From e8ac0381f976f2dfd70fbe52e0ec59c1a8da9df6 Mon Sep 17 00:00:00 2001 From: Ben Harris Date: Sat, 18 Feb 2023 18:52:21 +0000 Subject: Convert a lot of floating-point constants to single precision For reasons now lost to history, Puzzles generally uses single-precision floating point. However, C floating-point constants are by default double-precision, and if they're then operated on along with a single-precision variable the value of the variable gets promoted to double precision, then the operation gets done, and then often the result gets converted back to single precision again. This is obviously silly, so I've used Clang's "-Wdouble-promotion" to find instances of this and mark the constants as single-precision as well. This is a bit awkward for PI, which ends up with a cast. Maybe there should be a PIF, or maybe PI should just be single-precision. This doesn't eliminate all warnings from -Wdouble-promotion. Some of the others might merit fixing but adding explicit casts to double just to shut the compiler up would be going too far, I feel. --- net.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'net.c') diff --git a/net.c b/net.c index 9ac2270..76273c2 100644 --- a/net.c +++ b/net.c @@ -2606,8 +2606,8 @@ static void draw_wires(drawing *dr, int cx, int cy, int radius, for (i = 0; i < npoints; i++) { rotated_coords(&xf, &yf, matrix, cx, cy, fpoints[2*i], fpoints[2*i+1]); - points[2*i] = 0.5 + xf; - points[2*i+1] = 0.5 + yf; + points[2*i] = 0.5F + xf; + points[2*i+1] = 0.5F + yf; } draw_polygon(dr, points, npoints, colour, colour); @@ -2747,8 +2747,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, * rotated by an arbitrary angle about that centre point. */ if (tile & TILE_ROTATING) { - matrix[0] = (float)cos(angle * PI / 180.0); - matrix[2] = (float)sin(angle * PI / 180.0); + matrix[0] = (float)cos(angle * (float)PI / 180.0F); + matrix[2] = (float)sin(angle * (float)PI / 180.0F); } else { matrix[0] = 1.0F; matrix[2] = 0.0F; @@ -2787,8 +2787,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, float x, y; rotated_coords(&x, &y, matrix, cx, cy, boxr * points[i], boxr * points[i+1]); - points[i] = x + 0.5; - points[i+1] = y + 0.5; + points[i] = x + 0.5F; + points[i+1] = y + 0.5F; } draw_polygon(dr, points, 4, col, COL_WIRE); -- cgit v1.1