more type correctness in new code
Change-Id: If6ba00dd10ef0c565c63d559e63ea4135ab4eea4
This commit is contained in:
@@ -193,8 +193,8 @@ void OpenGL3DRenderer::SetVertex(PackedVertex &packed,
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{ // If not, it needs to be added in the output data.
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vertex.push_back(packed.position);
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normal.push_back(packed.normal);
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unsigned short newindex = (unsigned short)vertex.size() - 1;
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indeices .push_back( newindex );
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size_t newindex = vertex.size() - 1;
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indeices.push_back( newindex );
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VertexToOutIndex[ packed ] = newindex;
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}
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}
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@@ -224,7 +224,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
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{
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m_RoundBarMesh.iElementStartIndices[k] = indeices[k].size();
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}
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for (unsigned int i = 0; i < vertices.size(); i += 3)
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for (size_t i = 0; i < vertices.size(); i += 3)
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{
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for (int k = 0; k < 3; k++)
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{
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@@ -538,7 +538,6 @@ int OpenGL3DRenderer::GenerateRoundCornerBar(std::vector<glm::vec3> &vertices, s
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return iFacesAdded;
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}
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void OpenGL3DRenderer::GetFreq()
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{
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#if 0
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@@ -560,10 +559,9 @@ double OpenGL3DRenderer::GetTime()
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int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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{
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int listNum;
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listNum = polygon.verticesList.size();
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size_t listNum = polygon.verticesList.size();
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glUseProgram(m_CommonProID);
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for (int i = 0; i < listNum; i++)
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for (size_t i = 0; i < listNum; i++)
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{
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//move the circle to the pos, and scale using the xScale and Y scale
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Vertices3D *pointList = polygon.verticesList.front();
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@@ -607,9 +605,8 @@ int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
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{
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int verticesNum, normalsNum;
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verticesNum = polygon.verticesList.size();
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normalsNum = polygon.normalsList.size();
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size_t verticesNum = polygon.verticesList.size();
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size_t normalsNum = polygon.normalsList.size();
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//check whether the number of vertices and normals are equal
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if (verticesNum != normalsNum)
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{
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@@ -624,7 +621,7 @@ int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
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glUseProgram(m_3DProID);
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glUniformMatrix4fv(m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
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glUniformMatrix4fv(m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
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for (int i = 0; i < verticesNum; i++)
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for (size_t i = 0; i < verticesNum; i++)
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{
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//move the circle to the pos, and scale using the xScale and Y scale
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Vertices3D *pointList = polygon.verticesList.front();
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@@ -689,8 +686,8 @@ int OpenGL3DRenderer::RenderPolygon3DObject()
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return 0;
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}
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glDepthMask(GL_FALSE);
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int polygonNum = m_Polygon3DInfoList.size();
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for (int i = 0; i < polygonNum; i++)
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size_t polygonNum = m_Polygon3DInfoList.size();
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for (size_t i = 0; i < polygonNum; i++)
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{
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Polygon3DInfo &polygon = m_Polygon3DInfoList.front();
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if (polygon.lineOnly || (!polygon.fillStyle))
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@@ -737,7 +734,6 @@ void OpenGL3DRenderer::SetLightInfo(bool lightOn, sal_Int32 color, const glm::ve
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m_LightsInfo.light[m_LightsInfo.lightNum].lightPower = 1.0;
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m_LightsInfo.lightNum++;
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}
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}
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void OpenGL3DRenderer::AddShapePolygon3DObject(sal_Int32 color,bool lineOnly,sal_Int32 lineColor,long fillStyle,sal_Int32 specular)
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@@ -822,7 +818,7 @@ void OpenGL3DRenderer::EndAddPolygon3DObjectPoint()
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{
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m_Polygon3DInfo.verticesList.push_back(m_Polygon3DInfo.vertices);
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//get the buttom surface to calc the camera org, just for the demo
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if ((m_Polygon3DInfo.vertices->size()) && (!m_bCameraUpdated))
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if (m_Polygon3DInfo.vertices->size() && !m_bCameraUpdated)
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{
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float minX = m_Polygon3DInfo.vertices->at(0).x;
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float maxX = m_Polygon3DInfo.vertices->at(0).x;
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@@ -830,7 +826,7 @@ void OpenGL3DRenderer::EndAddPolygon3DObjectPoint()
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float maxZ = m_Polygon3DInfo.vertices->at(0).z;
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float maxY = m_Polygon3DInfo.vertices->at(0).y;
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float minY = m_Polygon3DInfo.vertices->at(0).y;
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for (unsigned int i = 1; i < m_Polygon3DInfo.vertices->size(); i++)
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for (size_t i = 1; i < m_Polygon3DInfo.vertices->size(); i++)
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{
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minX = std::min(minX, m_Polygon3DInfo.vertices->at(i).x);
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maxX = std::max(maxX, m_Polygon3DInfo.vertices->at(i).x);
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@@ -1150,8 +1146,8 @@ int OpenGL3DRenderer::RenderExtrude3DObject()
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(void*)0 // array buffer offset
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);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CubeElementBuf);
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int extrude3DNum = m_Extrude3DList.size();
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for (int i = 0; i < extrude3DNum; i++)
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size_t extrude3DNum = m_Extrude3DList.size();
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for (size_t i = 0; i < extrude3DNum; i++)
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{
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Extrude3DInfo extrude3DInfo = m_Extrude3DList[i];
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glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
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@@ -1244,9 +1240,9 @@ int OpenGL3DRenderer::ProcessUnrenderedShape()
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glm::vec4 OpenGL3DRenderer::GetColorByIndex(int index)
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{
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int r = index & 0xFF;
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int g = (index >> 8) & 0xFF;
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int b = (index >> 16) & 0xFF;
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sal_uInt8 r = index & 0xFF;
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sal_uInt8 g = (index >> 8) & 0xFF;
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sal_uInt8 b = (index >> 16) & 0xFF;
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return glm::vec4(((float)r) / 255.0, ((float)g) / 255.0, ((float)b) / 255.0, 1.0);
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}
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