewportSize().Width, (GLfloat)m_Renderer->GetViewportSize().Height); glDispatchCompute((int)(m_Renderer->GetViewportSize().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->GetViewportSize().Height/(TILE_SIZE*TILE_SIZE) + 1), 1); GLERROR("CalculateFrustum Error: End"); @@ -67,14 +67,14 @@ void LightCullingPass::CullLights(RenderScene& scene) glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); m_LightCullProgram->Bind(); - glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), (GLfloat)m_Renderer->GetViewportSize().Width, (GLfloat)m_Renderer->GetViewportSize().Height); glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix())); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO); - glDispatchCompute(glm::ceil(m_Renderer->GetViewportSize().Width/ TILE_SIZE), glm::ceil(m_Renderer->GetViewportSize().Height / TILE_SIZE), 1); + glDispatchCompute(glm::ceil((GLuint)m_Renderer->GetViewportSize().Width/ TILE_SIZE), glm::ceil((GLuint)m_Renderer->GetViewportSize().Height / TILE_SIZE), 1); GLERROR("CullLights Error: End"); } diff --git a/src/Engine/Rendering/PickingPass.cpp b/src/Engine/Rendering/PickingPass.cpp index 792539f8..d2e8d712 100644 --- a/src/Engine/Rendering/PickingPass.cpp +++ b/src/Engine/Rendering/PickingPass.cpp @@ -92,7 +92,7 @@ void PickingPass::Draw(RenderScene& scene) if (modelJob->Animation != nullptr) { std::vector frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } @@ -138,7 +138,7 @@ void PickingPass::Draw(RenderScene& scene) if (modelJob->Animation != nullptr) { std::vector frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), (GLsizei)frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } @@ -208,6 +208,6 @@ void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filte glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); } diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index a0912a45..895f37e9 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -22,9 +22,9 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e) { ComponentWrapper cTransform = e.CameraEntity["Transform"]; ComponentWrapper cCamera = e.CameraEntity["Camera"]; - m_Camera->SetFOV((double)cCamera["FOV"]); - m_Camera->SetNearClip((double)cCamera["NearClip"]); - m_Camera->SetFarClip((double)cCamera["FarClip"]); + m_Camera->SetFOV((float)cCamera["FOV"]); + m_Camera->SetNearClip((float)cCamera["NearClip"]); + m_Camera->SetFarClip((float)cCamera["FarClip"]); m_Camera->SetPosition(cTransform["Position"]); m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"])); m_CurrentCamera = e.CameraEntity; diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index bec86b4a..4a80aad7 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -165,7 +165,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, (GLsizei)dimensions.x, (GLsizei)dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); }