Commit 953f3b12 authored by Rémi Denis-Courmont's avatar Rémi Denis-Courmont

glspectrum: use single precision

parent 07d3ca8d
......@@ -104,10 +104,10 @@ struct filter_sys_t
static block_t *DoWork(filter_t *, block_t *);
static void *Thread(void *);
#define SPECTRUM_WIDTH 4.0
#define SPECTRUM_WIDTH 4.f
#define NB_BANDS 20
#define ROTATION_INCREMENT 0.1
#define BAR_DECREMENT 0.075
#define ROTATION_INCREMENT .1f
#define BAR_DECREMENT .075f
#define ROTATION_MAX 20
const GLfloat lightZeroColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
......@@ -249,40 +249,40 @@ static void initOpenGLScene(void)
*/
static void drawBar(void)
{
const float w = SPECTRUM_WIDTH / NB_BANDS - 0.05;
const float w = SPECTRUM_WIDTH / NB_BANDS - 0.05f;
const GLfloat vertexCoords[] = {
0.0, 0.0, 0.0, w, 0.0, 0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, w, 0.0, 0.0, w , 1.0, 0.0,
0.f, 0.f, 0.f, w, 0.f, 0.f, 0.f, 1.f, 0.f,
0.f, 1.f, 0.f, w, 0.f, 0.f, w, 1.f, 0.f,
0.0, 0.0, -w, 0.0, 0.0, 0.0, 0.0, 1.0, -w,
0.0, 1.0, -w, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0,
0.f, 0.f, -w, 0.f, 0.f, 0.f, 0.f, 1.f, -w,
0.f, 1.f, -w, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f,
w, 0.0, 0.0, w, 0.0, -w, w, 1.0, 0.0,
w, 1.0, 0.0, w, 0.0, -w, w, 1.0, -w,
w, 0.f, 0.f, w, 0.f, -w, w, 1.f, 0.f,
w, 1.f, 0.f, w, 0.f, -w, w, 1.f, -w,
w, 0.0, -w, 0.0, 0.0, -w, 0.0, 1.0, -w,
0.0, 1.0, -w, w, 1.0, -w, w, 0.0, -w,
w, 0.f, -w, 0.f, 0.f, -w, 0.f, 1.f, -w,
0.f, 1.f, -w, w, 1.f, -w, w, 0.f, -w,
0.0, 1.0, 0.0, w, 1.0, 0.0, w, 1.0, -w,
0.0, 1.0, 0.0, w, 1.0, -w, 0.0, 1.0, -w,
0.f, 1.f, 0.f, w, 1.f, 0.f, w, 1.f, -w,
0.f, 1.f, 0.f, w, 1.f, -w, 0.f, 1.f, -w,
};
const GLfloat normals[] = {
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f,
0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f,
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
-1.f, 0.f, 0.f, -1.f, 0.f, 0.f, -1.f, 0.f, 0.f,
-1.f, 0.f, 0.f, -1.f, 0.f, 0.f, -1.f, 0.f, 0.f,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f,
1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f,
0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
0.f, 0.f, -1.f, 0.f, 0.f, -1.f, 0.f, 0.f, -1.f,
0.f, 0.f, -1.f, 0.f, 0.f, -1.f, 0.f, 0.f, -1.f,
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f,
0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f,
};
glVertexPointer(3, GL_FLOAT, 0, vertexCoords);
......@@ -299,20 +299,20 @@ static void setBarColor(float f_height)
{
float r, b;
#define BAR_MAX_HEIGHT 4.2
r = -1.0 + 2 / BAR_MAX_HEIGHT * f_height;
b = 2.0 - 2 / BAR_MAX_HEIGHT * f_height;
#define BAR_MAX_HEIGHT 4.2f
r = -1.f + 2 / BAR_MAX_HEIGHT * f_height;
b = 2.f - 2 / BAR_MAX_HEIGHT * f_height;
#undef BAR_MAX_HEIGHT
/* Test the ranges. */
r = r > 1.0 ? 1.0 : r;
b = b > 1.0 ? 1.0 : b;
r = r > 1.f ? 1.f : r;
b = b > 1.f ? 1.f : b;
r = r < 0.0 ? 0.0 : r;
b = b < 0.0 ? 0.0 : b;
r = r < 0.f ? 0.f : r;
b = b < 0.f ? 0.f : b;
/* Set the bar color. */
glColor4f(r, 0.0, b, 1.0);
glColor4f(r, 0.f, b, 1.f);
}
......@@ -323,7 +323,7 @@ static void setBarColor(float f_height)
static void drawBars(float heights[])
{
glPushMatrix();
glTranslatef(-2.0, 0.0, 0.0);
glTranslatef(-2.f, 0.f, 0.f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
......@@ -332,12 +332,12 @@ static void drawBars(float heights[])
for (unsigned i = 0; i < NB_BANDS; ++i)
{
glPushMatrix();
glScalef(1.0, heights[i], 1.0);
glScalef(1.f, heights[i], 1.f);
setBarColor(heights[i]);
drawBar();
glPopMatrix();
glTranslatef(w, 0.0, 0.0);
glTranslatef(w, 0.f, 0.f);
}
glDisableClientState(GL_VERTEX_ARRAY);
......@@ -471,7 +471,7 @@ static void *Thread( void *p_data )
{
union {float f; int32_t i;} u;
u.f = *p_buffl + 384.0;
u.f = *p_buffl + 384.f;
if (u.i > 0x43c07fff)
*p_buffs = 32767;
else if (u.i < 0x43bf8000)
......@@ -525,7 +525,7 @@ static void *Thread( void *p_data )
y = p_dest[j];
}
/* Calculate the height of the bar */
float new_height = y != 0 ? log(y) * 0.4 : 0;
float new_height = y != 0 ? logf(y) * 0.4f : 0;
height[i] = new_height > height[i]
? new_height : height[i];
}
......
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