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Remove some warnings

This commit is contained in:
Miloslav Číž 2019-07-01 01:42:26 +02:00
parent c2829c2177
commit 3e4fbbeca1
4 changed files with 11 additions and 14 deletions

View file

@ -114,8 +114,8 @@ void drawPixel(S3L_PixelInfo *p)
{ {
if (p->triangleID != previousTriangle) if (p->triangleID != previousTriangle)
{ {
S3L_Index *uvIndices; const S3L_Index *uvIndices;
S3L_Unit *uvs; const S3L_Unit *uvs;
if (p->modelIndex == 0) if (p->modelIndex == 0)
{ {
@ -245,7 +245,7 @@ int main()
if (event.type == SDL_QUIT) if (event.type == SDL_QUIT)
running = 0; running = 0;
uint8_t *state = SDL_GetKeyboardState(NULL); const uint8_t *state = SDL_GetKeyboardState(NULL);
int16_t step = (velocity * frameDiffMs) / 1000; int16_t step = (velocity * frameDiffMs) / 1000;
int16_t stepFriction = (FRICTION * frameDiffMs) / 1000; int16_t stepFriction = (FRICTION * frameDiffMs) / 1000;
@ -277,7 +277,6 @@ int main()
S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0); S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0);
S3L_Vec4 previousCarPos = models[1].transform.translation; S3L_Vec4 previousCarPos = models[1].transform.translation;
S3L_Vec4 previousCamPos = scene.camera.transform.translation;
int16_t friction = 0; int16_t friction = 0;

View file

@ -21,6 +21,7 @@
#include "../small3dlib.h" #include "../small3dlib.h"
#include <stdio.h> #include <stdio.h>
#include <string.h>
#include <math.h> #include <math.h>
#include "grassTexture.h" #include "grassTexture.h"
@ -84,7 +85,7 @@ S3L_Unit treeNormals[TREE_VERTEX_COUNT * 3];
S3L_Model3D models[MODELS_TOTAL]; S3L_Model3D models[MODELS_TOTAL];
S3L_Scene scene; S3L_Scene scene;
int previousTriangle = -1; uint32_t previousTriangle = 1000;
S3L_Vec4 toLightDirection; S3L_Vec4 toLightDirection;
@ -92,7 +93,7 @@ S3L_Vec4 n0, n1, n2, v0, v1, v2;
S3L_Vec4 uv0, uv1, uv2; S3L_Vec4 uv0, uv1, uv2;
void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3]) void sampleTexture(const uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
{ {
// we do linear interpolation of the samples // we do linear interpolation of the samples
@ -220,7 +221,7 @@ void drawPixel(S3L_PixelInfo *p)
specularIntensity = 0.8; specularIntensity = 0.8;
specularPower = 40.0; specularPower = 40.0;
float dist, dx, dy; float dist;
// create wavy normal map for water // create wavy normal map for water
@ -453,14 +454,10 @@ int main()
char fileName[] = "test00.ppm"; char fileName[] = "test00.ppm";
S3L_Transform3D transform0, transform1; S3L_Transform3D transform0, transform1;
S3L_Vec4 target0, target1;
S3L_initTransoform3D(&transform0); S3L_initTransoform3D(&transform0);
S3L_initTransoform3D(&transform1); S3L_initTransoform3D(&transform1);
target0 = scene.models[0].transform.translation;
target1 = scene.models[2].transform.translation;
transform0.translation.x = -2 * S3L_FRACTIONS_PER_UNIT; transform0.translation.x = -2 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.y = 5 * S3L_FRACTIONS_PER_UNIT; transform0.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.z = -14 * S3L_FRACTIONS_PER_UNIT; transform0.translation.z = -14 * S3L_FRACTIONS_PER_UNIT;

View file

@ -190,8 +190,6 @@ void draw()
clearScreen(); clearScreen();
uint32_t f = frame;
S3L_drawScene(scene); S3L_drawScene(scene);
S3L_Vec4 screenPoint; S3L_Vec4 screenPoint;
@ -255,7 +253,7 @@ int main()
S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0); S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0);
uint8_t *state = SDL_GetKeyboardState(NULL); const uint8_t *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_A]) if (state[SDL_SCANCODE_A])
scene.camera.transform.rotation.y += 1; scene.camera.transform.rotation.y += 1;

View file

@ -2130,7 +2130,9 @@ void S3L_drawTriangle(
int8_t rowCount = S3L_PC_APPROX_LENGTH; int8_t rowCount = S3L_PC_APPROX_LENGTH;
#endif #endif
#if S3L_Z_BUFFER
S3L_Index zBufferIndex = p.y * S3L_RESOLUTION_X + lXClipped; S3L_Index zBufferIndex = p.y * S3L_RESOLUTION_X + lXClipped;
#endif
// draw the row -- inner loop: // draw the row -- inner loop:
@ -2230,6 +2232,7 @@ void S3L_drawTriangle(
#if S3L_Z_BUFFER #if S3L_Z_BUFFER
p.previousZ = S3L_zBuffer[zBufferIndex]; p.previousZ = S3L_zBuffer[zBufferIndex];
zBufferIndex++; zBufferIndex++;
if (!S3L_zTest(p.x,p.y,p.depth)) if (!S3L_zTest(p.x,p.y,p.depth))