Warning fixes.

This commit is contained in:
Tleety
2016-02-08 16:02:23 +01:00
parent 0a43f8104e
commit f3aba6748b
12 changed files with 30 additions and 30 deletions
+2 -2
View File
@@ -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");
}
+10 -10
View File
@@ -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<std::shared_ptr<RenderJob>>&
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> 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<std::shared_ptr<RenderJob>>&
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<std::shared_ptr<RenderJob>>&
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> 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_ptr<E
{
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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_ptr<Model
{
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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));
+1 -1
View File
@@ -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);
+3 -3
View File
@@ -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");
}
+3 -3
View File
@@ -92,7 +92,7 @@ void PickingPass::Draw(RenderScene& scene)
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> 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<glm::mat4> 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");
}
+3 -3
View File
@@ -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;
+1 -1
View File
@@ -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");
}