Fix some warnings from MSVC
This commit is contained in:
@@ -33,8 +33,8 @@ namespace Nz
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Vector2f uv;
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};
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unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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std::size_t s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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std::size_t s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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}
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/*!
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@@ -347,13 +347,13 @@ namespace Nz
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const Texture* overlay = overlayIt.first;
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auto& spriteChainVector = overlayIt.second.spriteChains;
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unsigned int spriteChainCount = spriteChainVector.size();
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std::size_t spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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Renderer::SetTexture(overlayUnit, (overlay) ? overlay : &m_whiteTexture);
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unsigned int spriteChain = 0; // Which chain of sprites are we treating
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unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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std::size_t spriteChain = 0; // Which chain of sprites are we treating
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std::size_t spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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do
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{
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@@ -361,13 +361,13 @@ namespace Nz
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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std::size_t spriteCount = 0;
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std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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do
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{
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ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::size_t count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count * 4;
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@@ -450,17 +450,17 @@ namespace Nz
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auto& entry = matIt.second;
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auto& billboardVector = entry.billboards;
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unsigned int billboardCount = billboardVector.size();
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std::size_t billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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material->Apply(pipelineInstance);
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
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@@ -512,12 +512,12 @@ namespace Nz
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auto& billboardVector = entry.billboards;
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
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std::size_t maxBillboardPerDraw = std::min<std::size_t>(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
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unsigned int billboardCount = billboardVector.size();
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std::size_t billboardCount = billboardVector.size();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
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@@ -666,16 +666,16 @@ namespace Nz
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// With instancing, impossible to select the lights for each object
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// So, it's only activated for directional lights
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unsigned int lightCount = m_renderQueue.directionalLights.size();
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unsigned int lightIndex = 0;
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std::size_t lightCount = m_renderQueue.directionalLights.size();
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std::size_t lightIndex = 0;
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RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
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unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
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for (unsigned int pass = 0; pass < passCount; ++pass)
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std::size_t passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
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for (std::size_t pass = 0; pass < passCount; ++pass)
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{
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if (shaderUniforms->hasLightUniforms)
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{
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unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
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std::size_t renderedLightCount = std::min<std::size_t>(lightCount, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS);
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lightCount -= renderedLightCount;
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if (pass == 1)
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@@ -690,18 +690,18 @@ namespace Nz
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}
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// Sends the uniforms
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for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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for (std::size_t i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
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}
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const Matrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
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std::size_t instanceCount = instances.size();
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std::size_t maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
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while (instanceCount > 0)
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{
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// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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std::size_t renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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// We fill the instancing buffer with our world matrices
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@@ -726,16 +726,16 @@ namespace Nz
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// Choose the lights depending on an object position and apparent radius
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ChooseLights(Spheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius));
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unsigned int lightCount = m_lights.size();
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std::size_t lightCount = m_lights.size();
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Renderer::SetMatrix(MatrixType_World, matrix);
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unsigned int lightIndex = 0;
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std::size_t lightIndex = 0;
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RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
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unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
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for (unsigned int pass = 0; pass < passCount; ++pass)
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std::size_t passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
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for (std::size_t pass = 0; pass < passCount; ++pass)
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{
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lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
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lightCount -= std::min<std::size_t>(lightCount, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS);
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if (pass == 1)
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{
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@@ -749,7 +749,7 @@ namespace Nz
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}
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// Sends the light uniforms to the shader
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for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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for (std::size_t i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
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// And we draw
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@@ -835,7 +835,7 @@ namespace Nz
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{
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lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
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for (unsigned int i = 0; i < lightCount; ++i)
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for (std::size_t i = 0; i < lightCount; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
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}
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@@ -874,7 +874,7 @@ namespace Nz
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float radius = modelData.squaredBoundingSphere.radius;
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ChooseLights(Spheref(position, radius), false);
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for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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for (std::size_t i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
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}
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