Fix minor warnings.

Add output directories to ignore list.
pull/292/head
Ignacio 6 years ago
parent 8a076c8e8d
commit a9a6f6968e

@ -93,9 +93,9 @@ float nv::averageColorError(const FloatImage * ref, const FloatImage * img, bool
float b1 = ref->pixel(i + count * 2);
float a1 = ref->pixel(i + count * 3);
float r = fabs(r0 - r1);
float g = fabs(g0 - g1);
float b = fabs(b0 - b1);
float r = fabsf(r0 - r1);
float g = fabsf(g0 - g1);
float b = fabsf(b0 - b1);
float a = 1;
if (alphaWeight) a = a1;
@ -125,7 +125,7 @@ float nv::averageAlphaError(const FloatImage * ref, const FloatImage * img)
float a = a0 - a1;
mae += fabs(a);
mae += fabsf(a);
}
return float(mae / count);

@ -52,7 +52,7 @@ namespace
return 1.0f + x*x*(-1.0f/6.0f + x*x*1.0f/120.0f);
}
else {
return sin(x) / x;
return sinf(x) / x;
}
}
@ -157,7 +157,7 @@ BoxFilter::BoxFilter(float width) : Filter(width) {}
float BoxFilter::evaluate(float x) const
{
if (fabs(x) <= m_width) return 1.0f;
if (fabsf(x) <= m_width) return 1.0f;
else return 0.0f;
}
@ -167,7 +167,7 @@ TriangleFilter::TriangleFilter(float width) : Filter(width) {}
float TriangleFilter::evaluate(float x) const
{
x = fabs(x);
x = fabsf(x);
if( x < m_width ) return m_width - x;
return 0.0f;
}
@ -177,7 +177,7 @@ QuadraticFilter::QuadraticFilter() : Filter(1.5f) {}
float QuadraticFilter::evaluate(float x) const
{
x = fabs(x);
x = fabsf(x);
if( x < 0.5f ) return 0.75f - x * x;
if( x < 1.5f ) {
float t = x - 1.5f;
@ -192,7 +192,7 @@ CubicFilter::CubicFilter() : Filter(1.0f) {}
float CubicFilter::evaluate(float x) const
{
// f(t) = 2|t|^3 - 3|t|^2 + 1, -1 <= t <= 1
x = fabs(x);
x = fabsf(x);
if( x < 1.0f ) return((2.0f * x - 3.0f) * x * x + 1.0f);
return 0.0f;
}
@ -202,7 +202,7 @@ BSplineFilter::BSplineFilter() : Filter(2.0f) {}
float BSplineFilter::evaluate(float x) const
{
x = fabs(x);
x = fabsf(x);
if( x < 1.0f ) return (4.0f + x * x * (-6.0f + x * 3.0f)) / 6.0f;
if( x < 2.0f ) {
float t = 2.0f - x;
@ -216,7 +216,7 @@ MitchellFilter::MitchellFilter() : Filter(2.0f) { setParameters(1.0f/3.0f, 1.0f/
float MitchellFilter::evaluate(float x) const
{
x = fabs(x);
x = fabsf(x);
if( x < 1.0f ) return p0 + x * x * (p2 + x * p3);
if( x < 2.0f ) return q0 + x * (q1 + x * (q2 + x * q3));
return 0.0f;
@ -238,7 +238,7 @@ LanczosFilter::LanczosFilter() : Filter(3.0f) {}
float LanczosFilter::evaluate(float x) const
{
x = fabs(x);
x = fabsf(x);
if( x < 3.0f ) return sincf(PI * x) * sincf(PI * x / 3.0f);
return 0.0f;
}
@ -357,7 +357,7 @@ void Kernel2::normalize()
{
float total = 0.0f;
for(uint i = 0; i < m_windowSize*m_windowSize; i++) {
total += fabs(m_data[i]);
total += fabsf(m_data[i]);
}
float inv = 1.0f / total;

@ -57,7 +57,7 @@ static bool ludcmp(float **a, int n, int *indx, float *d)
}
a[i][j]=sum;
float dum = vv[i]*fabs(sum);
float dum = vv[i]*fabsf(sum);
if (dum >= big) {
// Is the figure of merit for the pivot better than the best so far?
big = dum;
@ -284,8 +284,8 @@ Matrix nv::inverse(const Matrix & m) {
for (i=0; i<4; i++) { /* eliminate in column i, below diag */
max = -1.;
for (k=i; k<4; k++) /* find pivot for column i */
if (fabs(A(k, i)) > max) {
max = fabs(A(k, i));
if (fabsf(A(k, i)) > max) {
max = fabsf(A(k, i));
j = k;
}
if (max<=0.) return B; /* if no nonzero pivot, PUNT */
@ -340,7 +340,7 @@ Matrix3 nv::inverse(const Matrix3 & m) {
max = -1.;
for (k=i; k<3; k++) /* find pivot for column i */
if (fabs(A(k, i)) > max) {
max = fabs(A(k, i));
max = fabsf(A(k, i));
j = k;
}
if (max<=0.) return B; /* if no nonzero pivot, PUNT */

@ -729,7 +729,7 @@ namespace nv
// Get perspective matrix.
inline Matrix perspective(float fovy, float aspect, float zNear, float zFar)
{
float xmax = zNear * tan(fovy / 2);
float xmax = zNear * tanf(fovy / 2);
float xmin = -xmax;
float ymax = xmax / aspect;
@ -741,7 +741,7 @@ namespace nv
// Get inverse perspective matrix.
inline Matrix perspectiveInverse(float fovy, float aspect, float zNear, float zFar)
{
float xmax = zNear * tan(fovy / 2);
float xmax = zNear * tanf(fovy / 2);
float xmin = -xmax;
float ymax = xmax / aspect;
@ -753,7 +753,7 @@ namespace nv
// Get infinite perspective matrix.
inline Matrix perspective(float fovy, float aspect, float zNear)
{
float x = zNear * tan(fovy / 2);
float x = zNear * tanf(fovy / 2);
float y = x / aspect;
return frustum( -x, x, -y, y, zNear );
}

@ -222,7 +222,7 @@ namespace nv
inline float frac(float f)
{
return f - floor(f);
return f - floorf(f);
}
inline float floatRound(float f)

@ -39,7 +39,7 @@ using namespace nvtt;
// Solid angle of an axis aligned quad from (0,0,1) to (x,y,1)
// See: http://www.fizzmoll11.com/thesis/ for a derivation of this formula.
static float areaElement(float x, float y) {
return atan2(x*y, sqrtf(x*x + y*y + 1));
return atan2f(x*y, sqrtf(x*x + y*y + 1));
}
// Solid angle of a hemicube texel.
@ -206,19 +206,19 @@ static const Vector3 faceV[6] = {
static Vector2 toPolar(Vector3::Arg v) {
Vector2 p;
p.x = atan2(v.x, v.y); // theta
p.x = atan2f(v.x, v.y); // theta
p.y = acosf(v.z); // phi
return p;
}
static Vector2 toPlane(float theta, float phi) {
float x = sin(phi) * cos(theta);
float y = sin(phi) * sin(theta);
float z = cos(phi);
float x = sinf(phi) * cosf(theta);
float y = sinf(phi) * sinf(theta);
float z = cosf(phi);
Vector2 p;
p.x = x / fabs(z);
p.y = y / fabs(z);
p.x = x / fabsf(z);
p.y = y / fabsf(z);
//p.x = tan(phi) * cos(theta);
//p.y = tan(phi) * sin(theta);
@ -227,8 +227,8 @@ static Vector2 toPlane(float theta, float phi) {
static Vector2 toPlane(Vector3::Arg v) {
Vector2 p;
p.x = v.x / fabs(v.z);
p.y = v.y / fabs(v.z);
p.x = v.x / fabsf(v.z);
p.y = v.y / fabsf(v.z);
return p;
}
@ -569,7 +569,7 @@ CubeSurface CubeSurface::irradianceFilter(int size, EdgeFixup fixupMethod) const
// Convolve filter against this cube.
Vector3 CubeSurface::Private::applyAngularFilter(const Vector3 & filterDir, float coneAngle, float * filterTable, int tableSize)
{
const float cosineConeAngle = cos(coneAngle);
const float cosineConeAngle = cosf(coneAngle);
nvDebugCheck(cosineConeAngle >= 0);
Vector3 color(0);
@ -690,7 +690,7 @@ Vector3 CubeSurface::Private::applyAngularFilter(const Vector3 & filterDir, floa
// Convolve filter against this cube.
Vector3 CubeSurface::Private::applyCosinePowerFilter(const Vector3 & filterDir, float coneAngle, float cosinePower)
{
const float cosineConeAngle = cos(coneAngle);
const float cosineConeAngle = cosf(coneAngle);
nvDebugCheck(cosineConeAngle >= 0);
Vector3 color(0);

@ -1993,7 +1993,7 @@ static Color32 toRgbe8(float r, float g, float b)
}
else {
int e;
v = frexp(v, &e) * 256.0f / v;
v = frexpf(v, &e) * 256.0f / v;
c.r = uint8(clamp(r * v, 0.0f, 255.0f));
c.g = uint8(clamp(g * v, 0.0f, 255.0f));
c.b = uint8(clamp(b * v, 0.0f, 255.0f));
@ -2845,13 +2845,13 @@ void Surface::transformNormals(NormalTransform xform)
float discriminant = b * b - 4.0f * a * c;
float t = (-b + sqrtf(discriminant)) / (2.0f * a);
float d = fabs(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
float d = fabsf(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
while (d > 0.0001) {
float ft = 1 - n.z * t - (n.x*n.x + n.y*n.y)*t*t + n.x*n.x*n.y*n.y*t*t*t*t;
float fit = - n.z - 2*(n.x*n.x + n.y*n.y)*t + 4*n.x*n.x*n.y*n.y*t*t*t;
t -= ft / fit;
d = fabs(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
d = fabsf(n.z * t - (1 - n.x*n.x*t*t) * (1 - n.y*n.y*t*t));
};
n.x = n.x * t;

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