From fa258c51bfbc79a7cbaf1c0859378dc3c7c0f38c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Andr=C3=A9=20Costa?= Date: Tue, 3 Feb 2026 20:25:13 +0100 Subject: [PATCH] fix(gltf): remove designated initializers causing warnings (#9676) --- .../gltf/gltf_data/lv_gltf_model_node.cpp | 2 +- src/libs/gltf/gltf_view/lv_gltf_view.cpp | 38 +++++++------------ .../gltf/gltf_view/lv_gltf_view_render.cpp | 2 + 3 files changed, 17 insertions(+), 25 deletions(-) diff --git a/src/libs/gltf/gltf_data/lv_gltf_model_node.cpp b/src/libs/gltf/gltf_data/lv_gltf_model_node.cpp index 751b062bfa..f2367d9617 100644 --- a/src/libs/gltf/gltf_data/lv_gltf_model_node.cpp +++ b/src/libs/gltf/gltf_data/lv_gltf_model_node.cpp @@ -362,7 +362,7 @@ static lv_result_t add_write_op(lv_gltf_model_node_t * node, lv_gltf_node_prop_t return LV_RESULT_OK; } /* Else create a new one */ - lv_gltf_write_op_t write_op = {.prop = prop, .channel = channel, .value = value}; + lv_gltf_write_op_t write_op {prop, channel, value}; lv_result_t res = lv_array_push_back(&node->write_ops, &write_op); if(res != LV_RESULT_OK) { return res; diff --git a/src/libs/gltf/gltf_view/lv_gltf_view.cpp b/src/libs/gltf/gltf_view/lv_gltf_view.cpp index f4527c61b0..13934db340 100644 --- a/src/libs/gltf/gltf_view/lv_gltf_view.cpp +++ b/src/libs/gltf/gltf_view/lv_gltf_view.cpp @@ -56,7 +56,7 @@ static lv_result_t create_default_environment(lv_gltf_t * gltf); static void display_refr_end_event_cb(lv_event_t * e); -const lv_obj_class_t lv_gltf_class = { +const lv_obj_class_t lv_gltf_class { &lv_3dtexture_class, lv_gltf_constructor, lv_gltf_destructor, @@ -83,7 +83,7 @@ const lv_obj_class_t lv_gltf_class = { * STATIC VARIABLES **********************/ -static const lv_opengl_glsl_version_t GLSL_VERSIONS[] = { +static const lv_opengl_glsl_version_t GLSL_VERSIONS[] { LV_OPENGL_GLSL_VERSION_300ES, LV_OPENGL_GLSL_VERSION_330, }; @@ -492,7 +492,7 @@ lv_3dray_t lv_gltf_get_ray_from_2d_coordinate(lv_obj_t * obj, const lv_point_t * float norm_mouse_x = (float)screen_pos->x / (float)(lv_obj_get_width(obj)); float norm_mouse_y = (float)screen_pos->y / (float)(lv_obj_get_height(obj)); - lv_3dray_t outray = {0}; + lv_3dray_t outray {{0, 0, 0}, {0, 0, 0}}; fastgltf::math::fmat4x4 proj_mat = fastgltf::math::invert(fastgltf::math::fmat4x4(viewer->projection_matrix)); @@ -545,7 +545,7 @@ lv_3dplane_t lv_gltf_get_current_view_plane(lv_obj_t * obj, float distance) LV_ASSERT_NULL(obj); LV_ASSERT_OBJ(obj, MY_CLASS); lv_gltf_t * viewer = (lv_gltf_t *)obj; - lv_3dplane_t outplane = {0}; + lv_3dplane_t outplane = {{0, 0, 0}, {0, 0, 0}}; /* Forward vector is the third column of the matrix */ auto forward = fastgltf::math::fvec3(viewer->view_matrix[0][2], viewer->view_matrix[1][2], viewer->view_matrix[2][2]); @@ -769,15 +769,8 @@ static void lv_gltf_parse_model(lv_gltf_t * viewer, lv_gltf_model_t * model) LV_ASSERT_MSG(result == LV_RESULT_OK, "Couldn't injest shader defines"); - lv_opengl_shader_params_t frag_shader = {.name = "__MAIN__.frag", - .permutations = (lv_opengl_shader_define_t *) defines.data, - .permutations_len = lv_array_size(&defines) - }; - - lv_opengl_shader_params_t vert_shader = {.name = "__MAIN__.vert", - .permutations = (lv_opengl_shader_define_t *) defines.data, - .permutations_len = lv_array_size(&defines) - }; + lv_opengl_shader_params_t frag_shader {"__MAIN__.frag", (lv_opengl_shader_define_t *) defines.data, lv_array_size(&defines) }; + lv_opengl_shader_params_t vert_shader {"__MAIN__.vert", (lv_opengl_shader_define_t *) defines.data, lv_array_size(&defines) }; lv_opengl_shader_program_t * program = lv_opengl_shader_manager_compile_program_best_version(&viewer->shader_manager, &frag_shader, @@ -787,10 +780,7 @@ static void lv_gltf_parse_model(lv_gltf_t * viewer, lv_gltf_model_t * model) GLuint program_id = lv_opengl_shader_program_get_id(program); GL_CALL(glUseProgram(program_id)); - lv_gltf_compiled_shader_t compiled_shader = { - .uniforms = lv_gltf_uniform_locations_create(program_id), - .program = program_id, - }; + lv_gltf_compiled_shader_t compiled_shader { lv_gltf_uniform_locations_create(program_id), program_id, }; lv_gltf_store_compiled_shader(model, material_index, &compiled_shader); const size_t n = lv_array_size(&defines); @@ -810,7 +800,7 @@ static void lv_gltf_parse_model(lv_gltf_t * viewer, lv_gltf_model_t * model) static void setup_compile_and_load_bg_shader(lv_opengl_shader_manager_t * manager) { - lv_opengl_shader_define_t frag_defs[1] = { { "TONEMAP_KHR_PBR_NEUTRAL", NULL, false} }; + lv_opengl_shader_define_t frag_defs[1] { { "TONEMAP_KHR_PBR_NEUTRAL", NULL, false} }; uint32_t frag_shader_hash ; uint32_t vert_shader_hash; lv_result_t res = lv_opengl_shader_manager_select_shader(manager, "cubemap.frag", frag_defs, 1, @@ -832,12 +822,12 @@ static void setup_compile_and_load_bg_shader(lv_opengl_shader_manager_t * manage static void setup_background_environment(GLuint program, GLuint * vao, GLuint * indexBuffer, GLuint * vertexBuffer) { - int32_t indices[] = { 1, 2, 0, 2, 3, 0, 6, 2, 1, 1, 5, 6, 6, 5, 4, 4, 7, 6, - 6, 3, 2, 7, 3, 6, 3, 7, 0, 7, 4, 0, 5, 1, 0, 4, 5, 0 - }; - float verts[] = { -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, - -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f - }; + int32_t indices[] { 1, 2, 0, 2, 3, 0, 6, 2, 1, 1, 5, 6, 6, 5, 4, 4, 7, 6, + 6, 3, 2, 7, 3, 6, 3, 7, 0, 7, 4, 0, 5, 1, 0, 4, 5, 0 + }; + float verts[] { -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, + -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f + }; GL_CALL(glUseProgram(program)); GL_CALL(glGenVertexArrays(1, vao)); diff --git a/src/libs/gltf/gltf_view/lv_gltf_view_render.cpp b/src/libs/gltf/gltf_view/lv_gltf_view_render.cpp index fb012d168e..9b3fa1d3a1 100644 --- a/src/libs/gltf/gltf_view/lv_gltf_view_render.cpp +++ b/src/libs/gltf/gltf_view/lv_gltf_view_render.cpp @@ -1178,6 +1178,7 @@ static void setup_view_proj_matrix_from_camera(lv_gltf_t * viewer, uint32_t came static void setup_view_proj_matrix(lv_gltf_t * viewer, lv_gltf_view_desc_t * view_desc, lv_gltf_model_t * model, bool transmission_pass) { + LV_UNUSED(model); const lv_gltf_model_t * main_model = *(lv_gltf_model_t **)lv_array_at(&viewer->models, 0); auto b_radius = lv_gltf_data_get_radius(main_model); @@ -1301,6 +1302,7 @@ static void setup_draw_environment_background(lv_opengl_shader_manager_t * manag static void setup_draw_solid_background(lv_gltf_t * viewer, lv_color_t bg_color, lv_opa_t bg_opa) { + LV_UNUSED(viewer); GL_CALL(glClearDepthf(1.0f)); /* Red / blue color order reversed below so they'll end up in the correct order * after the shader swaps the channels again, back to correct. */