Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Win32 warning fixes #308

Merged
merged 5 commits into from
Apr 29, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
25 changes: 13 additions & 12 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -68,23 +68,24 @@ endif()
# install data
install(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/ DESTINATION share/vsgExamples)

# pure VSG examples
# VSG examples
add_subdirectory(examples/animation)
add_subdirectory(examples/app)
add_subdirectory(examples/commands)
add_subdirectory(examples/core)
add_subdirectory(examples/maths)
add_subdirectory(examples/io)
add_subdirectory(examples/ui)
add_subdirectory(examples/state)
add_subdirectory(examples/commands)
add_subdirectory(examples/nodes)
add_subdirectory(examples/threading)
add_subdirectory(examples/app)
add_subdirectory(examples/vk)
add_subdirectory(examples/text)
add_subdirectory(examples/lighting)
add_subdirectory(examples/maths)
add_subdirectory(examples/meshshaders)
add_subdirectory(examples/raytracing)
add_subdirectory(examples/nodes)
add_subdirectory(examples/platform)
add_subdirectory(examples/raytracing)
add_subdirectory(examples/state)
add_subdirectory(examples/text)
add_subdirectory(examples/threading)
add_subdirectory(examples/ui)
add_subdirectory(examples/utils)
add_subdirectory(examples/vk)
add_subdirectory(examples/volume)
add_subdirectory(examples/animation)

vsg_add_feature_summary()
16 changes: 8 additions & 8 deletions examples/animation/vsganimation/vsganimation.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -195,7 +195,7 @@ int main(int argc, char** argv)
{
auto shaderHints = vsg::ShaderCompileSettings::create();

float penumbraRadius = 0.005;
float penumbraRadius = 0.005f;
if (arguments.read("--pcss"))
{
shadowSettings = vsg::PercentageCloserSoftShadows::create(numShadowMapsPerLight);
Expand Down Expand Up @@ -386,9 +386,9 @@ int main(int argc, char** argv)
vsg::StateInfo stateInfo;

double margin = bounds.max.z - bounds.min.z;
geomInfo.position.set((bounds.min.x + bounds.max.x)*0.5, (bounds.min.y + bounds.max.y)*0.5, 0.0);
geomInfo.dx.set(bounds.max.x - bounds.min.x + margin, 0.0, 0.0);
geomInfo.dy.set(0.0, bounds.max.y - bounds.min.y + margin, 0.0);
geomInfo.position.set(static_cast<float>(bounds.min.x + bounds.max.x)*0.5f, static_cast<float>(bounds.min.y + bounds.max.y)*0.5f, 0.0f);
geomInfo.dx.set(static_cast<float>(bounds.max.x - bounds.min.x + margin), 0.0f, 0.0f);
geomInfo.dy.set(0.0, static_cast<float>(bounds.max.y - bounds.min.y + margin), 0.0f);
geomInfo.color.set(1.0f, 1.0f, 1.0f, 1.0f);

stateInfo.two_sided = true;
Expand All @@ -406,17 +406,17 @@ int main(int argc, char** argv)
{
auto directionalLight = vsg::DirectionalLight::create();
directionalLight->name = "directional";
directionalLight->color.set(1.0, 1.0, 1.0);
directionalLight->intensity = 0.9;
directionalLight->color.set(1.0f, 1.0f, 1.0f);
directionalLight->intensity = 0.9f;
directionalLight->direction = direction;
directionalLight->shadowSettings = shadowSettings;

scene->addChild(directionalLight);

auto ambientLight = vsg::AmbientLight::create();
ambientLight->name = "ambient";
ambientLight->color.set(1.0, 1.0, 1.0);
ambientLight->intensity = 0.1;
ambientLight->color.set(1.0f, 1.0f, 1.0f);
ambientLight->intensity = 0.1f;
scene->addChild(ambientLight);
}

Expand Down
6 changes: 3 additions & 3 deletions examples/app/vsganaglyphicstereo/vsganaglyphicstereo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ class ReplaceColorBlendState : public vsg::Visitor
}
};

vsg::ref_ptr<vsg::Node> createTextureQuad(const vsg::vec3& origin, const vsg::vec3& horizontal, const vsg::vec3& vertical, vsg::ref_ptr<vsg::Data> imageData, uint32_t mipmapLevelsHints = 0)
vsg::ref_ptr<vsg::Node> createTextureQuad(const vsg::vec3& origin, const vsg::vec3& horizontal, const vsg::vec3& vertical, vsg::ref_ptr<vsg::Data> imageData, float mipmapLevelsHints = 0.0f)
{

// set up search paths to SPIRV shaders and textures
Expand Down Expand Up @@ -240,8 +240,8 @@ int main(int argc, char** argv)
if (leftImage && rightImage)
{
vsg::vec3 origin(0.0f, 0.0f, 0.0f);
vsg::vec3 horizontal(leftImage->width(), 0.0f, 0.0f);
vsg::vec3 vertical(0.0f, 0.0f, leftImage->height());
vsg::vec3 horizontal(static_cast<float>(leftImage->width()), 0.0f, 0.0f);
vsg::vec3 vertical(0.0f, 0.0f, static_cast<float>(leftImage->height()));

auto leftQuad = createTextureQuad(origin - offset * 0.5f, horizontal, vertical, leftImage);
auto rightQuad = createTextureQuad(origin + offset * 0.5f, horizontal, vertical, rightImage);
Expand Down
2 changes: 1 addition & 1 deletion examples/app/vsgcameras/vsgcameras.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -233,7 +233,7 @@ int main(int argc, char** argv)

// set up secondary views, one per camera found in the scene graph
uint32_t margin = 10;
uint32_t division = scene_cameras.size();
uint32_t division = static_cast<uint32_t>(scene_cameras.size());
if (division<3) division = 3;

uint32_t secondary_width = width / division;
Expand Down
7 changes: 0 additions & 7 deletions examples/io/vsgcluster/vsgcluster.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -207,11 +207,6 @@ int main(int argc, char** argv)

viewer->compile();

std::vector<uint64_t> buffer(1);
uint32_t buffer_size = buffer.size() * sizeof(decltype(buffer)::value_type);

std::cout << "buffer_size = " << buffer_size << std::endl;

PacketBroadcaster broadcaster;
broadcaster.broadcaster = bc;

Expand All @@ -235,8 +230,6 @@ int main(int argc, char** argv)

if (rc)
{
//unsigned int size = rc->receive(buffer.data(), buffer_size);
//std::cout << "received size = " << size << std::endl;
auto object = receiver.receive();
viewerData = object.cast<cluster::ViewerData>();
if (viewerData)
Expand Down
2 changes: 2 additions & 0 deletions examples/lighting/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
add_subdirectory(vsglights)
add_subdirectory(vsgshadow)
Original file line number Diff line number Diff line change
Expand Up @@ -31,9 +31,9 @@ vsg::ref_ptr<vsg::Node> createTestScene(vsg::ref_ptr<vsg::Options> options)

auto bounds = vsg::visit<vsg::ComputeBounds>(scene).bounds;
double diameter = vsg::length(bounds.max - bounds.min);
geomInfo.position.set((bounds.min.x + bounds.max.x)*0.5, (bounds.min.y + bounds.max.y)*0.5, bounds.min.z);
geomInfo.dx.set(diameter, 0.0, 0.0);
geomInfo.dy.set(0.0, diameter, 0.0);
geomInfo.position.set(static_cast<float>((bounds.min.x + bounds.max.x)*0.5), static_cast<float>((bounds.min.y + bounds.max.y)*0.5), static_cast<float>(bounds.min.z));
geomInfo.dx.set(static_cast<float>(diameter), 0.0f, 0.0f);
geomInfo.dy.set(0.0f, static_cast<float>(diameter), 0.0f);

scene->addChild(builder->createQuad(geomInfo, stateInfo));

Expand Down Expand Up @@ -127,8 +127,8 @@ int main(int argc, char** argv)
{
auto ambientLight = vsg::AmbientLight::create();
ambientLight->name = "ambient";
ambientLight->color.set(1.0, 1.0, 1.0);
ambientLight->intensity = 0.01;
ambientLight->color.set(1.0f, 1.0f, 1.0f);
ambientLight->intensity = 0.01f;
group->addChild(ambientLight);
}

Expand All @@ -137,9 +137,9 @@ int main(int argc, char** argv)
{
auto directionalLight = vsg::DirectionalLight::create();
directionalLight->name = "directional";
directionalLight->color.set(1.0, 1.0, 1.0);
directionalLight->intensity = 0.15;
directionalLight->direction.set(0.0, -1.0, -1.0);
directionalLight->color.set(1.0f, 1.0f, 1.0f);
directionalLight->intensity = 0.15f;
directionalLight->direction.set(0.0f, -1.0f, -1.0f);
group->addChild(directionalLight);
}

Expand All @@ -148,9 +148,9 @@ int main(int argc, char** argv)
{
auto pointLight = vsg::PointLight::create();
pointLight->name = "point";
pointLight->color.set(1.0, 1.0, 0.0);
pointLight->intensity = span*0.5;
pointLight->position.set(bounds.min.x, bounds.min.y, bounds.max.z + span*0.3);
pointLight->color.set(1.0f, 1.0f, 0.0);
pointLight->intensity = static_cast<float>(span*0.5);
pointLight->position.set(static_cast<float>(bounds.min.x), static_cast<float>(bounds.min.y), static_cast<float>(bounds.max.z + span*0.3));

// enable culling of the point light by decorating with a CullGroup
auto cullGroup = vsg::CullGroup::create();
Expand All @@ -167,12 +167,12 @@ int main(int argc, char** argv)
{
auto spotLight = vsg::SpotLight::create();
spotLight->name = "spot";
spotLight->color.set(0.0, 1.0, 1.0);
spotLight->intensity = span*0.5;
spotLight->position.set(bounds.max.x + span*0.1, bounds.min.y - span*0.1, bounds.max.z + span*0.3);
spotLight->color.set(0.0f, 1.0f, 1.0f);
spotLight->intensity = static_cast<float>(span*0.5);
spotLight->position.set(static_cast<float>(bounds.max.x + span*0.1), static_cast<float>(bounds.min.y - span*0.1), static_cast<float>(bounds.max.z + span*0.3));
spotLight->direction = (bounds.min+bounds.max)*0.5 - spotLight->position;
spotLight->innerAngle = vsg::radians(8.0);
spotLight->outerAngle = vsg::radians(9.0);
spotLight->innerAngle = vsg::radians(8.0f);
spotLight->outerAngle = vsg::radians(9.0f);

// enable culling of the spot light by decorating with a CullGroup
auto cullGroup = vsg::CullGroup::create();
Expand All @@ -188,14 +188,14 @@ int main(int argc, char** argv)
{
auto ambientLight = vsg::AmbientLight::create();
ambientLight->name = "ambient";
ambientLight->color.set(1.0, 1.0, 1.0);
ambientLight->intensity = 0.1;
ambientLight->color.set(1.0f, 1.0f, 1.0f);
ambientLight->intensity = 0.1f;

auto directionalLight = vsg::DirectionalLight::create();
directionalLight->name = "head light";
directionalLight->color.set(1.0, 1.0, 1.0);
directionalLight->intensity = 0.9;
directionalLight->direction.set(0.0, 0.0, -1.0);
directionalLight->color.set(1.0f, 1.0f, 1.0f);
directionalLight->intensity = 0.9f;
directionalLight->direction.set(0.0f, 0.0f, -1.0f);

auto absoluteTransform = vsg::AbsoluteTransform::create();
absoluteTransform->addChild(ambientLight);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ vsg::ref_ptr<vsg::Node> decorateIfRequired(vsg::ref_ptr<vsg::Node> node, const M
{
auto bb = vsg::visit<vsg::ComputeBounds>(node).bounds;
auto lod = vsg::LOD::create();
lod->bound = vsg::sphere((bb.min + bb.max) * 0.5, vsg::length(bb.max - bb.min));
lod->bound = vsg::dsphere((bb.min + bb.max) * 0.5, vsg::length(bb.max - bb.min));
lod->addChild(vsg::LOD::Child{settings.lodScreenRatio, node});
return lod;
}
Expand Down Expand Up @@ -79,10 +79,10 @@ vsg::ref_ptr<vsg::Node> createTestScene(const ModelSettings& settings)
auto bounds = vsg::visit<vsg::ComputeBounds>(scene).bounds;
if (settings.insertBaseGeometry)
{
double diameter = vsg::length(bounds.max - bounds.min);
geomInfo.position.set((bounds.min.x + bounds.max.x)*0.5, (bounds.min.y + bounds.max.y)*0.5, bounds.min.z);
geomInfo.dx.set(diameter, 0.0, 0.0);
geomInfo.dy.set(0.0, diameter, 0.0);
float diameter = static_cast<float>(vsg::length(bounds.max - bounds.min));
geomInfo.position.set(static_cast<float>((bounds.min.x + bounds.max.x)*0.5), static_cast<float>((bounds.min.y + bounds.max.y)*0.5), static_cast<float>(bounds.min.z));
geomInfo.dx.set(diameter, 0.0f, 0.0f);
geomInfo.dy.set(0.0f, diameter, 0.0f);
geomInfo.color.set(1.0f, 1.0f, 1.0f, 1.0f);

stateInfo.two_sided = true;
Expand Down Expand Up @@ -158,11 +158,11 @@ vsg::ref_ptr<vsg::Node> createLargeTestScene(const ModelSettings& settings)

if (settings.insertBaseGeometry)
{
double diameter = vsg::length(bounds.max - bounds.min);
geomInfo.position.set((bounds.min.x + bounds.max.x)*0.5, (bounds.min.y + bounds.max.y)*0.5, bounds.min.z);
geomInfo.dx.set(diameter, 0.0, 0.0);
geomInfo.dy.set(0.0, diameter, 0.0);
geomInfo.dz.set(0.0, 0.0, 1.0);
float diameter = static_cast<float>(vsg::length(bounds.max - bounds.min));
geomInfo.position.set(static_cast<float>((bounds.min.x + bounds.max.x)*0.5), static_cast<float>((bounds.min.y + bounds.max.y)*0.5), static_cast<float>(bounds.min.z));
geomInfo.dx.set(diameter, 0.0f, 0.0f);
geomInfo.dy.set(0.0f, diameter, 0.0f);
geomInfo.dz.set(0.0f, 0.0f, 1.0f);
geomInfo.color.set(1.0f, 1.0f, 1.0f, 1.0f);

stateInfo.two_sided = true;
Expand Down Expand Up @@ -426,8 +426,8 @@ int main(int argc, char** argv)

auto inherit = arguments.read("--inherit");
auto direction = arguments.value(vsg::dvec3(0.0, 0.0, -1.0), "--direction");
auto angleSubtended = arguments.value<double>(0.0090f, "--angleSubtended");
auto location = arguments.value<vsg::dvec3>({0.0, 0.0, 0.0}, "--location");
auto angleSubtended = arguments.value<float>(0.0090f, "--angleSubtended");
auto scale = arguments.value<double>(1.0, "--scale");
double viewingDistance = scale;

Expand Down Expand Up @@ -543,8 +543,8 @@ int main(int argc, char** argv)
{
directionalLight = vsg::DirectionalLight::create();
directionalLight->name = "directional";
directionalLight->color.set(1.0, 1.0, 1.0);
directionalLight->intensity = 0.9;
directionalLight->color.set(1.0f, 1.0f, 1.0f);
directionalLight->intensity = 0.9f;
directionalLight->direction = direction;
directionalLight->angleSubtended = angleSubtended;
directionalLight->shadowSettings = shadowSettings;
Expand All @@ -557,21 +557,21 @@ int main(int argc, char** argv)
{
ambientLight = vsg::AmbientLight::create();
ambientLight->name = "ambient";
ambientLight->color.set(1.0, 1.0, 1.0);
ambientLight->intensity = 0.2;
ambientLight->color.set(1.0f, 1.0f, 1.0f);
ambientLight->intensity = 0.2f;
group->addChild(ambientLight);
}

if (numLights >= 3 && numLights < 4)
{
directionalLight->intensity = 0.7;
ambientLight->intensity = 0.1;
directionalLight->intensity = 0.7f;
ambientLight->intensity = 0.1f;

auto directionalLight2 = vsg::DirectionalLight::create();
directionalLight2->name = "2nd directional";
directionalLight2->color.set(1.0, 1.0, 0.0);
directionalLight2->intensity = 0.7;
directionalLight2->direction = vsg::normalize(vsg::vec3(0.9, 1.0, -1.0));
directionalLight2->color.set(1.0f, 1.0f, 0.0f);
directionalLight2->intensity = 0.7f;
directionalLight2->direction = vsg::normalize(vsg::dvec3(0.9, 1.0, -1.0));
directionalLight2->angleSubtended = angleSubtended;
directionalLight2->shadowSettings = shadowSettings;

Expand All @@ -582,15 +582,15 @@ int main(int argc, char** argv)
{
auto spotLight = vsg::SpotLight::create();
spotLight->name = "spot";
spotLight->color.set(0.0, 1.0, 1.0);
spotLight->intensity = 200.0;
spotLight->color.set(0.0f, 1.0f, 1.0f);
spotLight->intensity = 200.0f;
spotLight->position = vsg::vec3(3.0, 0.5, 15.0);
spotLight->direction = vsg::normalize(vsg::vec3(-0.5, -1, -10));
if (largeScene)
{
spotLight->position = vsg::vec3(3000.0, 500.0, 15000.0);
spotLight->direction = vsg::normalize(vsg::dvec3(500, 500, 0) - spotLight->position);
spotLight->intensity = 15000.0 * 15000.0 / 4.0;
spotLight->intensity = static_cast<float>(15000.0 * 15000.0 / 4.0);
}
spotLight->outerAngle = vsg::radians(10.0);
spotLight->innerAngle = vsg::radians(5.0);
Expand Down
2 changes: 0 additions & 2 deletions examples/nodes/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -1,8 +1,6 @@
add_subdirectory(vsgannotation)
add_subdirectory(vsggroups)
add_subdirectory(vsglights)
add_subdirectory(vsgtransform)
add_subdirectory(vsgshadow)
add_subdirectory(vsgtextureprojection)
add_subdirectory(vsglayers)

Expand Down
2 changes: 1 addition & 1 deletion examples/nodes/vsgannotation/vsgannotation.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ class NamedGroup : public vsg::Inherit<experimental::Annotation<vsg::Group>, Nam
public:
NamedGroup()
{
debugColor = vsg::vec4(.8, .8, .8, 1.0);
debugColor = vsg::vec4(.8f, .8f, .8f, 1.0f);
}

using experimental::Annotation<vsg::Group>::accept;
Expand Down
10 changes: 5 additions & 5 deletions examples/nodes/vsglayers/vsglayers.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -72,11 +72,11 @@ int main(int argc, char** argv)

auto layout = vsg::StandardLayout::create();
layout->horizontalAlignment = vsg::StandardLayout::CENTER_ALIGNMENT;
layout->position = vsg::vec3(0.0, 0.0, 0.0);
layout->horizontal = vsg::vec3(1.0, 0.0, 0.0);
layout->vertical = vsg::vec3(0.0, 0.0, 1.0);
layout->color = vsg::vec4(1.0, 1.0, 1.0, 1.0);
layout->outlineWidth = 0.1;
layout->position = vsg::vec3(0.0f, 0.0f, 0.0f);
layout->horizontal = vsg::vec3(1.0f, 0.0f, 0.0f);
layout->vertical = vsg::vec3(0.0f, 0.0f, 1.0f);
layout->color = vsg::vec4(1.0f, 1.0f, 1.0f, 1.0f);
layout->outlineWidth = 0.1f;

auto text = vsg::Text::create();
text->text = vsg::stringValue::create("Layer");
Expand Down
Loading